• 제목/요약/키워드: Playing Times

검색결과 123건 처리시간 0.031초

Graphical exploratory data analysis for ball games in sports

  • Yi, Seongbaek;Jang, Dae-Heung
    • Journal of the Korean Data and Information Science Society
    • /
    • 제27권5호
    • /
    • pp.1413-1421
    • /
    • 2016
  • In this paper graphical exploratory data analyses are proposed for ball games in sports. The plot of sequence of scoring points of each team can be used to see how the playing game has been processed until the end of each set or quarter. With the plot of sequential score differences through all the games we can see a dominance of each team and the times of score changes, i.e., turnovers. The ternary plots show the contours of scoring compositions for each player and enable us to compare the scoring patterns of each team if any. Using the score sequence plot we also can see the score pattern distribution of players. For demonstration we use the results of the gold medal match between Russia and Brazil for men's volleyball and between USA and Spain for men's basketball at the London 2012 Summer Olympics.

유아전통음악교육이 유아의 음악적 태도 변화와 리듬감 발달에 미치는 영향 (The Effects of Korean Traditional Music Education on the Development of Music Attitude and Rhythmic Sense)

  • 정애경;이윤경
    • 아동학회지
    • /
    • 제25권3호
    • /
    • pp.115-126
    • /
    • 2004
  • The purpose of this study was to examine the effects of Korean traditional music education for young children on the development of musical attitude and rhythmic sense of young children. The subjects were 42 four or five-year-old children enrolled in two classes of a public kindergarten. Half were in the experimental and half were in the control group. Instruments were "Music Interest Test for Young Children" (Kim, 2000), "Musical Attitude Rating Scale for Young Children" (Ahn & Han, 1999) and "Primary Measures of Music Audiation" (Gordon, 1986). The procedure included pre-test, treatments and post-test paradigm. Experimental group had Korean traditional music activities three times per week, including listening, appreciation, singing, playing traditional instruments and creative movement. The control group was merely provided with materials related to the Korean traditional music. Data was analyzed by t-test. Results indicated significant differences in music attitude and rhythmic sense between the experimental group and the control group.

  • PDF

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • 대한인간공학회지
    • /
    • 제32권6호
    • /
    • pp.481-487
    • /
    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

초등학교 고학년 학생의 컴퓨터 게임 사용 실태와 중독 예방 교육 요구 (Computer Game Usage and Needs for Education on the Prevention of Computer Game Addiction among Elementary School Children)

  • 오원옥
    • 보건교육건강증진학회지
    • /
    • 제22권4호
    • /
    • pp.1-16
    • /
    • 2005
  • Objectives: This study was conducted to identify the computer game usage of elementary school children and their needs for education on the prevention of computer game addiction. Methods: The subjects of this study were 455 elementary school children. The data were collected from an open and structured questionnaire on the subjects' computer game usage and their needs for education on the prevention of computer game addiction. Results: The boys played computer games more than the girls. There were statistical differences in the durations of the computer game use, the main locations of the computer games they played, the times of the day when they used computers, the times of the day when they played computer games, the number of times in a week they visited Internet cafes, what motivated them to play computer games, and their partners in playing computer games according to gender. From an analysis of 714 statements of the subjects with respect to their need to be educated on computer game addiction prevention, six domains and 19 themes were drawn. The six main domains identified were Definition & Status, Etiology & Process, Influences, Prevention, Diagnosis & Coping with Computer Game Addiction, and General Information on Computer Games. This study results revealed that elementary school children have to be comprehensively educated on how to prevent computer game addiction. Conclusion: A computer game addiction prevention program concerning these themes and domains must be developed. A study should also be conducted to identify the educational needs of parents of elementary school children on computer game addiction prevention.

