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The Effects of Self-Selected Music on Anxiety and Pain during Burn Dressing Changes (선호 음악요법이 화상환자의 드레싱 시 상태불안과 통증에 미치는 효과)

  • Son, Jung-Tae;Kim, Sun-Hwa
    • Journal of Korean Academy of Nursing
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    • v.36 no.1
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    • pp.159-168
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    • 2006
  • Purpose: The purpose of this study was to examine the effects of music therapy on state anxiety and pain among patients undergoing burn dressing changes. Method: A convenience sample of 32 adult burn patients who were eligible and provided consent were included in the study which was a quasi-experimental study of a nonequivalent control group pretest-posttest design. Fifteen patients in the control group received the routine burn dressing changes but 17 patients in the experimental group listened to self-selected music through headphones connected to a CD player during burn dressing changes for three days. All subjects of the music group chose the type of music that would relax them. Before and after burn dressing changes, subjects completed the State Anxiety Inventory and self-report of pain scores. Result: There was a significant reduction in state anxiety before and after burn dressing changes in those who received music therapy in contrast to those who did not receive music therapy. The music group reported lower pain scores before and after burn dressing changes than did the non-music group. Conclusion: These findings indicate that music therapy composed of self-selected music is a valuable intervention for the treatment of pain and anxiety in patients undergoing burn dressing changes.

Development of Half-Mirror Interface System and Its Application for Ubiquitous Environment (유비쿼터스 환경을 위한 하프미러형 인터페이스 시스템 개발과 응용)

  • Kwon Young-Joon;Kim Dae-Jin;Lee Sang-Wan;Bien Zeungnam
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.1020-1026
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    • 2005
  • In the era of ubiquitous computing, human-friendly man-machine interface is getting more attention due to its possibility to offer convenient services. For this, in this paper, we introduce a 'Half-Mirror Interface System (HMIS)' as a novel type of human-friendly man-machine interfaces. Basically, HMIS consists of half-mirror, USB-Webcam, microphone, 2ch-speaker, and high-speed processing unit. In our HMIS, two principal operation modes are selected by the existence of the user in front of it. The first one, 'mirror-mode', is activated when the user's face is detected via USB-Webcam. In this mode, HMIS provides three basic functions such as 1) make-up assistance by magnifying an interested facial component and TTS (Text-To-Speech) guide for appropriate make-up, 2) Daily weather information provider via WWW service, 3) Health monitoring/diagnosis service using Chinese medicine knowledge. The second one, 'display-mode' is designed to show decorative pictures, family photos, art paintings and so on. This mode is activated when the user's face is not detected for a time being. In display-mode, we also added a 'healing-window' function and 'healing-music player' function for user's psychological comfort and/or relaxation. All these functions are accessible by commercially available voice synthesis/recognition package.

The Use of Nutritional Supplements in Korean Elite Soccer Players (한국 프로축구 선수들의 영양보충제 섭취 실태)

  • Lee Hyun-Sook
    • Journal of Nutrition and Health
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    • v.39 no.3
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    • pp.299-306
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    • 2006
  • This study was done to investigate the use of nutritional supplements (NS) in Korean elite soccer players using an anonymous questionnaire. NS were classified into health supplements, manufactured health food supplements, chinese medicines & tonic foods, and nutrient supplements. Information was sought on the type of NS and factors that might influence supplement use including selected demographic parameters and health related variables. The data were collected from 241 athletes (aged $24.6{\pm}3.8$ years) in 9 professional soccer club. The prevalence of NS use among the subjects was 81.3%. Health supplements were used most frequently and nutrient supplement drug was the second one. Among the health supplements, weight/muscle gainer and calorie replacement product were most frequently used. Vitamin supplements were most frequently used among all nutrient supplement drugs. Users of NS were higher age (p<0.05) duration of exercise (p<0.05), and income (p<0.05) than non-users. The married (p<0.05) and a member of K-league (p<0.01) tended to have higher prevalence of NS use. The main adviser of NS were family (55.3%) and oneself (39%) instead of coach or sports nutritionist. Although NS use, only 26.2% certainly check up nutritional information on their used NS. Among the subjects, 84.5% of them felt that NS use were improved athletic performance, and 86.5% of them will to keep on taking supplement. These data suggest that a large number of elite soccer players use NS and these players may require education about healthy nutritional supplement practice and on the proper use of nutritional supplements.

On the Bayesian Fecision Making Model of 2-Person Coordination Game (2인 조정게임의 베이지안 의사결정모형)

  • 김정훈;정민용
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.113-143
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    • 1997
  • Most of the conflict problems between 2 persons can be represented as a bi-matrix game, because player's utilities, in general, are non-zero sum and change according to the progress of game. In the bi-matrix game the equilibrium point set which satisfies the Pareto optimality can be a good bargaining or coordination solution. Under the condition of incomplete information about the risk attitudes of the players, the bargaining or coordination solution depends on additional elements, namely, the players' methods of making inferences when they reach a node in the extensive form of the game that is off the equilibrium path. So the investigation about the players' inference type and its effects on the solution is essential. In addition to that, the effect of an individual's aversion to risk on various solutions in conflict problems, as expressed in his (her) utility function, must be considered. Those kinds of incomplete information make decision maker Bayesian, since it is often impossible to get correct information for building a decision making model. In Baysian point of view, this paper represents an analytic frame for guessing and learning opponent's attitude to risk for getting better reward. As an example for that analytic frame. 2 persons'bi-matrix game is considered. This example explains that a bi-matrix game can be transformed into a kind of matrix game through the players' implicitly cooperative attitude and the need of arbitration.

