International journal of advanced smart convergence
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v.11
no.3
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pp.93-101
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2022
Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.
In this paper, we examined the regional economic integration, the trade negotiation strategy and bargaining power of the European Union through the logical structure of the three - dimensional game theory. In the three - dimensional game theory, the negotiator emphasized that the negotiation strategy of the triple side existed while simultaneously operating the game standing on the boundary of each side game, constrained from each direction or occasionally using the constraint as an opportunity. The study of three-dimensional game theory is aimed at organizing the process of coordinating opinions and meditating interests at the international level, regional level and member level by the regional union as a subject of negotiation. This study would compare and analyze the recently concluded EU-Japan EPA (Economic Partnership Agreement) negotiation process with the case of the EU FTA, and summarize the logic of the three-dimensional game theory applicable to the FTA of the regional economic partnership. Furthermore, the study would illustrate the strategies of the regional economic cooperatives to respond to negotiations. The area of trade policy at the EU level has already been completed by the exclusive power of the Union on areas where it is difficult to politicize with technical features. Moreover, the fact that the policy process at the Union level has not been revealed as a political issue, and that the public opinion process is a double-step approach. In conclusion, the EU's trade policy process constitutes a complicated and sophisticated process with the allocation of authority by various central organizations. The mechanism of negotiation is paradoxically simplified because of the common policy decision process and the structural characteristics of the trade zone, and the bargaining power at the community level is enhanced. As a result, the European Commission would function as a very strong negotiator in bilateral trade negotiations at the international level.
Purpose: This survey was to investigate the differences in smartphone addiction symptoms by the level of addiction among college students in S. Korea. Methods: Two hundred and thirteen university students survey data was collected from December 5th to 9th of 2011 using Smartphone Addiction Scale. 25.3% (n=54) of total respondents were categorized as highly addicted and 28.17% (n=60) were as non-addicted group. Results: There were significant differences in total addiction symptom scores, daily life disorders, loss of self control, pathological concentration, and compulsive symptoms between two groups. There were significantly differences in total addiction symptoms, daily life disorders, loss of self control, pathological concentration, and compulsive symptoms between two groups. Highly addicted group were significantly higher in total addiction symptom scores (3.26 times), daily life disorders (4.96 times), loss of self control (3.07 times), pathological concentration (3.07 times), and compulsive symptoms (2.86 times) compared to non-addicted one. Highly addicted group had significantly higher daily usages of smartphone and were more satisfied with smartphone than non-addicted group. The purpose to use was related to academic works rather than games or entertainment. However satisfaction on academic achievement was very low. Conclusion: The smartphone addicted symptoms related to academic works were significantly high in highly addicted college students so that it disturbed their daily life and psycho-social health in general. It is clear that the highly addicted college students need urgent distinctive interventions such as creative academic guides.
In the beginning brain waves were used for monkeys to control robot arm with neural activity. In recent years there are research that measured brain waves are used for the control of programs which monitor the progression of dementia or enhance of attention in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, low-price devices that can be used as a game control interface have become available. One of the problems associated with control using brain waves is that the mean amplitude, mean wavelength, and mean vibrational frequency of the brain waves differ from individual to individual. This paper attempts to propose a method to normalize measured brain waves using normal distribution and calculate the waveforms that can be used in controlling games. For this, a framework in which brain waves are converted in seven stages has been suggested. In addition, the estimation process in each stage has been described. In an experiment the waveforms of two subjects have been compared using the proposed method in the BCI English word learning program. The level of similarity between two subjects' waveforms has been compared with correlation coefficient. When the proposed method was applied, both meditation and concentration increased by 13% and 8%, respectively. Because the proposed regularization method is converted into a waveform fit for control functions by reducing personal characteristics reflected in the brain waves, it is fitting for application programs such as games.
