• 제목/요약/키워드: Game score

검색결과 127건 처리시간 0.025초

도시지역 일부 고등학생을 대상으로 한 인터넷 중독 실태와 관련된 요인 연구 (A Study on the Related Factors with Internet Addiction of the 11th Grade Students in an Urban Area)

  • 이무식;고경재;이효진;남욱;김은영;홍지영;나백주;김건엽
    • Journal of Preventive Medicine and Public Health
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    • 제36권4호
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    • pp.390-398
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    • 2003
  • Objectives : To evaluate the degree of adolescent internet addiction, and investigate its relationship to the general characteristics, internet environments, and contents, especially the stress measured by the psychosocial wellbeing index-short form(PWI-SF). Methods : The data was obtained from self-administered questionnaires from 886 11th grade urban area students. The questionnaires consisted of general characteristics, internet user's environments, frequencies by internet contents, internet addiction test and PWI-SF. Results : The possible rate of internet use at home was 95.1%, and the area of most internet use was the home. The frequencies of internet game and porno site use were higher in males, with web searching and community uses higher in females. The total mean of internet addiction score was 56.8, and was higher for male than for female students. From multiple regression, as analyzed by the internet addiction score as a dependent variable, on-line friends, internet use times, years of internet use, frequencies of internet game, & porno site use, and PWI-SF scores were significant in male. Internet use times, the frequencies of internet game, chatting, community use, and PWI-SF score were significant in female. Four PWI-SF subscales(social role & self reliability, depression, general health & vitality, and sleep disturbance & anxiety) and internet addiction were significantly correlated in both male and female students, with depression having the most correlation. Conclusion : The results of this study suggest that intervention should be provided to prevent internal addiction, especially for coping with stress in Korean teenage students.

퍼펙트 9 다트 조합의 나눗셈 분기한정 알고리즘 (Branch-and-Bound Algorithm for Division of Perfect Nine Dart Combinations)

  • 이상운
    • 한국인터넷방송통신학회논문지
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    • 제22권4호
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    • pp.87-94
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    • 2022
  • 본 논문은 501 다트게임의 최소 다트 촉 투척 횟수인 9회에 대한 획득점수 조합을 찾는 연구를 수행하였다. 다트게임에서 한 번 투척으로 획득할 수 있는 최대 점수는 60점으로 60×8+21×1=501에 의거 60점을 8회, 21점을 1회 획득하면 9회 투척으로 퍼펙트 다트게임을 종료할 수 있다. 이를 9-다트 종료라 한다. 이와 같이 9회 투척으로 501점을 획득 가능한 점수의 조합에 관한 연구는 18개와 14개만 알려져 있으며, 전수탐색 알고리즘을 적용한 연구는 수행되지 않고 있다. 본 논문은 전형적인 전수탐색법인 분기한정법의 O(2n) 지수시간 수행 복잡도를 다항시간 복잡도로 단순화 시키는 방법으로 나눗셈 분기한정 알고리즘을 제안하였다. 제안된 방법은 레벨을 8로 한정시키고, 501/60의 몫 레벨로 점프하고 역추적으로 이전 단계에서의 가능한 점수 조합만을 탐색하는 방법을 적용하였다. 제안된 알고리즘으로 찾은 9회의 퍼펙트게임의 가능한 점수 조합은 90개(101개 경우)를 얻었다.

게임 기반의 자세수직 훈련이 급성 뇌졸중 환자의 밀기행동, 자세조절, 그리고 일상생활동작에 미치는 영향: 사전연구 (Effects of Game-based Postural Vertical Training on Pusher Behavior, Postural Control, and Activity of Daily Living in Patients With Acute Stroke: A Pilot Study)

  • 안창만;노정석;김택훈;최흥식;최규환;김경모
    • 한국전문물리치료학회지
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    • 제26권3호
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    • pp.57-66
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    • 2019
  • Background: Visual and somatosensory integration processing is needed to reduce pusher behavior (PB) and improve postural control in hemiplegic patients with acute stroke. Objects: This study aimed to investigate the effects of game-based postural vertical training (GPVT) on PB, postural control, and activity daily living (ADL) in acute stroke patients. Methods: Fourteen participants with acute stroke (<2 months post-stroke) who had PB according to the Burke lateropulsion scale (BLS) (score>2) were randomly divided into the GPVT group ($n_1=7$) and conventional postural vertical training (CPVT) group ($n_2=7$). The GPVT group performed game-based postural vertical training using a whole-body tilt apparatus. while the CPVT group performed conventional postural vertical training to reduce PB (30 minutes/session, 2 times/day, 5 days/week for 3 consecutive weeks). The BLS was evaluated to assess the severity of PB. And each subject's postural control ability and ADL level were assessed using the postural assessment scale for stroke (PASS), balance posture ratio (BPR), and Korean-modified Barthel index (K-MBI). Outcomes were measured pre- and post-intervention. Results: Comparison of the pre- and post-intervention assessment results showed that both interventions led to the following significant changes: decreased severity of PB scores and increased PASS, BPR, and K-MBI scores (p<.05). In particular, statistical analysis between the two groups, the BLS score was significantly decreased in the GPVT group (p<.05). And PASS, BPR, and K-MBI scores were significantly improved in the GPVT group than in the CPVT group (p<.01, respectively). Conclusion: This study demonstrated that GPVT lessened PB severity and improved postural control ability and ADL levels in acute stroke patients.

