• 제목/요약/키워드: Korean games

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The Effects of Computer Game Exposure on Musculoskeletal Pathological Symptoms in Adolescents

  • Chae, Woen-Sik;Jung, Jae-Hu
    • 한국운동역학회지
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    • 제28권1호
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    • pp.55-60
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    • 2018
  • Objective: This study aimed to analyze the effects of computer game exposure on pathological musculoskeletal symptoms in adolescents. Method: This study included 10 male junior high school students who used computers less than 3 times a week for 1 hr per day. The subjects were asked to play computer games for 4 hr. Magnetic resonance imaging of the hand and wrist, from the distal radius and ulnar head to the distal phalanges, and radiography of the cervical vertebrae were performed before and after playing computer games. For each dependent variable, a paired t-test was performed to identify significant changes before and after a 4-hr active computer game (p<.05). Results: The horizontal diameters of the flexor tendons in the index and middle fingers were significantly reduced after playing computer games. The horizontal diameters of the flexor tendons of other fingers did not show any significant differences, but there was a tendency toward a decrease after playing computer games. There was no significant change in the cervical lordosis angle before and after playing computer games. However, the cervical lordosis angle was relatively decreased. Conclusion: The results of this study showed that computer game exposure had direct and indirect effects on morphological changes of flexor tendons. In addition, playing computer games for long periods of time can have a negative effect on normal functioning of the musculoskeletal system, with the possible development of abnormalities. However, computer game exposure in adolescents cannot be decisively identified as a factor causing pathological symptoms, based on the results of this study alone. Thus, longterm longitudinal studies on the overall musculoskeletal system are necessary.

집광채광시스템을 적용한 실내체육관의 신재생에너지 공급의무 분담률에 관한 연구 (A Study on the Supply obligations allotment rate of New Renewable Energy in Indoor Gymnasiums with the Application of a Daylighting System)

  • 박윤하;이용호;조영흠;황정하
    • 한국태양에너지학회 논문집
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    • 제35권3호
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    • pp.27-39
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    • 2015
  • Under the goal of analyzing the compulsory supply share of new renewable energy according to the application of a daylighting system to indoor gymnasiums, this study conducted analysis of energy consumption and operation schedule at three indoor gymnasiums in the nation through a survey. The investigator did an Energy Plus simulation on Building A based on the analysis results and analyzed the supply share of new renewable energy in the saving effects of lighting energy according to the application of a daylighting system. As a result, When 92 prism daylighting system were installed in the upper ceiling of a stadium, they were able to meet the criteria for the minimum illumination for official games(Min : 600㏓) and optimum illumination for general games and recreations, thus saving lighting energy during the daytime(09:00~17:00). The resulting saving effects of lighting energy amounted to 44.4% for official games, 57.6% for general games, and 66.7% for recreations. In addition, the daylighting systems had a compulsory supply share of new renewable energy at 2.04% for official games, 2.75% for general games, and 2.62% for recreations, recording an average compulsory supply share of 2.5%.

디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로- (A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania')

  • 안진경
    • 한국컴퓨터게임학회논문지
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    • 제31권4호
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    • pp.51-59
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    • 2018
  • 본 논문은 디지털 게임의 하위 장르 분화 양상을 고찰하고 각 양상에 따라 핵심 장르 요소가 변화하는 특성을 규명하는 데에 목적을 둔다. 디지털 게임의 장르는 변화를 거듭하는 생성적 체계이다. 기존 장르의 핵심 메커니즘을 수정하거나 뒤집으며 등장하는 게임의 하위 장르들은 게임의 장르 체계가 지닌 생성적 성격을 확인할수 있는 대표적 사례이다. 하위 장르 분화를 고찰한 기존의 연구들이 게임 텍스트의 계보학을 통해 메커니즘의 변화를 추적했다면, 본 논문은 플레이어가 장르 변화를 인지하는 원리에 초점을 두고 해당 양상을 분석한다. 개념적 혼성 이론을 통해 '로그라이크'와 '메트로배니아' 장르의 분화 과정을 분석한 결과 로그라이크는 상위 장르와의 프레임 대립을 통해, 메트로배니아는 상위 장르의 프레임 확장을 통해 변별력을 확보한 장르임을 확인했다. 프레임 대립에 따라 분화한 하위 장르의 경우 핵심 장르 요소는 독립성을 확보하고 손쉽게 타 장르와 결합되며, 프레임 확장에 따라 분화한 하위 장르의 경우 핵심 장르 요소는 맥락 의존성을 강하게 드러내며 해당 장르의 맥락을 벗어나 사용되기 힘들다는 특징을 보인다.