This study suggests the effectiveness of G-learning English afterschool classes implemented to elementary school students at low achievement level in English. These days, the use of games in teaching and learning, known as G-learning, has gradually expanded, so it is necessary to consider how to adapt G-learning generally in English education. A G-learning afterschool English class was implemented to 23 low-level 5th grade students in an elementary school located in Daejon for 12 weeks. This study set two hypotheses aiming to determine the effectiveness in achievement and affectiveness of the participants. Pre and post achievement tests were conducted. Also, survey and FGI (focused group interview) were carried out twice with the participants. The study found that students' spelling awareness, vocabulary recognition and dialogue comprehension ability (hypothesis 1) were all improved with statistical significance. Moreover, after the class, participants' confidence and interest toward English study showed meaningful increases.
This study has analyzed body size of adult women between 20~59 years old in 2010 conducted by Size Korea and the study method is as follow. (1) Distribution ratio of bust circumference per age and distribution ratio of differences of bust drops were analyzed. (2) Analysis of one-way design of experiment was carried out for 20 items of body sizes according to differences of bust drops with regard to age groups of 20 and 40 years old in consideration of tourists who are unspecified target and for the whole ages groups. (3) Comparison analysis of 20 items of body sizes per bust circumference and according to level of differences of bust drops was carried out and (4) t-test of the two groups based on the standard of 12.5 cm of the differences of bust drops was conducted and was analyzed. Tthe differences of bust drops below 10 cm were reduced according to ages. 12.5 cm was the most in the group of ages of 20s and under 7.5 cm was reduced as ages were higher. Body items according to the differences of bust drops per ages had meaningful differences between groups except (acromion height-axilla height), height and shoulder length for the group of ages of 20s and in the whole ages groups, there was meaningful difference between groups in all items except height and shoulder length. Comparisons according to the differences of bust drops per section of 5 cm of bust circumference showed meaningful differences between groups in general in items of BMI, bust point-bust point, neck circumference, bust circumference, underbust circumference, neck point to bust point and weight. As the result of comparing the two groups of the differences of bust drops based on the standard of 12.5 cm, all had meaningful differences except stature and shoulder length.
This study empirically examined the actual level of elementary school children's knowledge of nutrition and the extent of current nutrition education for the children through the use of textbooks. Two or three classes were sampled from each of six schools, respectively, in Gangneung; of the 562 questionnaires that were distributed, 537 were returned and used for analysis. Respondents were all sixth-graders, on average boys and girls were 153.02$\pm$8.19㎝ and 152.79$\pm$7.15㎝ in height and 45.27$\pm$10.32㎏ and 43.33$\pm$7.46㎏ in weight, respectively, which was consistent with others' research. Most children had two siblings and a working mother, considered that they were well off, and their mother prepared meals. Children regularly had breakfast and dinner, although more children had dinner than breakfast. As a whole, their knowledge of the main nutrients contained in foods was lower than their general knowledge of nutrition. There were significant differences in knowledge of the main nutrients contained in foods, with girls showing more knowledge than boys (p<0.01). Most of them learned about nutrition at school, followed by home. At school, Practical Technology classes taught them the most about nutrition. Although Physical Education classes were expected to teach about nutrition in a quantitative way, they accounted for just 4.7% of the overall knowledge. As for the children's understanding of nutrition education through use of a textbook at school, just 19% of the students gained a very good understanding. As for interest in nutrition education at school, 22.2% of the students had no interest, while girls were more likely to have their interest in nutrition education at school affected by knowledge of nutrition than boys. For both boys and girls, the most desired method of education was cooking practice. More research across subjects is necessary so that nutrition education concentrated on the curriculum for fifth-graders can be provided by stages from the lower grades. Since cooking practice or games were preferred, it is necessary to develop nutrition education methods to incite active interest rather than passive education.
