• Title/Summary/Keyword: Playing environment

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An Electronic Keyboard Instrument Using PC MIDI and USB Interface (PC MIDI와 USB Interface를 이용한 전자건반악기 개발)

  • Lim, Gi-Jeong;Lee, Jung-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.85-93
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    • 2011
  • The music education improves the creative talent, social skills and academic achievement of the students. For the efficient music education, the learner centered study is highly recommended rather than the passive education, which supports self-control in selecting teaching materials, learning patterns and speed. For the successful self learning, it is requested to develop the collaborative educational learning tools, especially electronic collaborators such as H/W and S/W. Though there exist many commercialized electronic instruments and the PC MIDI based softwares, these tools have some limits and problems for the primary student to learn playing the musical instrument by himself. In this paper, we propose a supporting tool implementation method using an electronic keyboard instrument with USB Interface and PC-based software to help the primary student to learn playing the musical instrument. We implemented an electronic keyboard instrument module compactly and at low cost using a PIC18F4550 MCU. PC based software was developed to edit musical score, process the MIDI information, and interact with the electronic keyboard instrument module. This tool can offer a similar keyboard instrument environment and can be incorporated with self learning contents.

A Diagnostic Study of safety education in elementary schools based on PRECEDE Model (PRECEDE 모형을 이용한 일부 초등학교 안전교육의 진단적 연구)

  • 백경원;이명선
    • Korean Journal of Health Education and Promotion
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    • v.18 no.1
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    • pp.35-47
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    • 2001
  • As the complexity of the our environment is further complicated by advancements in industry and increase in vehicle traffic flow, the incidents of injury causing accidents are on the rise. Consequently, there is increasing emphasis on the importance of systematic and continual safety education for injury preventive behaviors. This study investigates safety related problems of elementary school students based on the PRECEDE model, proposed by Green et al.(1980 Green), to comprehensively identify the requirements of school safety education. The identified requirements were used to diagnose the current state of elementary school safety education through the analysis of multidimensional factors. A questionnaire survey was conducted on 594 sixth grade students from randomly selected 4 schools in Seoul to examine their injury preventive behaviors and to determine the educational diagnosis variables that affect it. The duration of the survey was 3 weeks starting from April 12, 1999 to May 8, 1999. A summary of the survey results are presented below; 1. Situations in which accidents have occurred were, in their order of frequency, ‘during play or sports activities within the school grounds’ was most frequent at 59.6%, ‘during play on local streets’ at 49.5%, and ‘traffic accidents’ at 41.6%. 2. Categorization of the injury preventive behavior showed that ‘not playing at high traffic flow locations such as streets and construction sites’ had the higher level of observance, while ‘wearing of helmets and joint protection devices during playing’ was least observed. 3. Considering injury preventive behaviors in relation to educational diagnosis variables indicated, for predisposing factors, lower ‘perception to injury accidents’ (p〈0.001) combined with higher ‘concerns for injury accidents’(p〈0.001), ‘practice of preventive behavior’(p〈0.001), and ‘the level of safety knowledge’(p〈0.001) resulted in significantly higher observance of injury preventive behaviors. For enabling factors, higher ‘perceived level of the school safety education’ (p〈0.001) and ‘availability of safety education resources’(p〈0.01) indicated significantly higher observance of injury preventive behaviors. For the reinforcing factor, frequent exposure to ‘safety education brochure’ (p〈0.01) and ‘audio-visual material for safety education’(p〈0.01) combined with more ‘regional safety education’ (p〈0.01), ‘home safety education’ (p〈0.01), ‘school safety education’(p〈0.001), and, ‘parents’ observance of preventive behaviors' (p〈0.001) showed significantly higher observance of injury preventive behaviors. 4. An analysis of the factors that affect injury preventive behaviors showed that the enabling factor ‘awareness of school safety education’ had the highest correlation with injury preventive behaviors followed by factors, in their order of significance, ‘practice of preventive behavior’, ‘perception to injury accidents’, ‘level of safety knowledge’, ‘parents’ observances of preventive behaviors', and ‘concerns for injury accidents.’

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An Analysis on the Current Status of Daily Outdoor Play Parents Recognize (Focused on Gyeonggi-do) (부모가 인식하고 있는 일상적 바깥놀이 실태 분석 (경기도를 중심으로))