On the Equivalence of Stackelberg Strategy and Equilibrium Point in a Two-person Nonzero-sum Game

  • Kim, D.W.;Bai, D.S.
    • 대한산업공학회지
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    • 제5권2호
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    • pp.37-43
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    • 1979
  • A sufficient condition for a Stackelberg strategy to coincide with an equilibrium point is presented. Information pattern of a Stackelberg strategy is essentially different from that of an equilibrium solution and therefore the two strategies need not be the same. However, under score restrictions on the cost functions the difference in information patterns between the two strategies can be disregarded so that the two strategies coincide. The result is extended to the case of discrete-time dynamic games.

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제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구 (A Study on User Interface for Quiz Game Contents using Gesture Recognition)

  • 안정호
    • 디지털콘텐츠학회 논문지
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    • 제13권1호
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    • pp.91-99
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    • 2012
  • 우리는 본 논문에서 아날로그 영역의 퀴즈 게임을 디지털화시키는 작업을 소개한다. 우리는 퀴즈 진행, 퀴즈 참가자 파악, 문제 제시, 먼저 손든 참가자 인식, 정오답 판단, 점수 합산, 승리팀 판단 등 기존의 퀴즈 게임이 아날로그 방식으로 수행해온 작업을 디지털화시키는 작업을 수행하였다. 이를 자동화하기 위해 최근 주목받기 시작한 키넥트 카메라를 이용하여 깊이 영상을 입력받아, 사용자들의 위치를 파악하고 사용자 위주로 정의된 제스처를 인식하는 알고리즘을 고안하였다. 영상의 깊이 값의 분포를 분석하여 퀴즈 참가자들의 상체를 검출하고 사용자들의 분할하였고 손 영역을 검출하였다. 또한 손바닥, 주먹, 기타 손 모양을 인식하기 위한 특징 추출 및 판단 함수를 고안하여 사용자가 퀴즈 보기를 선택할 수 있게 하였다. 구현된 퀴즈 응용 프로그램은 실시간 테스트에서 매우 만족스러운 제스처 인식 결과를 보였으며 원활한 게임 진행이 가능하였다.

캐릭터 성격에 따른 동일 감정 표현의 다양화를 위한 감정 조정 방안 (Emotion Adjustment Method for Diverse Expressions of Same Emotion Depending on Each Character's Characteristics)

  • 이창숙;엄기현;조경은
    • 한국게임학회 논문지
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    • 제10권2호
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    • pp.37-47
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    • 2010
  • 감정은 언어 이외에 인간이 자신의 의사를 전달할 수 있는 효과적인 수단이다. 언어와 더불어 감정을 표현함으로서 상대방에게 자신의 의사를 보다 잘 전달할 수 있다. 또한 동일한 감정의 각기 다른 표현은 개인의 성향을 가늠하는 척도로 이용되기도 한다. 따라서 가상 캐릭터의 감정 표현이 일률적이지 않으려면 성격 특성에 따라 동일 감정의 생성 및 소멸 폭을 조정해 주어야 한다. 본 논문에서는 각 감정에 영향을 주는 성격 특성을 정의하고, 이를 통해 감정을 증감 및 조정하는 방안을 제시한다. 본 논문에서는 세분화된 성격 특성이 의미하는 바와 감정을 나타내는 명사의 사전적 의미를 매치시켜 특정 감정이 어떤 성격 특성과 관계가 있는지를 정의하였다. 또한 성격 검사에서 얻어진 원점수를 활용하여, 각 감정의 증감 및 지속, 소멸을 위한 가중치를 정의한 후, 이를 토대로 감정을 조정하였다. 실제 사람의 성격 검사 데이터를 활용하여 동일한 감정을 조정한 결과, 성격 별로 다른 결과치가 나오는 것을 확인할 수 있었다. 본 연구는 5개의 차원과 30개의 하위 특성으로 이루어진 NEO-PI(NEO Personality Inventory)성인판을 이용하여 연구를 진행하였다.