청소년 인터넷 중독에서의 내현적 자기애에 관한 연구 : 익명성, 실재감, 상호작용성, 성취 동기와의 연관 (A Study of Covert Narcissism in Adolescent Internet Addiction : Relationship to Anonymity, Presence, Interactivity, and Achievement Motivation)

  • 최원희;손정우;김영랑;이상익;신철진;김시경;주가원
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제22권2호
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    • pp.103-111
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    • 2011
  • Objectives : This study compared covert narcissistic propensity in adolescents with internet addiction tendency to normal adolescents. Further, we investigated the correlation between such propensities and anonymity in cyberspace, presence feeling and interactivity in internet gaming, and achievement motivation in adolescents with internet addiction tendencies. Methods : Male middle school students with internet addiction tendencies (Addiction Tendency Group, N=27) and normal students (Control Group, N=29) were recruited. The scale of internet use, Covert Narcissism Scale, scale of achievement motivation, scale of anonymity in cyberspace, scale of presence feeling in internet games, and the scale of interactivity in internet games were administered. A comparison of the average scores and correlation analyses were performed. Results : 1) Compared with Control Group, the Addiction Tendency Group showed significantly higher scores on all subscales of the Covert Narcissism Scale, and both the scale of presence feeling and that of interactivity in internet games. Further, the score on the scale of achievement motivation for the Addiction Tendency Group was significantly lower than that of the Control Group. 2) In the Addiction Tendency Group, the scores on several subscales of the Covert Narcissism Scale were significantly positively correlated with the scores on the scale of presence feeling in internet games, anonymity in cyberspace, and interactivity in internet games. However, in the Control Group, the scores of several subscales on the Covert Narcissism Scale were significantly negatively correlated with the score on the scale of achievement motivation, and was significantly positively correlated with the score on the scale of interactivity in internet games. There were no other significant correlations between the scores on the subscales of the Covert Narcissism Scale and the scores of either presence feeling in internet games or anonymity in cyberspace. Conclusion : These results suggested that adolescents with a tendency to be addicted to the internet exhibited higher covert narcissistic propensities than normal adolescents and that the covert narcissistic tendencies were related with presence feeling in cyber games as well as with anonymity in cyberspace.

폭력적 PC게임의 경험과 공격적 성격특성이 공격행동과 공격의도에 미치는 영향 (Effects of Violent PC-Games and Aggressive Personality on Aggressive Behavior and Aggressive Intention)

  • 김지환
    • 한국심리학회지 : 문화 및 사회문제
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    • 제11권4호
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    • pp.45-66
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    • 2005
  • 이 연구는 Anderson과 Bushman(2002)의 GAM에서 예언하는 공격행동과 공격의도에 대한 폭력적 PC게임의 경험과 공격적 성격특성의 효과를 검증하고, 이 두 변인들의 효과가 발달수준에 따라 차이가 있는지를 확인하기 위하여 상관연구와 실험연구를 실시하였다. 상관연구에서는 남자 344명(중학생 189명과 대학생 155명)에게 폭력적 PC게임에 대한 노출, 공격적 성격특성, 폭력사용에 대한 태도, 공격의도, 그리고 공격행동을 측정하여 이 변인들의 상호관계를 분석하였다. 그 결과 공격행동에 대하여 공격적 성격특성은 설명력이 있는 변인으로 나타났으나 GAM의 예언과는 달리, 폭력적 PC게임에 대한 노출의 설명력은 유의하지 않았으며, 이 두 변인의 효과는 발달수준에 따라 공격행동에 대하여 다르게 영향을 미친다는 것이 확인되었다. 또한, 반복적(장기적)인 폭력적 PC게임의 경험과 공격적 성격특성의 정적 관계도 발견되지 않았다. 실험연구에서는 남자 77명(중학생 29명과 대학생 48명)을 2(PC게임의 유형: 폭력적, 비폭력적) x 2(공격적 성격특성: 상, 하) x 2(발달수준: 중학생, 대학생)의 3요인설계로 된 각 실험조건에 무선 배정하여 공격의도의 차이를 분석하였다. 그 결과 폭력적 PC게임의 경험은 중학생집단에서만 공격의도에 영향을 미치고, 공격적 성격특성은 중학생과 대학생집단 모두에서 공격의도에 영향을 미치는 것으로 발견되었다. 특히 폭력적 PC게임과 공격적 성격특성이 공격의도에 미치는 영향은 연령변화에 따라 다르다는 본 연구의 기본가정이 확인되었다. 결론적으로, GAM이 예언하는 폭력적 PC게임의 효과와 공격적 성격특성의 효과가 부분적으로 지지되었으나, 이 변인들의 효과는 어린 중학생들에게서만 나타남으로써 GAM에 대한 미래의 연구는 발달적 조망에서 보완되어야 할 필요성이 제기되었다.

Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교 (Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients)

  • 심경섭;전혜선
    • 한국전문물리치료학회지
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    • 제24권1호
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

The impact of major league baseball on the incidence of operative hand and facial trauma at a level 1 trauma center

  • Ricci, Joseph A.;Vargas, Christina R.;Ho, Olivia A.;Lin, Samuel J.;Lee, Bernard T.
    • Archives of Plastic Surgery
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    • 제46권3호
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    • pp.198-203
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    • 2019
  • Background Professional affiliation between medical centers and professional sports teams can be mutually beneficial in the provision of healthcare and marketing strategy. Anecdotal evidence suggests a link between trauma volume and sporting events; however, there is limited data. This study aims to characterize the incidence of operative hand and facial trauma during professional baseball home games. Methods A retrospective review of surgical cases for traumatic hand or facial injuries at a level 1 center between 1999 and 2012 was performed. Demographic information including date of injury, admission status, and operative repair were collected. Patients were grouped based on whether their trauma occurred on the date of a home game. Results Operative hand and facial trauma occurred at a rate of 33.4 injuries per 100 days with home games, compared to 22.2 injuries per 100 days (incidence rate ratios, 1.50; 95% confidence interval, 1.34-1.69). When home games were played, patients were more likely to present as a result of motorcycle accidents (3.1% vs. 1.5%; P=0.04) or bicycle accidents (5.0% vs. 2.6%; P=0.01). Other mechanisms of trauma were not statistically different. There was an increase incidence of injuries during home games in August; weekly variability showed an increased incidence during the weekends. Conclusions There was an increased rate of operative hand and facial injuries on dates with professional home games. The incidence of injuries during home games was higher in the late summer and on the weekends. Further analysis may allow improved resource allocation and strategies for injury prevention and treatment.

A NOTE ON FELLER`S THEOREM

  • Hong, dug-Hun
    • 대한수학회논문집
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    • 제14권2호
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    • pp.425-428
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    • 1999
  • In this note we have generalization of Feller`s theorem to real separable Banach spaces, from which we obtain easily Chow-Robbins “fair" games problem in the Banach spaces.aces.

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2007년 한국프로야구에서 도루성공모형 (Steal Success Model for 2007 Korean Professional Baseball Games)

  • 홍종선;최정민
    • 응용통계연구
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    • 제21권3호
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    • pp.455-468
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    • 2008
  • 야구경기의 승패에 영향을 미치는 중요한 요인으로 간주되는 도루의 성공모형을 개발하기 위하여 2007년 한국프로야구 기록자료를 바탕으로 로지스틱 회귀모형들을 제안한다. 또한 한국프로야구의 도루성공과 실패에 대해 판별분석을 실시하고 분류 기준값을 결정하였으며, 판별분석 분류표를 이용해 로지스틱 회귀분석과 판별분석의 효율성을 비교한다. 전체적인 모형의 정확도는 로지스틱 회귀모형이 판별분석보다 더 좋은 것으로 나타났고, 연속형 자료를 범주형으로 변환한 자료에 대한 로지스틱 회귀모형도 유사한 효율성을 갖고있다.