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A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

Co-authorship patterns and networks of Korean radiation oncologists

  • Choi, Jin-Hyun;Kang, Jin-Oh;Park, Seo-Hyun;Kim, Sang-Ki
    • Radiation Oncology Journal
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    • v.29 no.3
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    • pp.164-173
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    • 2011
  • Purpose: This research aimed to analyze the patterns of co-authorship network among the Korean radiation oncologists and to identify attributing factors for the formation of networks. Materials and Methods: A total of 1,447 articles including contents of ‘Radiation Oncology' and 'Therapeutic Radiology' were searched from the KoreaMed database. The co-authorship was assorted by the author's full name, affiliation and specialties. UCINET 6.0 was used to fi gure out the author's network centrality and the cluster analysis, and KeyPlayer 1.44 program was used to get a result of key player index. Sociogram was analyzed with the Netdraw 2.090. The statistical comparison was performed by a t-test and ANOVA using SPSS 16.0 with p-value < 0.05 as the significant value. Results: The number of articles written by a radiation oncologist as the first author was 1,025 out of 1,447. The pattern of coauthorship was classified into five groups. For articles of which the first author was a radiation oncologist, the number of singleauthor articles (type-A) was 81; single-institution articles (type-B) was 687; and multiple-author articles (type-C) was 257. For the articles which radiation oncologists participated in as a co-author, the number of single-institution articles (type-D) was 280 while multiple-institution articles (type-E) were 142. There were 8,895 authors from 1,366 co-authored articles, thus the average number of authors per article was 6.51. It was 5.73 for type-B, 6.44 for type-C, 7.90 for type-D, and 7.67 for type-E (p = 0.000) in the average number of authors per article. The number of authors for articles from the hospitals published more than 100 articles was 7.23 while form others was 5.94 (p = 0.005). Its number was 5.94 and 7.16 for the articles published before and after 2001 (p = 0.000). The articles written by a radiation oncologist as the first author had 5.92 authors while others for 7.82 (p = 0.025). Its number was 5.57 and 7.71 for the Journal of the Korean Society for Therapeutic Radiology and Oncology and others (p = 0.000), respectively. Among the analysis, a significant difference in the average number of author per article was indicated. The out-degree centrality of network among authors was 4.26% (2.03-7.09%) while in-degree centrality was 1.31% (0.53-2.84%). The three significant nodes were classified and listed as following: Choi, Eun Kyung for 1991-1995, Kim, Dae Young for 1998-2001, Park, Won and Lee, Sang Wook for 2003-2010. Choi, Eun Kyung and Kim, Dae Young appeared in two cases, and ranked as the highest degree in centrality. In the key player analysis, Choi, Eun Kyung and Lee, Sang Wook appeared in two cases, and ranked as the highest. From the cluster analysis, Sungkyunkwan University, Seoul National University and Yonsei University revealed as the three large clusters when Ulsan University, Chonnam National University, and Korea Institute of Radiological & Medical Science as the medium clusters. Conclusion: The Korean radiation oncologist's society shows a closed network with numerous relationships among the particular clusters, and the result indicates it is different from other institutions in the pattern of co-authorship formation of the major hospitals.

The Effect of the Leadership Style on Player Satisfaction and Exercise Flow of Athletic Players (운동선수의 지도행동유형이 선수만족 및 운동몰입에 미치는 영향)

  • Lee, Gun Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.179-187
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    • 2018
  • This study purpose is to improve athletes by investigating the relation between the leadership behavior type of athletes and athlete satisfaction and exercise flow. The sampling method was non-probabilistic sampling method. The number of questionnaires was 381 for analyzing the data. SPSS/PC+ Window 21.0 version statistical program were used for analyzing the questionnaire answers. Frequency analysis, factor analysis, correlation analysis and multiple regression analysis were used. The study results are as follows. First, there were positive correlations between leadership behavior type of athletes and athlete satisfaction and exercise flow, but not between authoritative behavior of leader behavior type and exercise flow. Second, the effect of leadership behavior type of athletes on satisfaction of athletes was positive on social interaction related with training, instruction, and social support, on task execution related with training and instruction, and on coaching related with training, instruction, and positive feedback. Third, the effect of leadership behavior type of athletes on flow of exercise was positive on cognitive commitment related with training, instructions and positive feedback, and on behavioral commitment related with training, instructions, positive feedback, and social interaction. So, athletes will be able to perform good exercise skills if they come to the game in flowing exercise satisfaction and exercise.

