• Title/Summary/Keyword: Playing

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Quality of Life, Motivations and Effects of Online Game Playing among Adolescents (청소년의 삶의 질과 온라인 게임 이용동기 및 결과에 관한 연구)

  • Sung, Yun Sook
    • Korean Journal of Child Studies
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    • v.24 no.2
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    • pp.93-108
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    • 2003
  • This study aimed at understanding motivations and effects of online game playing of adolescents related to quality of life. The field survey was administered to 836 $4^{th}-12^{th}$ grade students in their classrooms. Findings showed that the 5 critical motivations for playing online games were : attraction to the game characters, entertainment, avoidance, loneliness, and killing-time. Motivations differed by sex and grade in school. Quality of life was related to the motivations for online game playing and to the feelings of satisfaction obtained after playing online games. Implications of these findings were discussed from the perspective of policy for the information welfare of adolescents.

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Computer Game Addiction and it's Predictors of Korean Elementary School Children (고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인)

  • Oh Won-Oak
    • Child Health Nursing Research
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    • v.10 no.3
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    • pp.282-290
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    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

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Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

Analysis on the Hours of Living and Playtime of Children Depending on the Existence of a Protector After School (아동의 생활시간과 놀이시간 양태 연구: 방과 후 보호자 유무에 따른 비교)

  • Kim, JiHee
    • Journal of the Korean Home Economics Association
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    • v.50 no.8
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    • pp.13-19
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    • 2012
  • The present study explored the hours of living and playtime depending on existence of caregiver after school using the data from the Korean Children and Youth Panel Survey7071. KCYPS date collected on 1th, 4th and 7th grade children and their caregivers. The hours of living was categorized into sleeping, learning, reading and play times. Playtime was sub-categorized into time for using playing the computer/games, watching TV/DVD and playing with peer groups. The present study has shown that children in the fourth grade spent more time on learning, whereas reading children in the seventh grade spent more time on playing compared to those in other grades during the weekdays. Also, children in higher grades spent more time playing both on the weekdays and on the weekends. Students of all grades spent more time watching TV/DVD compared to other activities during the weekdays and the weekends. Children with a caregiver spent more time on learning and spent less time playing computer/game, watching TV/DVD and playing with peer groups than children without caregivers. As students moved up a grade, these results clearly appeared. Considering the results in this study, the allocation of hours of living and playtime of children altered depending on the existence of a caregivers.

Identification of Auto Programs by Using Decision Tree Learning for MMORPG (MMORPG에서 결정트리 학습을 적용한 자동 프로그램 확인 기법)

  • Hong, Sung-Woo;Kim, Jun-Tae;Kim, Hyung-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.927-937
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    • 2006
  • Auto-playing programs are often used in behalf of human players in MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character's level-up process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of resources. In this paper, we propose a way of detecting the auto programs by analyzing the window event sequences produced by the game players. In our proposed method, the event sequences are transformed into a set of attributes, and the Decision Tree learning is applied to classify the data represented by the set of attribute values into human or auto player. The results from experiments with several MMORPG show that the Decision Tree learning with proposed method can identify the auto-playing programs with high accuracy.

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Effect of Stepwise Communication Education Program using SBAR among Nursing Students: Focusing on Scenarios and Nursing Case-based Role Playing (간호대학생의 SBAR를 이용한 단계별 의사소통 교육프로그램의 효과: 시나리오와 간호사례기반 역할극을 중심으로)

  • Noh, Yoon Goo;Lee, Insook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.24 no.2
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    • pp.115-126
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    • 2018
  • Purpose: This study intends to examine the effects of a stepwise communication education program among nursing college students, focusing on scenarios and nursing case-based role playing. Methods: The study design was a one-group repeated measure ANOVA. Participants were 27 nursing students in practice. Students participated in 5-week stepwise communication education program using SBAR; including 1 week of lecture education, 4 weeks of scenarios and nursing case-based role playing. The data were collected at each level of the education process: pre-education, after 1 week of lectures, and after completion of scenarios and nursing case-based role playing. Repeated measures ANOVA was used to determine changes in SBAR technique knowledge and communication self-efficacy. Results: The stepwise communication education program using SBAR was effective in increasing SBAR technique knowledge, and communication self-efficacy. The lecture-based education was effective only in the area of SBAR technique knowledge and its subscale, attitudes towards SBAR. However, scenarios and nursing case-based role playing was broadly effective across communication self-efficacy, SBAR technique knowledge, and its subscale, knowledge of the SBAR. Conclusion: Based on this study, we propose that it is necessary to confirm the effect of long-term SBAR communication education using scenarios and nursing case-based role playing in nursing students' practice.