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The effect of blood lactate concentration and blood $LDH_5$ Isozyme on type of different recovery after maximal exercise (최대운동후 스포츠 마사지 운동성 회복 안정성 회복간에 젖산의 축적&혈중 $LDH_5$ Isozyme 변화의 비교분석)

  • Kim, Yong-Nam;Ru, Jea-Mon
    • Journal of Korean Physical Therapy Science
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    • v.11 no.4
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    • pp.5-10
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    • 2004
  • This study selected 10 university football male players and repeatedly treated them as sports massage group, exercise resumption group, and stability resumption. After maximum exercise, when sport massage, exercise resumption, and stability resumption were applied during recovery, blood lactic acid concentration and $LDH_5$ isozyme concentration were examined. Finally this study obtains the following conclusion 1. There was a significant difference in both lactic acid concentration and time between groups. Besides, the cross-action on group and time was significant. 2. There was a significant difference in both $LDH_5$ concentration and time between groups. Besides, the cross-action on group and time was significant. Based on the above findings, this study suggests that sport massage resumption and exercise resumption remove blood lactic acid more quickly than stability resumption to promote recovery. That means that sport massage and exercise resumption anre very effective for lowering the level of fatigue. Thus sport massage or exercise resumption treatment is considered to have a very positive effect on player's quick recovery and it should be used aggressively in a field.

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A Proposal for Inverse Demand Curve Production of Cournot Model for Application to the Electricity Market

  • Kang Dong-Joo;Oh Tae-Kyoo;Chung Koohyung;Kim Balho H.
    • KIEE International Transactions on Power Engineering
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    • v.5A no.4
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    • pp.403-411
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    • 2005
  • At present, the Cournot model is one of the most commonly used theories to analyze the gaming situation in an oligopoly type market. However, several problems exist in the successful application of this model to the electricity market. The representative one is obtaining the inverse demand curve able to be induced from the relationship between market price and demand response. In the Cournot model, each player offers their generation quantity to obtain maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect the real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears over the long-term through statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as the trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium.

The Hairless Gene: A Putative Navigator of Hair Follicle Development

  • Kim, Jeong-Ki;Kim, Bong-Kyu;Park, Jong-Keun;Choi, Jee-Hyun;KimYoon, Sung-Joo
    • Genomics & Informatics
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    • v.9 no.3
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    • pp.93-101
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    • 2011
  • The Hairless (HR ) gene regulates the expression of several target genes as a transcriptional corepressor of nuclear receptors. The hair follicle (HF), a small independent organ of the skin, resides in the epidermis and undergoes regenerative cycling for normal hair formation. HF development requires many genes and signaling pathways to function properly in time and space, one of them being the HR gene. Various mutations of the HR gene have been reported to cause the hair loss pheno-type in rodents and humans. In recent studies, it has been suggested that the HR gene is a critical player in the regulation of the hair cycle and, thus, HF development. Furthermore, the HR gene is associated with the Wnt signaling pathway, which regulates proliferation and differentiation of cells and plays an essential role in hair and skin development. In this review, we summarize the mutations responsible for human hair disorders and discuss the roles of the HR gene in HF development.

An Explorative Study of the Perception on the Role of Medical Social Workers Using Q Methodology (Q방법론을 활용한 의료사회복지사의 역할인식에 대한 탐색적 연구)

  • Jang, Soo-Mi;Whang, Young-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.223-249
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    • 2007
  • In the health care setting which social work services are provided by interdisciplinary team approach, understanding the perception and expectation on the role of social workers worked with medical team is important for social workers to play their role effectively. This study is focused on the medical team members such as doctors, nurses, nutritionists and administrative staffs by researching the type of perception and each characteristics through using the Q methodology. It is concluded that perception on medical social workers is categorized into three types : psycho-social counselor, coordinator/developer of resources, multiple function player. Finding for this study suggest that the implications on social work practice in health care setting.

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Design of game interface based on 3-Axis accelerometer for physical Interactive game (체감형 게임을 위한 3축 가속도 센서 기반 게임 인터페이스 개발)

  • Kim, Sung-Ho;Chae, Bu-Kyung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.538-544
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    • 2009
  • As the world game marcket has been recording weak growth, the development of new gane concept is required to attract the gamer's attention from those who were fed up with the previous game paradigm. Recently, the game which can recognize the player's motions and provide new interaction between the game and user is more popular than ever before. In the games with somesthesia based on Virtual Reality, the sense of the reality is considered the most important factor for drawing immersion from the gamers. In this work, a new type of 3-axis accelerometer based interactive game interface which can effectively recognize the gamer' motion is suggested. Furthermore, various experiments are carried out to verify the effectiveness of the proposed scheme.

The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.