• Title/Summary/Keyword: Independent game

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The Preference of Instructional Methods and Kolb's Learning Styles of Nursing Students (간호대학생의 교수방법 선호도와 Kolb의 학습유형)

  • Woo, Chung Hee;Park, Ju-young
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.339-348
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    • 2016
  • The purpose of this study was to identify the Kolb's learning style and preference for instructional methods of undergraduate nursing students. Data were collected from 174 students at a university in D city using a structured questionnaire from October 19 to October 21 2015. Learning style ratio of nursing students was accommodator 34.5%, converger 33.9%, assimilator 16.1%, diverger 15.5% and preference scores for instructional methods were discussion 7.27, direct instruction 7.26, peer teaching 7.22, independent study 6.54, project 6.25, instruction through technology 5.77, game 5.45, simulation 4.23. A significant difference was found in experience of flipped learning between four learning styles groups of nursing students. However, there was no significant difference in the preference of instructional methods between the four learning styles groups. Most of the students were in the middle range of the learning styles. The assessment of nursing students' learning styles is expected to help educator to plan teaching strategies.

Factors Influencing Internet Addiction and Information Ethics : Centering on Self Characteristics and Cognitive Characteristics toward Internet (인터넷 중독과 정보윤리에 영향을 미치는 요인에 관한 연구 - 자아특성 및 인터넷 인지특성을 중심으로)

  • Goo Bon-Hee;Choi Moo-Jin
    • The Journal of Information Systems
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    • v.15 no.3
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    • pp.233-252
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    • 2006
  • Recently, negative sides of internet, internet and/or game addiction and unethical behavior over internet, have been largely publicized in our society. There have been numerous studies to explore the problems and solutions, but these lack considering broader set of research variables. Therefore, this research investigated how i) internet users' self characteristics and ii) cognitive characteristics toward internet influence iii) internet addiction and iv) information ethics respectively. Especially, this study focused on college students, more mature beings than elementary, middle and high school students with whom most other researches have dealt so far. Major findings of this study are as follows: (1) Willingness to develop relationships over internet, usefulness of internet use, a degree to perceive the cyber space as real, and a degree to express self over internet have significant effects on disabled life style. Self respect willingness to develop relationships over internet, usefulness of internet use, a degree to perceive the cyber space as real, and capability of using internet have significant effects on the lack of control over internet. Willingness to develop relationships over internet, self control, and a degree to express self over internet have significant effects on the lack of control over internet. 2) Regarding the effects of independent variables(self characteristics and cognitive characteristics) on information ethics through internet addiction factors, self respect self control, a degree to perceive the cyber space as real, and capability of using internet have directly and indirectly significant effects on information ethics through internet addiction. Then we suggested four approaches to reduce the internet addiction and improve the information ethics based on the findings.

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A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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A Study on the Differences in Learning-Activity Preferences between Gifted and Average Students according to Thinking Styles (사고 유형에 따른 영재 아동과 일반 아동의 학습 선호 활동의 차이 연구)

  • Shin, Jong-Ho;Seo, Jeong-Hee;Choi, Jae-Hyeok;Kim, Yong-Nam;Kim, Yun-Keun;Lee, Byun-Joo
    • Journal of Korean Elementary Science Education
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    • v.25 no.spc5
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    • pp.495-506
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    • 2007
  • This study investigated the differences in learning activity preferences according to different thinking styles between gifted and average students. A cluster analysis procedure was performed to classify students on the basis of thinking styles. Two clusters of different thinking styles were deduced: the gifted group with a high level thinking style (cluster 1), and the average group with a low level thinking style (cluster 2). The gifted group (cluster 1) preferred projects, simulations, discussions and game activities to other types of loaming activities. Gifted students and average students also were clustered into each three unique subgroups with respect to levels and patterns in thinking styles, and these subgroups also showed different learning preferences. The clusters of gifted students included the self-regulated learning type (cluster a), cooperative-learning type (cluster b), and the passive-learning type (cluster c). The clusters of average students included the independent learning type (cluster i), no-preference learning type(cluster ii), and the no-motivation & teacher-directed learning type (cluster iii). Theses clusters indicated significant differences not only in thinking styles but also in terms of preferences regarding learning activities. Theses findings are discussed in terms of their educational implications.

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The Recognition Method for Focus Level using ECG(electrocardiogram) (심전도를 이용한 집중도 인식 방법)

  • Lee, Dong Won;Park, Sangin;Whang, Mincheol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.370-377
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    • 2018
  • Focus level has been important mental state in user study. Cardiac response has been related to focus and less clarified. The study was to determine cardiac parameters for recognizing focus level. The sixty participants were asked to play shooting game designed to control two focus levels. Electrocardiogram was measured during task. The parameters of time domain and frequency domain were determined from ECG. As a result of independent t-test, RRI, SDNN, rMSSD and pNN50 of time domain indicator were statistically significant in recognizing focus level. LF, HF, lnLF and lnHF of frequency domain were observed to be significant indicator. The rule base for recognition has been developed by the combination of RRI, rMSSD and lnHF. The rule base has been verified from another sixty data samples. The recognition accuracy were 95%. This study proposed significant cardiac indicators for recognizing focus level. The results provides objective measurement of focus in user interaction design in the fields of contents industry and service design.

