• Title/Summary/Keyword: Play Environment

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Suicide : Gene-Environment Interaction (자살 : 유전자-환경 상호작용)

  • Kim, Yong-Ku
    • Korean Journal of Biological Psychiatry
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    • v.17 no.2
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    • pp.65-69
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    • 2010
  • Gene-environment interactions are important in pathogenesis of suicide or suicidal behavior. Twin and adoption studies and family studies show that genetic factors play a critical role in suicide or suicidal behavior. Given the strong association between serotonergic neurotransmission and suicide, recent molecular genetic studies have focused on polymorphisms of serotonin genes, especially on serotonin transporter and tryptophan hydroxylase genes. Some studies have revealed a significant interaction between s allele of the serotonin transporter gene and the risk of suicide attempt associated with childhood trauma. In addition, the polymorphism of brain-derived neurotrophic factor gene also may influence the effect of childhood trauma in relation to the risk of attempting suicide. Future studies should explore genetic and environmental factors in suicide or suicidal behavior and examine for gene and environment interaction.

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • v.14 no.1
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    • pp.57-69
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    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.

An Integrated Emission Model of Greenhouse Gases to Assess Regional Climate Change

  • Moon, Yun-Seob;Oh, Sung-Nam;Hyun, Myung-Suk
    • Proceedings of the Korea Air Pollution Research Association Conference
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    • 2003.05b
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    • pp.421-422
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    • 2003
  • Greenhouse gases (GHGs) such as carbon dioxide ($CO_2$), methane (CH$_4$), nitrous oxide ($N_2$O), chlorofluorocarbons (CFCs), sulphur hexafluoride (SF$_{6}$), together with water vapour ($H_2O$) and ozone play an important role in determining the earth's climate. The primary cause of the enhancement of GHGs is the global use of fossil fuels to generate heat, power, and electricity for a growing world population, as well as the changes in the land use, especially for agriculture. In addition, biomass buring and biofuel emissions play major roles in the GHG emissions in the Asian region because they produce large amounts of carbon monoxide (CO), nonmethane volatile organic compounds(NMVOC), black carbon(BC) and other gases. (omitted)d)

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Analysis of Break in Presence During Game Play Using a Linear Mixed Model

  • Chung, Jae-Yong;Yoon, Hwan-Jin;Gardne, Henry J.
    • ETRI Journal
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    • v.32 no.5
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    • pp.687-694
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    • 2010
  • Breaks in presence (BIP) are those moments during virtual environment (VE) exposure in which participants become aware of their real world setting and their sense of presence in the VE becomes disrupted. In this study, we investigate participants' experience when they encounter technical anomalies during game play. We induced four technical anomalies and compared the BIP responses of a navigation mode game to that of a combat mode game. In our analysis, we applied a linear mixed model (LMM) and compared the results with those of a conventional regression model. Results indicate that participants felt varied levels of impact and recovery when experiencing the various technical anomalies. The impact of BIPs was clearly affected by the game mode, whereas recovery appears to be independent of game mode. The results obtained using the LMM did not differ significantly from those obtained using the general regression model; however, it was shown that treatment effects could be improved by consideration of random effects in the regression model.

Analysis of Aggregated HTTP-based Video Traffic

  • Biernacki, Arkadiusz
    • Journal of Communications and Networks
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    • v.18 no.5
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    • pp.826-836
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    • 2016
  • Increase of hypertext transfer protocol (HTTP)-based video popularity causes that broadband and Internet service providers' links transmit mainly multimedia content. Network planning, traffic engineering or congestion control requires understanding of the statistical properties of network traffic; therefore, it is desirable to investigate the characteristic of traffic traces generated, among others, by systems which employ adaptive bit-rate streaming. In our work, we investigate traffic originating from 120 client-server pairs, situated in an emulated laboratory environment, and multiplexed onto a single network link. We show that the structure of the traffic is distinct from the structure generated by first and second generation of HTTP video systems, and furthermore, not similar to the structure of general Internet traffic. The obtained traffic exhibits negative correlations, anti-persistence, and its distribution function is skewed to the right. Furthermore, we show that the traffic generated by clients employing the same or similar play-out strategies is positively correlated and synchronised (clustered), whereas traffic originated from different play-out strategies shows negative or no correlations.

A study on the groupware as a critical tool for business reengineering (비즈니스 리엔지니어링의 핵심 도구로서 그룹웨어에 관한 연구)

  • 김효석;김창수
    • Korean Management Science Review
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    • v.13 no.2
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    • pp.95-126
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    • 1996
  • Information technology's potential for changing processes is widely acknowledged and various information technologies exist as a tool making business reengineering possible. Groupware is one of information technology that typically work in concert to bring out change in processes. This paper attempts to explain the importance of groupware as a critical information technology for business reengineering by developing a methodology of applying groupware to business reengineering. In order to understand the applicability of groupware to business reengineering, this paper has the following objectives. 1) Examines how the capability of groupware can play as a chang lever or enabler of process innovation explicitly. 2) Propose a integrated business reengineering methodology that incorporates process, process environment and information technologies specifically. A case study was used to provide the insight how groupware can play as a enabler of process innovation. The case was analyzed according to the reengineering methodology we proposed.

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Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> - (디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 -)

  • Yun, Seong-hye;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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ACTIVE GALACTIC NUCLEUS INTERACTION WITH THE HOT GAS ENVIRONMENT: UNDERSTANDING FROM THE RADIO AND X-RAY DATA

  • LAL, DHARAM V.
    • Publications of The Korean Astronomical Society
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    • v.30 no.2
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    • pp.423-427
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    • 2015
  • Recognition of the role of radio galaxies in the universe has been increasing in recent years. Their colossal energy output over huge volumes is now widely believed to play a key role not only in the formation of galaxies and their supermassive black holes, but also in the evolution of clusters of galaxies and, possibly, the cosmic web itself. In this regard, we need to understand the inflation of radio bubbles in the hot gas atmospheres of clusters and the importance of the role that radio galaxies play in the overall energy budget of the intracluster medium. Here, we present results from X-ray and radio band observations of the hot gas atmospheres of powerful, nearby radio galaxies in poor clusters.

A Study of Apartment Exterior Space Plan by Child Play Area Special Quality (아동 놀이 영역 특성에 따른 아파트 외부공간 계획에 관한 연구)

  • Kim, Jae-Kyun;Lee, Jae-Hoon
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.255-258
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    • 2005
  • Currently open spaces of an apartment housing complex are considered in Korea as a negligible live Place that only contributes to enlarge its construction capacity of an apartment without taking its effects on the living quality into account. This trend reduces outdoor playing activities of the children who are the main users of open spaces and consequently has a negative influence on the child's growth. Therefore it is a imminent problem that we should provide open space utilizing plans on the basis of the study upon the types of the children's playing activities within the residential environment. The study purpose is finding about an outside activity of the child takes any influence according to an apartment disposition format.

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