삼국시대(三國時代)의 의약인물(醫藥人物) (Ancient Medical Personnels in the period of the Three Kingdoms)

  • 신순식;양영준
    • 제3의학
    • /
    • 제2권2호
    • /
    • pp.253-295
    • /
    • 1997
  • It is very critical to specify certain medical personnels in defining the history of certain era. Due to the limited source of information and lack of thorough research, there still aren't enough study grounded on concrete historical investigation. Authors attempted to investigate those medicinal personnels engaged in Three Kingdoms period in terms of the activity area, relation with religion and their role in medical system and medical exchange. The sum of recorded medical personnels in Three Kingdoms period numbers 50 of which 6 belonged to Kokooryo, 18 to Baekje, 7 to Shilla and 19 to Unified Shilla. There might existed far more medical personnels who tried to alleviate the suffering of the people and were not recorded in the documents. The more earlier in times, the more medicine gets the religious tinge. This is not the exception for the period of the Three Kingdoms and those medicine men, wizard doctors and priest doctors were playing important role in healing people and processing crude drugs. The system of royal physician and medical education facility were established and doctors and pharmacists, shamanic doctor, herb collectors, Kongbong's doctor(供奉醫師), Kongbong's diviners(供奉卜師) took leads in medicine in those times. Those folkloric healers also took part in. Korea imported chinese medicine and Japan employed chinese medicine via Korea or directly from China and developed into traditional japanese medicine. In this process those who emigrated from Baekje and Kogooryo and their offsprings took an active part. Since the limited source of information of Three Kingdoms, we only can infer the me야cal environment of those times by featuring the activities of medical personnels.

  • PDF

제조업 공급체인에서 정보리드타임 개선의 효과 사례분석 (An Effect Analysis for Improvement of Information Lead Time on Supply Chains : A Case Study of Manufacturing Industry)

  • 김철수;김갑중
    • 정보처리학회논문지D
    • /
    • 제10D권1호
    • /
    • pp.161-166
    • /
    • 2003
  • 제품을 생산하고 공급하는데 소요되는 주문리드타임과 달리 주문이 처리되는데 소요되는데 지연되는 것을 정보리드타임이라고 하는데, 이는 공급체인에서 개별기업들이 수요예측의 변동폭을 높이게 되며 이것이 바로 비용 상승요인으로 작용하게 된다. 본 논문에서는 직렬형 가치사슬에서 정보리드타임이 공급체인 시스템에 주는 영향을 알아본다. 특별히, MIT 시뮬레이션 모형을 동해서 실험을 수행하며, 아래와 같은 두 가지의 이슈를 다룬다. 첫째는 비용-이익 관점에서 물류 리드타임보다 정보리드타임의 개선이 효과적인가\ulcorner 둘째는 정보리드타임이 고객에게 보다 인접한 기업(downstream)이 고객하고 떨어져 있는 기업(upstream)보다 비용을 크게 상승시키고 있는지에 대한 물음이다. 사례 분석에서는 공급체인상의 개변기업들이 갖는 정보리드타임의 중요성을 지적하고, 개별기업간의 정보리드타임의 차이 분석을 통해서 고객의 수요와 요구를 직접 받는 기업에서 정보리드타임의 중요성이 큼을 인증하고 있다.

전자게임의 시대별 변천과정에 관한 연구 (A Study on the changes the electronic game by the times)

  • 은광하;이동연
    • 디자인학연구
    • /
    • 제15권1호
    • /
    • pp.327-338
    • /
    • 2002
  • 오늘날 정도화 사회의 도래로 인하여 산업, 경제적 측면에서 디지털 기술을 바탕으로 한 산업이 급속도로 발달하고 있다. 또한, 사회, 문화적 측면에서는 사람들의 삶의 질적 두둔이 무엇보다도 중요하게 두각되고 있다. 이러한 배경에서 최근 가장 주목을 받고 있는 대표적인 것으로 엔터테인먼트 산업을 들 수 있다. 이것은 기술 집약적인 고부가가치 산업으로서 사람들의 생각과 욕구를 충족시켜주는 삶의 중요한 요소로서 자리잡게 되었다. 특히, 전자게임은 첨단 기술의 발달과 함께 산업, 사회, 문화의 측면에 영향을 줄 뿐만 아니라 사람들의 생활에 깊숙이 자리잡게 되었다. 따라서 본 연구에서는 사회 전반에 걸쳐 큰 이슈로 주목 받고 있는 전자게임에 대한 시대별 변천과정의 내용과 더불어 구성 요소별 운석을 통해서 전자게임의 변천과정(Changes the electronic game by the times)의 흐름을 연구 하였다. 이 연구를 통하여 향후 전자게임 디자인의 올바른 방향 제시를 위한 연구자료로 활용하고자 한다.

