• Title/Summary/Keyword: Group game

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A Study on the Effect that Leisure Programs on Depression and Self-esteem in Elderly Women in Rural Areas (여가활동프로그램이 농촌여성노인의 우울과 자아존중감에 미치는 효과)

  • Lim, Jung-Soon
    • Journal of Korean Academy of Rural Health Nursing
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    • v.2 no.2
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    • pp.120-126
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    • 2007
  • Purpose: The objective of this study was to evaluate the effects of leisure programs over 8 weeks on elderly women 60 and over who lived in a rural area. Did the program affect feelings of depression and self-esteem? Method: The leisure programs in this study included rhythm gymnastics for elderly women, recreation, balloon art, paper folding, viewing movies, shuttle cock game, exhibition and evaluation activity. As a Quasi-Experimental study, the design of this study was a Nonequivalent Control Group Pretest-Posttest Design. Results: It was shown that leisure programs for elderly women for 8 weeks, consisting of rhythm gymnastics, self-introduction, hobby activities and recreation can reduce depression and enhance the feeling of self-esteem in elderly women in the rural area. Conclusion: It is concluded that public health centers in rural areas should conduct leisure programs during the farmers' slack season, and that the community halls for elders can contribute to improving the life quality of elderly women by being more affirmative and positive if they develop as healthy and active cultural centers where elderly women will want to come and participate.

The Characteristics of Internet Auction User Groups by the Levels of Addictive Tendencies among High School Students (고등학교 인터넷경매 중독성향수준별 집단 특성)

  • Jeon, Seon-Hye;Lee, Hee-Sook
    • Journal of the Korean Home Economics Association
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    • v.48 no.5
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    • pp.1-15
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    • 2010
  • The purpose of this study was to find the characteristics of internet auction user groups by the levels of addictive tendencies among high school students. The questionnaire was conducted from December 16 to 23, 2008, and 288 high school students who were living in Cheongju area were selected. The main results were as follows. First, 13.4% of respondents were visiting internet site almost every day, and about 20% of them stayed more than 2 hours for visiting the internet auction site. Second, the price of purchasing goods through internet auction site(shopping mall) was less than 50,000 won. Third, the level of addictive tendencies of respondents was under average(2.08 out of 5 point scale), and about 10% of them evaluated by themselves as an internet auction. Fourth, relatively higher addictive tendencies group showed the characteristics such as lower self-esteem, higher depression, and higher feeling of isolation, internet related(general internet use, internet shopping, and internet game) addictive tendencies, and more often visiting and staying longer in internet auction sites and other internet sites.

Identification of Instructional Components to Increase Students' Interest and Creativity in American Science Classrooms (미국의 중학교 과학수업에서 학생들의 흥미와 창의성을 높이는 수업요소)

  • Kang, Nam-Hwa;Park, Yunebae
    • Journal of Science Education
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    • v.34 no.2
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    • pp.421-431
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    • 2010
  • The purpose of this study was to identify instructional components supporting students' interest and creativity in American middle school science classrooms. Two 7th grade classrooms were selected, and observed for 11 class periods each. Results showed that hands-on and small group activities were the most effective ways to increase students' interest. The teachers' instructional approaches, such as individualized paced teaching, sufficient peer teaching, permissive atmosphere, various media, and purpose-focused summary game were found to influence students' interest. To enhance students' creativity, increasing interest, making hypothesis, and trying to various experimental method with sufficient time were identified as effective components.