A Study on Analysis of Type of Tutorial for Serious Game (기능성 게임의 튜토리얼 유형 분석에 관한 연구)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.25-32
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    • 2012
  • In recently, one of the most interests is a field related with serious game. Most game users perform the first for the executing of tutorial before they use a serious game for the first time. But in most case, developers do not recognize importance of tutorial and they do not consider the type of user preference tutorial and make tutorials only as developer's intentions. In our study, we carry out investigation and analysis about type of providing tutorials in representative serious games. Also, we do a survey of users' preferences for types of tutorials. If developers use the result of our study and we can expect more convenient and good quality of tutorial development.

Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • XiaoZhu Yang;JongYoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.65-77
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    • 2023
  • Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

The Effect of Stability Exercise For Pain Level of Cervical and Lumbar Region, Muscle Volume and Fat Mass Composition in Body of High School in Man volleyball Player (고등학교 남자배구선수들의 안정화운동에 대한 경.요부의 통증수준과 근육량, 체지방에 미치는 영향)

  • Won, Sang-Hee;Jeon, Cha-Sun;Yu, Woung-Sik
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.15 no.1
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    • pp.41-48
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    • 2009
  • Purpose: to program introduction the effects of stability sling exercise and common exercise of high school in man volleyball player. Methods: This study divided the subjects into a sling-exercise group and a common exercise group to compare after practicing exercises twice per week for 8 weeks (total 16 times). To compare the means of the experimental group and the control group on each variable, the ANOVA for repeated measure was used and if there was any significant difference across the measurement times, post-hoc comparisons were conducted for the difference. Results: The T-tests for group difference according to exercise type on each of the variables showed the results as follows. The pain in cervical region is experimental and control groups pain correlation were not significant(p>0.05). But lumbar region experimental and control groups were significant(p<0.05). Muscle volume was increased during 8weeks in experimental and control groups. But experimental and control groups muscle volume correlation were not significant(p>0.05). Conclusion: Fat Mass composition was decreased during 8 weeks in experimental and control groups. But experimental and control groups mass composition correlation were not significant(p>0.05).

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XML Data Model and Interpreter Development for Authoring Interactive Convergence Contents based on HTML5 iframe (HTML5 iframe 기반 상호작용형 융합 콘텐츠 저작을 위한 XML 데이터 모형 및 해석기 개발)

  • Lee, Jun Jeong;Hong, June Seok;Kim, Wooju
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.250-265
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    • 2020
  • In the N-Screen environment, HTML5 standard-based content development is inevitable. However, it is still passive the development of HTML5 manipulation type contents due to high development cost and insufficient infrastructure. Therefor we propose an efficient contents development model by convergence multimedia contents (such as video and audio) with HTML5 documents that can implement dynamic manipulation for user interaction. The proposed model is designed to divide the multimedia and iframe areas in the HTML5 layout page included the player for integrated contents control. Interactive HTML5 documents are divided into screen units and provided through iframe. The integrated control player composed based on the HTML5

Analysis of Korean Research Trends Related to Snowboarding after Pyeongchang Winter Olympics : Focusing on Academic Journals and Dissertations (2018평창동계올림픽 이후 스노보드 관련 국내 연구동향 분석 : 학술지와 학위논문 중심으로)

  • Seok-Yeon Cho;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.1
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    • pp.27-35
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    • 2024
  • This study selected 21 domestic prior documents published in domestic KCI sites related to snowboarding after the 2018 Pyeongchang Winter Olympics for about five years from 2018 to 2023 and analyzed the characteristics, participation type, research method, and research division, The results are as follows. First, in terms of gender, papers on only men or men and women accounted for the majority, and the ages were distributed in various ways from 20s to 50s. In the case of the number of subjects, papers with less than 50 subjects accounted for the majority. Second, in the form of participation, registered player and ski resort users accounted for the majority, and papers were formed youth player, instructor, and judges in order. Third, Mostly, there are survey and experimental studies for the research methods, and qualitative and integrated studies were analyzed in order. Fourth, sports sociology and biomechanics were mainly used as research divisions, and sports psychology, physiology, sports measurement and evaluation, sports managment, and sports history were analyzed in order.