• Title/Summary/Keyword: Game for education

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Knee Injury In Soccer Play (축구경기시의 무릎손상)

  • Lee, Dong-Chul;Bae, Sang-Keun;Shon, Oog-Jin
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.5 no.2
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    • pp.141-146
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    • 2006
  • Purpose: This study was performed to analyze the mechanism and type of knee injury during soccer game and to evaluate the functional recovery after treatment. Materials and Methods: From October 2002 to January 2005, 49 patients were treated surgically. Mean age was 28.8 (8-36) years old, mean follow-up duration was 14.9 (8-36) months. Injury was evaluated by physical examination, radiography, and arthroscopic finding. Clinical results were evaluated with Lysholm score and Tegner activity score. Results: According to classification of the ligament injury, the incidence of single ACL injury was the most frequent and 27 cases. Injuries took place, in 2nd half of the games, and in the winter. Among the mechanism of injury, turn & twisting was 20 cases and the most frequent. The preoperative Lysholm score, Tegner activity score were 45, 2 and those of last follow-up were 87.6, 6, respectively. Conclusion: The recovery of Lysholm and Tegner activity score were good, but the sports activity was clearly decreased alter injury. It was suggested that appropriate physical & psychological rehabilitation and education were inevitable.

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Influence of Computer Use Hours on Physical Development, Dietary Patterns, and Nutritional Status of Higher Grade Elementary School Children (컴퓨터 사용시간이 고학년 초등학생의 신체 발달, 식생활 습관 및 영양 상태에 미치는 영향)

  • Kim, Hye-Seon;Lee, Bog-Hieu
    • Journal of Nutrition and Health
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    • v.41 no.2
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    • pp.165-173
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    • 2008
  • This study was intended to investigate whether the computer use hours affect physical development, dietary habits, and nutritional status or not. One hundred and ninety elementary school students from Gyeonggi province and Seoul were selected and surveyed during December, 2006. Participants were divided into 2 groups: long-time computer user (${\geq}$ 2 hrs./day) and short-time computer user (<2hrs./day). The survey included the questionnaires and anthropometric measurement. A dietary survey was conducted by using 24-hour recall method. The most of long-time computer user accessed computer more often than those of short-time computer user weekly bases. The purpose of the computer use was for the computer game (p < 0.05). Most participants accessed computer after the school at night and at their home. The longer the computer use, the more the body weight and %RBW (p < 0.05). Dietary habits score of long-time computer user 34.5 points) was lower than that of short-time computer user (38.0 points) (p < 0.001). The long-time computer user consumed more fatty foods, instant foods, and sugary foods. In case of dietary habit changes incurred by computer use, the long-time computer user had inferior dietary habits: skipping meals, meal size, appetite, eating speed, weight, exercise, and sleeping trouble (p < 0.05). The long-time computer user consumed less calories than the short-time computer user (p < 0.05). Also, the long-time computer user tended to have lower intakes of vitamin C, Ca, and dietary fiber without significance. From the findings, the longer use of computer by the elementary school children negatively affects their physical development, dietary habits and nutritional status.

Analysis on the Effects of Sports Sponsorship by Brand Type of Pyeong Chang Winter Olympic Official Sponsors' (평창 동계올림픽 공식후원사의 브랜드 유형에 따른 스폰서효과 분석)

  • Park, Sang-Il;Kim, Hwa-Ryong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.3
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    • pp.830-839
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    • 2019
  • The purpose of this study is to analyze the effect of sport sponsorship on the advertising effectiveness by distinguishing products of high sponsorship products from low sponsorship products. For this study, 450 samples who directly spectated their game were selected using convenience sampling method, finally 426 data were used except data which didn't respond or trustlessly responded. Data was collected through questionnaires. Data was analyzed through PASW 19.0 version frequency analysis, reliability analysis, factor analysis, independent sample t-test analysis, one-way ANOVA analysis paired sample t-test analysis was performed. All tests were performed using a .05 significance level. The results are as follows. First, This is the Result of T-test between brand effectiveness and gender. There is a non difference between male and female. Second, The results showed that there was statistically significant difference between the low perception perceived quality and low perceived sponsor familiarity according to current level of Education. Thirdly, This is the Result of T-test between low involvement perceptual quality, low sponsor friendly image and high involvement perceptual quality, high sponsor friendly image. There is a difference.