노인용 기능성 게임(젊어지는 마을)이 인지기능, 도구적 일상생활동작, 우울, 삶의 만족도에 미치는 효과 (The Effects of a Functional Game (Rejuvenescent Village) for Older Koreans' Cognitive Function, Instrumental Activities of Daily Living, Depression, and Life Satisfaction)

  • 임경춘;전민호
    • Journal of Korean Biological Nursing Science
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    • 제18권4호
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    • pp.296-304
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    • 2016
  • Objective: The purpose of this study was to explore the effects of a senior functional game (Rejuvenescent village) on cognitive function, instrumental activities of daily living (IADL), depression, and life satisfaction in Korea. Methods: An one-group pretest-posttest design was used in this study. Data were collected twice (at the beginning and the end) from 100 elderly adults in S city who played "Rejuvenescent village" 8 times (twice per week, one hour per session) for a month. Also they completed questionnaires on their cognitive function, IADL, depression, life satisfaction, and general characteristics. The data were analyzed using SPSS 20.0 programs. Results: The mean age was 70.06(${\pm}3.77$) years, with a range of 65-80 years old. Among 100 subjects, 21% were male and 85% were young old. There were statistically significant differences in cognitive function (t=-3.32, p=.001), IADL (t=1.98, p=.049), and life satisfaction (t=-2.15, p=.034). Although there was no statistically significant difference in mean depression score (t=1.06, p=.292), categorized depression was statistically significant (${\chi}^2=62.97$, p<.001). Conclusion: The findings in this study show that the serious game (Rejuvenescent village) was effective for older Koreans' cognitive function, IADL, depression, and life satisfaction. Thus, we need to consider senior functional games to get health benefits by making elderly adults active with enjoyment.

슈팅 성공률 개선을 위한 스마트 농구공 설계 연구 (Smart Basketball Device Design for Improving Shooting Success Rate)

  • 이형주;김수현
    • 한국융합학회논문지
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    • 제12권6호
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    • pp.107-112
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    • 2021
  • 이 연구는 현대농구의 빠른 템포와 공격적인 흐름에 맞추어 보다 정확한 득점방법을 연구하고자 디지털압력센서를 탑재한 스마트 농구공을 설계, 개발하는데 목적이 있다. 농구는 드리블, 패스, 슈팅 등의 복합적 결합으로 구성된 스포츠종목으로 지구상의 모든 스포츠에서 가장 많은 득점이 이루어지는 경기방식을 가지고 있다. 특히 경기의 승패를 좌우하는 슈팅은 득점과 가장 직접적으로 연결되는 기술이다. 이 연구는 슈팅 시 공의 투사각을 측정할 수 있는 스마트 농구공을 설계함으로써 농구경기 현장에서 슈팅 성공률을 향상시키는데 유용한 보조기구를 제시하였다. 스마트 농구공은 일정한 포물선의 각도를 유지하여 슈팅의 정확성을 높이는 훈련이 가능하며, 선수의 경기력 향상을 기대할 수 있다.

Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction

  • Lim, Ji-Yun;Kim, Jong-Hoon;Lee, Seul-Mi;Jang, Woo-Hyuk
    • The Journal of Korean Physical Therapy
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    • 제33권3호
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    • pp.123-130
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    • 2021
  • Purpose: Despite the existence of Snoezelen method, there is no case of researching the effects on game addiction. Therefore, this study aims to investigate the effects of Snoezelen therapy on stress, depression, anxiety and quality of life of college students who overuse computer games or mobile phone games. Methods: Eight students who responded to spend more than 30 hours of computer or mobile phone games in the selection questionnaire were recruited (The total respondents were 224 students). Students were randomly assigned to either the study group (4 students) or the control group (4 students). Stress (Korean version of Perceived Stress Scale, K-PSS), depression (Korean Screening Tool for Depression Disorders, K-DEP), Anxiety (Korean Beck Anxiety Inventory, K-BAI) and quality of life (Short Form Health Survey version 2 [SF-36]) were assessed three times (before intervention [pre], post-3 weeks [post 1], post-6 weeks [post 2]). Results: First, the study group (-4.75±3.86) and control group (1.00±2.71) showed significant difference (p<0.05) in the analysis of score changes between pre-test and test at 6 weeks (post 2) for K-DEP. Next, pre-test and test at 3 weeks of intervention (post 1) for K-BAI showed significant difference (p<0.05) in the study group (-2.50±1.91) and control group (2.25±2.99). In addition, pre-test and test at 6 weeks (post 2) showed significant difference (p<0.05) for the study group (-3.00±1.51) and control group (4.75±6.24). Conclusion: The study confirmed the possibility of Snoezelen therapy as a therapy method to induce effective responses in stress, depression, anxiety, and quality of life of college students with game addiction.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • 제23권10호
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.