Sound Improvement of Violin Playing Robot Applying Auditory Feedback

  • Jo, Wonse;Yura, Jargalbaatar;Kim, Donghan
    • Journal of Electrical Engineering and Technology
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    • v.12 no.6
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    • pp.2378-2387
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    • 2017
  • Violinists learn to make better sounds by hearing and evaluating their own playing though numerous practice. This study proposes a new method of auditory feedback, which mimics this violinists' step and verifies its efficiency using experiments. Making the desired sound quality of a violin is difficult without auditory feedback even though an expert violinist plays. An algorithm for controlling a robot arm of violin playing robot is determined based on correlations with bowing speed, bowing force, and sound point that determine the sound quality of a violin. The bowing speed is estimated by the control command of the robot arm, where the bowing force and the sound point are recognized by using a two-axis load cell and a photo interrupter, respectively. To improve the sound quality of a violin playing robot, the sounds information is obtained by auditory feedback system applied Short Time Fourier Transform (STFT) to the sounds from a violin. This study suggests Gaussian-Harmonic-Quality (GHQ) uses sounds' clarity, accuracy, and harmonic structure in order to decide sound quality, objectively. Through the experiments, the auditory feedback system improved the performance quality by the robot accordingly, changing the bowing speed, bowing force, and sound point and determining the quality of robot sounds by GHQ sound quality evaluation system.

A study on the new transition space for infants of their physical activities (유아발달특성에 따른 신체-운동 공간의 가변성에 관한 연구)

  • Park, Tae-Wook
    • Korean Institute of Interior Design Journal
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    • v.17 no.1
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    • pp.130-137
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    • 2008
  • The society changes very fast from the extended family system to the nuclear family system, as increasing a one-child family for the low birth-rate. Thus, it causes that the education, having been performed inside of the family group, is performed outside of the family nowadays such as an infant educational institution. Fundamentally, the space of educating infants must be considered their behavior and meet their needs. For infants, playing is not only studying, but also is related to physical, intellectual and emotional development. Therefore infants in a qualifiedly good playing environment, are easy to focus on their playing. But, variety of playing activities can help improve infants' development physically, socially, emotionally, linguistically and intellectually. So far, an infant educational institution has provided a general education than a special educationally considering their age and status of a development. However, it is necessary to provide an integrated and well-organized place for each infant because their playing is a studying and education that will be based of individuals' character when they are grown up. The objective of this thesis is to study on the new transition space for infants of their physical activities. For this study, at first, it is important to understand what are the points of well-built kindergarten around the world. They have the flexible space in common. The transition(flexible) space will be a solution for space for infants' development.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Design Development of the Child-Oriented Furniture for Playing & Learning (놀이와 학습을 위한 아동용가구의 디자인방향 모색)

  • Lee, Mi-Hye;Yang, Seung-Hee
    • Journal of the Korea Furniture Society
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    • v.19 no.5
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    • pp.341-349
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    • 2008
  • This study intends to analyze the importance of design on the basis of the children' emotion, by instancing the child-oriented furniture that contributes to the healthy growing and emotion-development of children. This means the reflection of the will trying to see the main point of design for the child-oriented furniture and it's possibility from another new standpoint. It will be understood how far the furniture influences the children and for that the furniture among others for the preschool children having playing & leaning functions is taken as an object of the study. The scope of study is the child-oriented furniture having playing & learning functions that has been presented for displaying as well as for a commercial use, since 2005. The attempt to find objective factors working positively for the emotion- & behavior development of children through seeking a new design of the child-oriented furniture for playing & learning is for emphasizing the importance of the emotional function, not only the primary function of furniture, at designing the child-oriented furniture. The combination between applications of the specialized material for child education & studies, therefore, has to be handled more importantly. The child-oriented furniture for playing & leaning that stimulates a healthy growing of child not only physically, also emotionally should be constantly and more deeply specialized on child education and design aspects.

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