  • PDF

어린이 노출평가를 위한 점토류의 피부 점착률 산출 (Determination of Skin Adhesion Rate of Children's Modeling Clay for Exposure Assessment)

  • 곽수영;임미영;신혜린;박지영;이기영
    • 한국환경보건학회지
    • /
    • 제44권3호
    • /
    • pp.238-243
    • /
    • 2018
  • Objectives: The purpose of this study was to determine skin adhesion rate of children's modeling clay for exposure assessment. Methods: Children's modeling clays were classified into 10 categories as PVA clay, PVA soft clay, starch-based clay, foam clay, rubber clay, oil clay, muddy clay, terra clay, paper clay and slime. A total of 26 children's clay goods was selected. Moisture content (%) and hardness of clays were measured. Five adults aged 20 to 25were recruited for experiment. Gravimetric difference of modeling clay was determined after 3 minutes playing time. Skin adhesion rate ($g/min/cm^2$) was estimated bythe amount of skin adhesion per minute (g/min) and each individual's palm surface area ($cm^2$). Results: Twenty four of the 26 children's modeling clay products were adhesive to skins. Two products of foam and rubber clay were not adhered to skin. For the 24 products, the average skin adhesion rate was $5.5{\times}10^{-4}{\pm}4.0{\times}10^{-4}g/min/cm^2$. The highest skin adhesion rate was $1.3{\times}10^{-3}{\pm}4.4{\times}10^{-4}g/min/cm^2$ for paper clay. The lowest skin adhesion rate was $4.6{\times}10^{-5}{\pm}1.1{\times}10^{-4}g/min/cm^2$ for oil clay. The skin adhesion rate was increased with increase of moisture content. Adhesion rates of some clays were varied by person and testing trials. Conclusion: The study determined skin adhesion rate of children's modeling clay. The adhesion rate is useful for exposure and risk assessments and setting safety guideline to protect children's health.

FGI 분석을 통한 유아교사의 놀이중심교육과정 실행 역량 탐색 (Exploring the Play-centered Curriculum Action Competence of Early Childhood Teachers Based on FGI Analysis)

  • 이원미;권연희
    • 한국보육지원학회지
    • /
    • 제16권4호
    • /
    • pp.93-110
    • /
    • 2020
  • Objective: The purpose of this study was to explore the early childhood education teacher's ability to implement play-centered curriculum that is recognized by an early childhood education expert based on an analysis of focus group interviews. Methods: Two professors of early childhood education, two directors of daycare centers, and two early childhood education teachers participated in the focus group interview. The interview was conducted three times. The interviewed data were categorized and compared. Results: The action competence of the play-centered curriculum required for early childhood teachers were categorized into the following categories; comprehending play, recognizing play, and practicing child-centered play. Detailed factor competencies were required for understanding play, reflective thinking, reading play, recording play, playing like a child, and supporting play. Conclusion/Implications: For actualizing play-centered curriculum, early childhood education teachers needed to comprehend, recognize, and practice for child's play. Furthermore, we discussed the necessity and direction of teacher education to improve the teacher's action competence for play-centered curriculum.

The Green Cement for 3D Printing in the Construction Industry

  • Park, Joochan;Jung, Euntae;Jang, Changsun;Oh, Chaewoon;Shin, Kyung Nam
    • 에너지공학
    • /
    • 제29권3호
    • /
    • pp.50-56
    • /
    • 2020
  • Currently, 3D printing technology is a new revolutionary additive manufacturing process that can be used for making three dimensional solid objects from digital films. In 2019, this 3D printing technology spreading vigorously in production parts (57%), bridge production (39%), tooling, fixtures, jigs (37%), repair, and maintenance (38%). The applications of 3D printing are expanding to the defense, aerospace, medical field, and automobile industry. The raw materials are playing a key role in 3D printing. Various additive materials such as plastics, polymers, resins, steel, and metals are used for 3D printing to create a variety of designs. The main advantage of the green cement for 3D printing is to enhance the mechanical properties, and durability to meet the high-quality material using in construction. There are several advantages with 3D printing is a limited waste generation, eco-friendly process, economy, 20 times faster, and less time-consuming. This research article reveals that the role of green cement as an additive material for 3D printing.