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Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

Social Network Games' Commitment Between 2012 and 2016 (2012년과 2016년 소셜네트워크 게임의 몰입)

  • Lee, Sae Bom;Moon, Jae Young;Suh, Yung Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.262-264
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    • 2018
  • Many of users play Mobil Social Network Games (M-SNG). M-SNGs are played through social network, and typically features multiplayer and asynchronous gameplay mechanics. It is most often implemented as mobile devices with mobile instant messenger app. Kakaotalk provids mobile game platform. The purpose of this study is to find significant factors that have effects on the commitment of M-SNGs. We also conduct multi-group comparison test to study the difference in factors of models between time t and time t1. Time t is October, 2012 and time t1 is April, 2016. This study is to empirically test the research model using data collected from M-SNGs' users. We survey two different groups of time t and time t1 people with the same model. We use structural equation model analysis with AMOS 18.0 and compare two models of different times. This study is to give academicians and practitioners insight about its effects and implications

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A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method (참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구)

  • Lee, Kyung-Hoon;An, Eun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.17 no.2
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    • pp.3-12
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    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

Aqua leggings production status survey according to the status of domestic leggings brands (국내 레깅스 브랜드 현황에 따른 아쿠아 레깅스 생산실태조사)

  • Kang, Hyunyoung;Kang, Hyunjoo;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.966-978
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    • 2021
  • This thesis provided basic data of the domestic leggings industry. For the purpose of comparative analysis, the sales status and consumer preference status of domestic leggings brands were selected, and the three companies, X*xymix, A*dar, and M*laware, which occupy the top positions by domestic leggings brand rankings Therefore, from 2018 to 2020, the market size of leggings items is identified with reference to the sales status and consumer preference status data, and the status of consumer preference is analyzed. As a result of the survey analysis, X*xymix, A*dar, and M*laware, which rank high in consumer preference, operate a separate men's leggings line from leggings targeting young women who mainly focus on yoga, pilates, and fitness exercises. As the age increased, the demand for leggings expanded to the middle-aged. Therefore, it is believed that the segmentation of leggings is made according to the diversifying types of exercise, and as the age group in demand for leggings is expanded, continuous research on market segmentation for aqua leggings necessary for aqua exercise that can exercise without straining the body.

Metaverse Based Virtual Reality Space Consulting Service Platform Research and Development (메타버스 기반의 가상 현실 공간 상담 서비스 플랫폼 연구 및 개발)

  • Kim, Jehyun;Oh, Seok-hee
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.130-133
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    • 2021
  • Recently, as the expansion of the metaverse accelerated due to the spread of the non-face-to-face trend after the COVID-19 pandemic, various metaverse platforms using it have appeared. In this study, we propose research and development of a virtual reality spatial psychological counseling service platform utilizing the advantages of metaverse. A counseling service platform was developed through virtual reality hardware including Unity 3D game engine and Head Mounted Display. Counseling participants create and participate in their own avatars, and counseling facilitators respond to the situation and environment of the counseling target in various virtual environments. It was attempted to improve the efficiency of the counseling service by allowing the space and counselor avatar to be selected. Furthermore, various interactions were implemented, and development was carried out so that it could be extended and utilized for social activities such as group counseling and general meetings and presentations. In the future, through additional research and development, we will prove the practical effectiveness of the psychological counseling service platform developed by conducting clinical trials under the support of psychological counseling experts and participation in actual counseling.

A study on the development directions of a smart counter-drone defense system based on the future technological environment

  • Jindong Kim;Jonggeun Choi;Hyukjin Kwon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.7
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    • pp.1929-1952
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    • 2024
  • The development of drones is transforming society as a whole and playing a game-changing role in warfare. However, numerous problems pose threats to the lives and safety of people, and the counter-drone system lags behind the rapid development of drones. Most countries, including South Korea, have not established a reliable counter-drone system in response to the threat posed by numerous drones. Due to budget constraints in each country, an Analytic Hierarchy Process (AHP) analysis was conducted among a group of experts who have been involved in policymaking and research and development related to counter-drone systems. This analysis aimed to determine the priority of building a counter-drone system. Based on various research data, the counter-drone system was analyzed in three stages: detection/identification, governance, and response. The hierarchical design mapped out the existing researched counter-drone technology into a hierarchical model consisting of 31 evaluation criteria. The conclusion provided a roadmap for establishing a counter-drone system based on the prioritization of each element and considering factors such as technological advancement, outlining directions for development in each field.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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