Modern Pentathlon's Sports Spirit and A Study on Leader's Ethical Exploration

  • Han, Doryung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.119-126
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    • 2021
  • The modern pentathlon is an exercise in which people and people compete, as well as exercise without equipment, exercise using equipment, and exercise with animals, and it is an exercise that includes static and dynamic exercise. The ethical issues of modern pentathlon athletes are also related to the poor environment and economic reasons, and the athlete's ethical awareness, attitude, and spirit have a great influence on the athlete's mental environment. In this study, the direction of improvement of ethical problems, which are different as important issues in modern sports, was examined, and qualitative research methods were applied to explore the sports spirit and ethics of the modern pentathlon. Correct sports should not deviate from the intended purpose of the exercise or cause or force the athlete to suffer physical or mental pain. In sports, compensatoryism can be a direct cause of improved performance or record-breaking, but sometimes it can also cause distorted athletes. Air doping has ethical issues that can cause controversy over the health or fairness of athletes, mental and physical damage to athletes, and harm. Responsibilities and ethical issues of athletes who take prohibited substances or leaders or supervisors who neglect or encourage them should be treated as very important matters. In the sports field, the reward system that is subordinate to the athlete's or leader's performance is related to the athlete's or leader's livelihood. For a fair and just game progression, it is necessary to break away from the development of athletes who are only focused on performance. The problem of Unethical issues must be overcome by emphasizing the restoration of ethics that are reasonably recognized in ideology and logic.

A Study on the Relationship between Adolescent Misconducts and Harmful Environment Based on Health Belief Model (건강신념모델을 적용한 청소년 비행과 유해환경과의 관련성 연구)

  • 이명선
    • Korean Journal of Health Education and Promotion
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    • v.18 no.3
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    • pp.37-58
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    • 2001
  • This study placed its objectives in suggesting the basic data for setting up an approach to protect the educational environment, by analyzing the relevance between the misconducts of adolescence and the harmful environment around the school, as an object of study, middle school students and high school students all over the country. Thus, this study carried out the questionnaire survey, by the multi-stage of stratified sampling in 2,114 middle school and high school students from June 29, 2000 through July 29, 2000. And the results of analysis were as follows: 1. In case of the ratio of students using harmful environment, the electronic game room had the highest ratio (78.3%); next, the PC room (75.6%), the singing room (71.6%), and the cartoon room (34.3%). 2. In terms of the experiences of using the harmful environment according to the personal characteristics, high school students used it in a higher ratio, compared with middle school students (p〈0.001); the students, whose father graduated from a high school, comparatively used it much more(p〈0.05). Also, when a school is located near to amusement quarters or shopping centers, students used the harmful environment most highly (p〈0.001). And the differences were found to be statistically significant. 3. In case of the perceived susceptibility factors, the harmful environment was found to be used in lower ratio, by the students who answered “very so” to the question item, The more harmful environment facilities are positioned around school, the more student have the opportunities to use them. (p〈0.001). That is, the findings showed that the higher students' degree of perceived susceptibility factors was the less students used harmful environment facilities. The differences were statistically significant. In terms of the ratio of using harmful environment according to perceived seriousness factors, it was founded out that the students, who answered, “If I use any harmful environment facilities, it will be very harmful to myself.”. had the less opportunities of having used them, compared with the students who did not answer so (p〈0.001). This indicated that the higher the degrees perceived seriousness of students, the less they used harmful environment facilities. And the differences were statistically significant. In the side of the ratio of using harmful environment according to the perceived barriers, it was found out that there were any special large differences. That is, perceived barriers had nothing to do with students' using harmful environment. 4. As the result of having analyzed the factors influencing the behaviors of using harmful environment, the factor to explain the behaviors of using harmful environment was found to be the degree of perceived seriousness, among individual perceiving factors; next, the location of a school - one of personal characteristics, the degree of perceived susceptibility and ages, m sequence. 5. Among students' misconduct experiences, drinking was highest (21.6%), next, smoking (11.9%), drug abuse (4.3%), and sexual relations (1.6%), In sequence. Among other problematic behaviors, excessive waste was highest (14.6%); next, disobedience and lie (10.7%), night wandering (7.8%), and bad dressing and making-up (5.5%), in sequence. 6. In terms of the misconducts according to the behaviors of using harmful environment, compared with the students who did not commit any misconducts, harmful environment facilities were used more highly, by each group of students who experienced drinking (p〈0.00l), smoking (p〈0.001), sexual relations (p〈0.05), excessive waste (p〈0.001), disobedience & lie (p〈0.001), and bad dressing & making-up (p〈0.05). And the differences were statistically significant.