  • Kim, Yong-Sook;Yoon, Hee-Bong;Yoo, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.461-472
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    • 2017
  • The purpose of this study is to analyze the current status and condition of children's playgrounds in K which parents recognize as in Gyeonggi-do and provide basic data for the qualitative environment for daily outdoor play of young Children. To do so, a survey of 269 parents living in Gyeonggi-do was conducted and reconstructed based on the advanced research related to outdoor play. Also it was evaluated and revised after consultation with 3 children education specialists. The repossessed questionaries were frequency-analyzed with SPSS 20.0 program. The result of the analysis on outdoor playgrounds is in the following. First of all, it was analyzed that parents required 1 or 2 hours for their children to play outdoors in a type of "forest playgrounds." Moreover, they said that it was really important for the children to feel "interesting and funny" during the outdoor play, and they recognized that the play would be helpful for the children's socialization. However, they felt that a risk factor of the outdoor play was "a vehicle risk in streets." Secondly, the study suggested that there were outdoor playgrounds around parents' houses, and a type of the outdoor play was "a playground installed in the apartment complex." Furthermore, most of the parents weren't satisfied with the outdoor play because the apartment neglected the management of the playgrounds, and there were no playing facilities that were good enough to derive children's curiosity and adventurous spirit. The result also showed that most of the children played outdoors with "their mothers," and they participated in indoor activities, especially playing a game or watching TV rather than outdoor activities after attending a children educational institute. Lastly, when it comes to areas of outdoor play to be improved, it was necessary to "expand playgrounds that children can use for each season," build "safe playgrounds" for a type of the outdoor play," provide "playing spaces" for a spatial type, and "control vehicles around the playgrounds and deal with dangerous things" to prevent safety accidents. The result can expand the understanding of outdoor play for Young Children and offer discussions about the relevant organizations and studies.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

A Study on Job Satisfaction of Busan-port Pier Management Corporation's Employee (부산항부두관리공사 직원의 직무만족도 분석)

  • Kim, Sang-Goo;Lee, Won-Il
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.13 no.4
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    • pp.95-100
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    • 2007
  • Busan-port is world's fifth trading port and is playing an important role in medium of revenue expansion and civic growth of Busan metropolitan city. Therefore, Busan metropolitan city aims at establishment of maritime special city with sailing of popular election third times. But this sort of goal can be accomplished when job satisfaction of port's personnel concerned is elevated. So, the object of this study is to research on job satisfaction of Busan-port pier management corporation's employee. Through the examination of preceding studies, duty contents promotion remuneration control sense of responsibility colleague relation guarantee job office quantity working environment. tenure of office sex age education are used as factors of job satisfaction. The finding of this study are as follows; First, promotion and remuneration exert significant influence upon job satisfaction. Second, the job satisfaction of Busan-port Pier Management Corporation's Employee is pretty low.

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The Roles and Meanings of Environmental Conflict and Movement in Rural Region : A Case Study on Organic Farming Movement at Paldang Region, Yangpyung-gun (농촌지역 환경갈등과 농촌주민 환경운동의 역할과 의미 : 양평군 팔당지역 유기농업운동을 사례로)

  • Lee, Young-Min;Hur, Nam-Hyuk
    • Journal of the Korean association of regional geographers
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    • v.7 no.4
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    • pp.18-32
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    • 2001
  • Korean society has frequently seen the conflicts between environmentally oriented ideology and development ideology which generally take shape as regional problems. An interesting example is the case of Paldang water resource protection area in Yangpyung-kun, Kyunggi Province. At the area, the rural residents are trying to take regional development by utilizing as much as natural resource in the region, and the central government is trying to make clean water sustained for the public interest of the whole people living within the supplying area of the water resource. Accordingly, the conflict is inevitable. It is the role of environmental movement group that makes us pay attention to this region. Under the present situation regarding environmental protection as a core keyword, the environmental protection groups tend to stand on the side of the central government. That is, those groups let the government consolidate its dominance discourse, which help the resistance discourse of the residents weakened. This basic structure of relationship sometimes touches off the situations of antagonistic confrontation. It is the group for organic fanning movement on the region that is playing a significant mediating role between the two. It has eased severe confrontation, and has persuaded the residents, expecially the farmers, to accept so-called win-win strategies which are related with various kind of organic fanning. The agriculture can be regarded as a win-win action because it is a way of fanning adapted to the protected natural environment. It is taking firm hold in this region as an alternative which can satisfy the ideology of 'sustainable development' or 'sustainability'. It could give us a kind of paradoxical confusion that the strategies of regional development of pro-environment are being carried out in the region where the residents are fighting against the government's strict control of natural environment. The example of this region, however, could show a significant direction for solving the continuous problem of conflict between environmental protection and regional development.

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L-CAA : An Architecture for Behavior-Based Reinforcement Learning (L-CAA : 행위 기반 강화학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.59-76
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    • 2008
  • In this paper, we propose an agent architecture called L-CAA that is quite effective in real-time dynamic environments. L-CAA is an extension of CAA, the behavior-based agent architecture which was also developed by our research group. In order to improve adaptability to the changing environment, it is extended by adding reinforcement learning capability. To obtain stable performance, however, behavior selection and execution in the L-CAA architecture do not entirely rely on learning. In L-CAA, learning is utilized merely as a complimentary means for behavior selection and execution. Behavior selection mechanism in this architecture consists of two phases. In the first phase, the behaviors are extracted from the behavior library by checking the user-defined applicable conditions and utility of each behavior. If multiple behaviors are extracted in the first phase, the single behavior is selected to execute in the help of reinforcement learning in the second phase. That is, the behavior with the highest expected reward is selected by comparing Q values of individual behaviors updated through reinforcement learning. L-CAA can monitor the maintainable conditions of the executing behavior and stop immediately the behavior when some of the conditions fail due to dynamic change of the environment. Additionally, L-CAA can suspend and then resume the current behavior whenever it encounters a higher utility behavior. In order to analyze effectiveness of the L-CAA architecture, we implement an L-CAA-enabled agent autonomously playing in an Unreal Tournament game that is a well-known dynamic virtual environment, and then conduct several experiments using it.