The objective of this research is to provide basic data for improving athletic performances, suggesting methods that can be utilized at games and coaching movements in the snatch, by analyzing the level of contribution of muscles to the movements of the snatch lift through three-dimensional imaging and EMG analysis between skilled and unskilled lifters. To this end, three high school students (the skilled group), three middle school student (the unskilled group) were selected; two digital video cameras and electromyography were used. The muscles measured by an EMG include gastrocnemius muscle, biceps femoris muscle, erector spinae, latissimus dorsi muscle, trapezius muscle, and brachioradialis. Based on the Ariel Performance Analysis System (APAS) program, the results of the analysis are summarized as follows. 1. In performing snatch pulls, the skilled lifters were found to simultaneously move the weight centers of the body and the barbell close to vertical, close to the shoulders in the pulling portion; in snatching and grabbing the barbell from a sited position, it was observed that the shorter the time for adjusting to change in the height of the barbell by using rotational inertia, the better it is to perform the movements. 2. The skilled lifters were observed to perform stable and efficient movements in grabbing the bar in a sited position, by moving the barbell and weight center of the body close to vertical and moving the shoulder joint under the bar fast. 3. The results of the EMG analysis of the entire movements from the snatching portion to the portion of grabbing the bar in a sited position show that when the skilled lifters lifted the barbell vertically during the pulling portion, their shoulder joints were extended to put more weight on biceps femoris muscle and brachioradialis; and in snatching and grabbing the bar from a sited position, it was found desirable to increase the myoelectrical activity of erector spinae in order to achieve a balance in the movements of the hip joint between font and rear, as the weight centers of the body and the barbell move higher. On the other hand, the unskilled lifters were found that in response to change in posture, they increase their muscular strength inefficiently in performing the movements throughout the entire lifting process.
This paper presents a knowledge-based view of platform-centered collaborations among multiple organizations. Studies of technological innovation and knowledge creation have broadened beyond their initial emphasis on internal development within an organization or simple exchange of ideas between two parties toward complex collaboration among many organizations at the level of platform-based knowledge ecosystems. Platforms serve as an interface between different groups of producers and consumers in a variety of multi-sided knowledge markets such as smartphone operating systems and video games industries. This study is an exploratory examination to offer theoretical understanding of how the organizational capabilities of platform leaders help expand a network of platform participants. The growth of platform participants is particularly important in the early stage of any platforms as the concept of network effects suggests that the platform with the largest number of participants will capture entire markets. Building upon organization studies and network economics theory on multisided markets, this paper focuses on the role of platform leaders in expanding platform-based collaboration. In our view, platform leaders develop varying levels of three organizational capabilities to discern quality of potential participants, to attract them to actually participate in collaboration, and to maintain long-term exchange relations in the ecosystem. We suggest that the capabilities of platform leaders will have a positive effect on the expansion of platform participants to secure network effects, and also examine several contextual factors that moderate the relationship between a platform leader's capacity and platform expansion.
The purpose of this study is grasp the problem of the gymnast, Kim, Dong-Hwa's Kip to Swallow Motion in Rings, and make up for the weak points to help him to perform a better performance. Therefore, two tryouts for $28^{th}$ Athens Olympic Games were filmed using video camera then finalized with Kinematical Analysis using 3D motion analysis program followings are the form of conclusions. 1. In the very first tryout, when he was doing a Swallow Support Scale, his CM position was high and arm slope was deduction because when he was doing Kip, the ascent velocity was low and he tried excessively to pull him on rings due to relying upon angular movement of shoulder joint. 2. When he was doing drop, he let his hip angle bend only little bit and let fall so making shoulder angle wider and maintain the level horizontally occurs strong drop motion when vertical descent is happening. 3. As a result, lowering the direction of a kick makes CM's movement path lower, increase vertical ascent velocity, and it helps to do the Swallow Support motion in short period of time. 4. After a strong drop motion, which is deep and fast, would make rope of ring shake so there is a defect that the body moves to forward area. However, it does not effect in Swallow Support Scale motion. 5. In the second tryout, trunk rotation angle and arm slope was fixed decrease while doing rotary motion. When rotary motion was happening, before the body was going under the rings, maintained his arm slope horizontally so his Swallow Support Scale motion was nearly perfect.
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