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The Transmission Direction and Tasks of Ssireum as a National Intangible Cultural Heritage (씨름의 국가무형문화재 전승방향 및 과제)

  • Kwak, Nak-hyun
    • (The)Study of the Eastern Classic
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    • no.67
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    • pp.203-236
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    • 2017
  • The objective of this study is to suggest the transmission direction and tasks of Ssireum, and the conclusions are like below. First, Ssireum has been designated as a national intangible cultural heritage(No.131) in December 2016. Second, in the current status of preservation and spread of Ssireum, there is no system related to the transmission of Ssireum such as cultivation of professional manpower, and facilities, programs, and administration/finance for transmitting Ssireum. Third, based on the "Intangible Cultural Heritage Preservation & Promotion Act", the transmission direction of Ssireum was suggested. (1)The designation of a college to transmit Ssireum would be needed. (2)The Ssireum curriculum should be established. (3) It would be necessary to secure trainees for transmitting Ssireum. (4)The production of teaching materials for transmitting Ssireum would be needed. (5)It would be needed to secure training institutes designated in each region and also teaching personnels for transmitting Ssireum. (6)The research direction for the correct transmission of Ssireum should be set up. Fourth, based on the "Ssireum Promotion Act", the transmission direction of Ssireum was suggested. (1)It is urgent to complement provisions for transmitting Ssireum. (2)For the transmission of Ssireum, instead of the transmission direction of Ssireum as a national intangible cultural heritage in the standardized perspective, it would be necessary to seek for the joint transmission direction between South & North Korea for research & documentation of Ssireum that could be systematized/shared between South & North Korea, development/spread of contents for discovering the original form of Ssireum, and the establishment of a base of transmission system for the preservation/promotion of Ssireum through the academic/institutional exchanges regarding Ssireum between South and North Korea. Moreover, the overall and fundamental transmission measures for the education, transmission, research, record, and informatization of Ssireum, and the cultivation of professional manpower should be established. Fifth, the contents of institutional tasks for Ssireum are like following. (1)The institutional complementation of the "Ssireum Promotion Act" should be done for the domestic/foreign promotion of Ssireum. (2)For the integration of Ssireum organizations, the administrative system should be unified. (3)The standard technical system manual for Ssireum should be produced. (4)The 'Ssireum Transmission Center' should be built for the preservation and systematic transmission of Ssireum. (5)The selection of a college for transmitting Ssireum and the establishment of a system to cultivate Ssireum successors should be done. (6)It would be necessary to establish database(DB) for the use of Ssireum techniques essential for the transmission of Ssireum.

An Analysis on the Current Status of Daily Outdoor Play Parents Recognize (Focused on Gyeonggi-do) (부모가 인식하고 있는 일상적 바깥놀이 실태 분석 (경기도를 중심으로))

  • Kim, Yong-Sook;Yoon, Hee-Bong;Yoo, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.461-472
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    • 2017
  • The purpose of this study is to analyze the current status and condition of children's playgrounds in K which parents recognize as in Gyeonggi-do and provide basic data for the qualitative environment for daily outdoor play of young Children. To do so, a survey of 269 parents living in Gyeonggi-do was conducted and reconstructed based on the advanced research related to outdoor play. Also it was evaluated and revised after consultation with 3 children education specialists. The repossessed questionaries were frequency-analyzed with SPSS 20.0 program. The result of the analysis on outdoor playgrounds is in the following. First of all, it was analyzed that parents required 1 or 2 hours for their children to play outdoors in a type of "forest playgrounds." Moreover, they said that it was really important for the children to feel "interesting and funny" during the outdoor play, and they recognized that the play would be helpful for the children's socialization. However, they felt that a risk factor of the outdoor play was "a vehicle risk in streets." Secondly, the study suggested that there were outdoor playgrounds around parents' houses, and a type of the outdoor play was "a playground installed in the apartment complex." Furthermore, most of the parents weren't satisfied with the outdoor play because the apartment neglected the management of the playgrounds, and there were no playing facilities that were good enough to derive children's curiosity and adventurous spirit. The result also showed that most of the children played outdoors with "their mothers," and they participated in indoor activities, especially playing a game or watching TV rather than outdoor activities after attending a children educational institute. Lastly, when it comes to areas of outdoor play to be improved, it was necessary to "expand playgrounds that children can use for each season," build "safe playgrounds" for a type of the outdoor play," provide "playing spaces" for a spatial type, and "control vehicles around the playgrounds and deal with dangerous things" to prevent safety accidents. The result can expand the understanding of outdoor play for Young Children and offer discussions about the relevant organizations and studies.

Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare (기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구)

  • Kim, Eun-Jin;Lee, Byung-Tae
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.