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Development of Bivalve Culture Management System based on GIS for Oyster Aquaculture in GeojeHansan Bay (거제한산만 굴 양식장에 대한 GIS 기반 어장관리시스템 개발)

  • Cho, Yoon-Sik;Hong, Sok-Jin;Kim, Hyung-Chul;Choi, Woo-Jeung;Lee, Won-Chan;Lee, Suk-Mo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.16 no.1
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    • pp.11-20
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    • 2010
  • Oyster production is playing an important role in domestic aquaculture, but facing some problems such as exports decrease, a slowdown in domestic demand and marine environmental deterioration. In order to obtain the suitable and sustainable oyster production, suitable sites selection is an important step in oyster aquaculture. This study was conducted to identify the suitable sites for lunging culture of oyster using Geographic Information System(GIS)-based multi-criteria evaluation methods. Most of the parameters were extracted by Inverse Distance Weighted(IDW) methods in GIS and eight parameters were grouped into two basic sub-models for oyster aquaculture, namely oyster growth sub-model(Sea Temperature, Salinity, Hydrodynamics, Chlorophyll-a) and environment sub-model(Bottom DO, TOC, Sediment AVS, Benthic Diversity). Suitability scores were ranked on a scale from 1(leased suitable) and 8(most suitable), and about 80.1% of the total potential area had the highest scores 5 and 6. These areas were shown to have the optimum condition for oyster culture in GeojeHansan Bay. This method to identify suitable sites for oyster culture may be used to develop bivalve culture management system for supporting a decision making.

A Study on the Impact of the COVID-19 Pandemic on the Rights and OSH of Seafarers and Tendency in 2022 Amendments of Maritime Labour Convention (팬데믹이 선원의 권리 및 안전보건에 미친 영향과 2022년 해사노동협약 개정 동향 연구)

  • Hyun-Wook Doo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.7
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    • pp.1191-1200
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    • 2022
  • The COVID-19 pandemic can be deemed one of the greatest hardships faced by mankind in the 21st century. All industries have been severely affected and workers are still experiencing deep difficulties due to the changed working and living environment. Seafarers have been recognized by the international community as key workers since the pandemic began. They are also working internationally to establish a Level Playing Field through the protection of their rights through the Seafarers' Employment Agreement and the implementation of international labour standards. However, despite the obligations under international conventions to be implemented by State parties and the recommendations by international organizations, the rights of seafarers under the Maritime Labour Convention were violated were violated and their occupational safety and health of seafarers were further threatened throughout the pandemic. This article analyzes the impact of the international shipping industry and the implementation of the Maritime Labour Convention based on each country's measures during the COVID-19 pandemic. Furthermore, the amendments of the Maritime Labour Convention adopted through the fourth Special Tripartite Committee were analyzed based on the conference documents and reports to comprehend the implied meaning. The adopted eight amendments to the Maritime Labour Convention are expected to positively affect the seafarers' rights, safety and health in the future, but the international community's efforts should continue because the issues of maximum working hours, maximum service period on board, and the repatriation of seafarers still remain unsettled.

Developing Design Education Program concerning Sustainable Fashion (지속가능 패션 실용화를 위한 디자인 교육 프로그램 개발)

  • Lee, Youngsun;Choy, Hyonsook
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.50-69
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    • 2014
  • Sustainability has been a big issue over the whole global industry lately and is an important fashion trend that reflects the modern phase of the time. The concept of sustainable fashion includes physical fashion products made from eco-friendly or recycle materials as well as ethical value such as corporate social responsibility for environment, labor or working condition. Fashion companies of advanced countries who are aware of the geo-environmental and ethical issues found that generating profits by setting trends and pursuing external beauty can no longer be the ultimate goal of fashion companies, and started to recognize the importance of sustainable fashion as a future-oriented trend. Not only fashion industry but also governments of advanced countries have been playing a leading role to educate the people regarding the importance of sustainable fashion and making large investments to foster industry specialists in educational institution. The aim of this study is to propose sustainable fashion design education program that fits the domestic university curriculum and government-leading education program in order to set the foundation for sustainable fashion industry. Thus, this study investigates successful cases of foreign government-led sustainable fashion education that can be introduced to improve domestic sustainable fashion education. The empirical study of the research is developing 12-15 week university level education program to foster specialists in sustainable fashion. The survey carried out by the students who participated in the program shows the change of perception on sustainable fashion. Developed university level program can be spread to municipal corporation, school of continuing education, and etc. in order to derive participation and problem perception of the citizens on sustainability. Developing systemized sustainable fashion design education program would be the first step of sustainable fashion by educating students who will take the leading role in the future fashion industry. Moreover, it can strongly influence future customer education as well as a special education inducing interest on sustainability in everyday life. A follow-up study is expected to serve as a foundation for sustainable fashion to take root successfully in the fashion industry.