Emotion Recognition Method of Competition-Cooperation Using Electrocardiogram (심전도를 이용한 경쟁-협력의 감성 인식 방법)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.73-82
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    • 2018
  • Attempts have been made to recognize social emotion, including competition-cooperation, while designing interaction in work places. This study aimed to determine the cardiac response associated with classifying competition-cooperation of social emotion. Sixty students from Sangmyung University participated in the study and were asked to play a pattern game to experience the social emotion associated with competition and cooperation. Electrocardiograms were measured during the task and were analyzed to obtain time domain indicators, such as RRI, SDNN, and pNN50, and frequency domain indicators, such as VLF, LF, HF, VLF/HF, LF/HF, lnVLF, lnLF, lnHF, and lnVLF/lnHF. The significance of classifying social emotions was assessed using an independent t-test. The rule-base for the classification was determined using significant parameters of 30 participants and verified from data obtained from another 30 participants. As a result, 91.67% participants were correctly classified. This study proposes a new method of classifying social emotions of competition and cooperation and provides objective data for designing social interaction.

Effective Way of Providing Digital Contents Under Ubiquitous and Changing Media Environment (유비쿼터스와 미디어 환경의 변화에 따른 콘텐츠 수급방안)

  • Lee, Jei-Young;Ryu, Seung-Kwan
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.123-132
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    • 2007
  • This study explored the characteristics of media contents in the past, present and future. Also, it investigated the problems in terms of production of contents and circulation in order to find an effective way of providing contents that can keep pace with ubiquitous environment as well as one source multi use in various platforms and channels. In conclusion, it is viewed easy to expect that content would be the most valuable assets in ubiquitous media environments and the importance of contents will be more growing. Rather than game and enjoyment-related contents, more informative and cultural programs will be more valuable so policy-makers as well as industry need to more cultivate this area. In addition, this study presented the method for copyright protection and suggested that governmental policy fostering independent production should also be followed.

The winning probability in Korean series of Korean professional baseball (한국 프로야구 우승 결정방식에서의 우승확률)

  • Cho, Daehyeon
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.3
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    • pp.663-676
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    • 2016
  • In Korean professional baseball the championship team of the year is determined by the four series of games: semi-semi-playoff, semi-playoff, playoff and korean series. To the top 5 teams in a regular season privileges are given to play the games at post season. At semi-semi playoff the winner of two teams which are ranked at 4th and 5th place in the regular season can advance to the game of semi playoff. The winner at semi playoff advances to the playoff to play with the second place team in the regular season. Finally, the championship team is to be determined in the Korean series between the winner of the playoff and the first ranked team in the regular season. We propose methods of how to calculate the winning probabilities of each of high ranked 5 teams advancing to Korean series. From our proposed methods we can estimate the championship probabilities of each of high ranked 5 teams advancing to the Korean series only if we know the winning probabilities between two teams in the regular season or the post season.

Efficient Optical Watermark Using Multiple Phase Wrapping and Real-Valued Functions (다중위상래핑과 실수값 함수를 이용한 효율적인 광 워터마킹)

  • Cho, Kyu-Bo;Seo, Dong-Hoan;Lee, Seung-Hee;Hong, Jae-Keun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.3
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    • pp.10-19
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    • 2009
  • In this paper, an efficient optical watermark method using multiple phase wrapping and real-valued decoding key is proposed. In the embedding process, two zero-padded original images placed in two quadrants on input plane are multiplied with two statistically independent random phase patterns and are Fourier transformed, respectively. Two encoded images are obtained by taking the real-valued data from these Fourier transformed images. And then two phase-encoded patterns, used as a hidden image and a decoding key, are generated by the use of multiple phase wrapping from each of the encoded images. A transmitted image is made from the linear superposition of the weighted hidden images and a cover image. In reconstruction process, the mirror reconstructed images can be obtained at all quadrants by the inverse-Fourier transform of the product of the transmitted image and the decoding key. Computer simulation and optical experiment are demonstrated in order to confirm the proposed method.

The Impact of Oil Exploration and Development on the Dynamic Structure of Tariff Imposed by Oil Importing Country: The Case of OPEC (석유 탐사 및 개발이 석유 수입관세의 동태적 부과구조에 미치는 영향: OPEC의 경우)

  • Lee, Dug Man
    • Environmental and Resource Economics Review
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    • v.25 no.2
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    • pp.255-276
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    • 2016
  • This paper is designed to investigate the dynamic structure of optimal tariff imposed by the oil importing country from OPEC when OPEC increases the oil reserves through exploration and development. For this purpose, we used a Stckelberg differential game modeling approach, and tried to analyze two cases such that the one is the extraction cost is dependent on the oil reserves and the other is the extraction cost is independent of it. On the basis of this analysis, we propose that the importing contry has to impose dynamically inconsistent tariffs if the extraction cost is dependent on the oil reserves. Otherwise, she should impose dynamically consistent tariffs announced at initial time. In addition, we found that whether or not the exporting country uses some portion of oil produced for domestic consumption does not affect our policy proposition stated above.