• Title/Summary/Keyword: Two-level Game

Search Result 141, Processing Time 0.023 seconds

Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
    • /
    • no.13
    • /
    • pp.73-95
    • /
    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

  • PDF

Analysis of Scoring Difficulty in Different Match Situations in Relation to First Athlete to Score in World Taekwondo Athletes (세계태권도 겨루기 선수들의 선제득점에 따른 경기 내용별 득점 난이도 분석)

  • Mi-Na Jin;Jung-Hyun Yun;Chang-Jin Lee
    • Journal of Industrial Convergence
    • /
    • v.22 no.4
    • /
    • pp.21-29
    • /
    • 2024
  • This study analyzed the difficulty of scoring in different match situations in relation to which competitor scored first. The study analyzed the data from the 2022 Guadalajara World Taekwondo Championships. The analysis was performed for two separate weight classes: lightweight and heavyweight. Four game content variables were used: whether the athlete scored first, attack type, attack area, and game situation. Descriptive statistics, the Rasch model, and discrimination function questions were applied for data processing. SPSS and Winsteps were used for the statistical analysis, and the statistical significance level was set at 0.05. Consequently, in the lightweight class, the scoring frequency of the first scorer was high for all the game variables. In the heavyweight class, the scoring frequency for the first scorer was high for the attack type and attack area. By contrast, those who did not score first were more frequently found to be in a loss situation. By analyzing the scoring difficulties in different match situations based on whether the competitor scored first, the athletes who scored first in attack type most easily scored first. In losing situations, the athletes who scored first in attack area scored most easily, whereas those who did not score first scored most easily in body and match situations. For the heavyweight class, those who scored first in terms of attack type, counter-attack, and attack area scored the most easily while winning in body and match situations.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.1
    • /
    • pp.59-80
    • /
    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

  • PDF

The Analysis of Internet Usage for Nutritional Information by Junior and High School Students in Seoul (서울 시내 중.고등학생의 인터넷 영양정보관련 실태분석)

  • 김혜영;양일선;이해영;강여화
    • Journal of Nutrition and Health
    • /
    • v.36 no.9
    • /
    • pp.960-965
    • /
    • 2003
  • For the purpose of developing 'internet nutritional education program', this study analyzed the actual states of internet nutritional information of middle/high school students. Survey questionnaires were distributed from October 21, 2002 to October 26,2002 to a total of 564 students at three junior high schools and five senior high schools located in Seoul. The total number of questionnaires collected and used in our study was 479, which is 84.9% of the total questionnaires distributed. According to the survey results, we found significant difference in the nutritional information source between middle and high school students (p < 0.05) , and two groups responded that effective nutrition information material is 'electronic materials'. Most of the respondents connected with internet more than 1 times per day, but a large number of students were not experienced in using nutrition information of the internet. All groups were using nutrition information of the internet for homework, and satisfaction level of using nutrition information of the internet were an average. Effective methods for acquiring nutrition information of internet were 'educational game' for middle school students and 'bulletin board (Q & A)'for high school students. Moreover the factor analysis for internet nutritional information program's characteristics showed that 'instructing plans','contents of study & technical support','availability'and'interaction'were important considerations for developing internet nutritional information program. We found out through our analysis that was a strong need for a more practical and effective internet nutritional education program for middle and high school students.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
    • /
    • v.19 no.2
    • /
    • pp.229-243
    • /
    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

  • PDF

Optimal Operation for Green Supply Chain Considering Demand Information, Collection Incentive and Quality of Recycling Parts

  • Watanabe, Takeshi;Kusukawa, Etsuko
    • Industrial Engineering and Management Systems
    • /
    • v.13 no.2
    • /
    • pp.129-147
    • /
    • 2014
  • This study proposes an optimal operational policy for a green supply chain (GSC) where a retailer pays an incentive for collection of used products from customers and determines the optimal order quantity of a single product under uncertainty in product demand. A manufacturer produces the optimal order quantity of product using recyclable parts with acceptable quality levels and covers a part of the retailer's incentive from the recycled parts. Here, two scenarios for the product demand are assumed as: the distribution of product demand is known, and only both mean and variance are known. This paper develops mathematical models to find how order quantity, collection incentive of used products and lower limit of quality level for recycling affect the expected profits of each member and the whole supply chain under both a decentralized GSC (DGSC) and an integrated GSC (IGSC). The analysis numerically compares the results under DGSC with those under IGSC for each scenario of product demand. Also, the effect of the quality of the recyclable parts on the optimal decisions is shown. Moreover, supply chain coordination to shift the optimal decisions of IGSC is discussed based on: I) profit ratio, II) Nash bargaining solution, and III) Combination of (I) and (II).

Exploring Small Group Argumentation and Epistemological Framing of Gifted Science Students as Revealed by the Analysis of Their Responses to Anomalous Data (변칙 사례에 대한 과학 영재 학생들의 반응에서 드러난 인식론적 프레이밍과 소집단 논변활동 탐색)

  • Lee, Eun Ju;Yun, Sun Mi;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.3
    • /
    • pp.419-429
    • /
    • 2015
  • In this study, we explored students' epistemological framing during scientific argumentation and how interactions among group members influenced group argumentation. Twenty-one gifted science students divided into groups of three or four participated in this study. Students' discussions related to data interpretation concerning the rate of photosynthesis were analyzed. Students' activities were videotaped in groups so the discourse could be transcribed and students' behavioral cues analyzed. Students' epistemological framing has been identified through analysis of their speech and behavioral responses to the anomalous data from the inquiry process. Subsequently, their sources of warrant and group argumentation levels were explored. We found out that group members framed the inquiry in two ways: "understanding phenomena" and "classroom game." Group members whose framing was "understanding phenomena" required other members to justify the anomalous data by examining its validity and reliability, which conclusively demonstrated a high level of argumentation. On the other hand, when group members used "classroom game" to frame their argumentation, they did not recognize the necessity of explaining the anomalous data; rather, these students used simple empirical justification to explain the data, reflecting a low level of argumentation. When students using different epistemological framing disagreed over interpretations of anomalous data throughout the discussion, clashes ensued that resulted in emotional conflict and a lack of discussion. Students' framing shifts were observed during the discussion on which group leaders seemed to have a huge influence. This study lays the foundation for future work on establishing productive framing to prompt scientific argumentation in science classrooms.

An Empirical Comparative Study of the Seaport Clustering Measurement Using Bootstrapped DEA and Game Cross-efficiency Models (부트스트랩 DEA모형과 게임교차효율성모형을 이용한 항만클러스터링 측정에 대한 실증적 비교연구)

  • Park, Ro-Kyung
    • Journal of Korea Port Economic Association
    • /
    • v.32 no.1
    • /
    • pp.29-58
    • /
    • 2016
  • The purpose of this paper is to show the clustering trend and the comparison of empirical results and is to choose the clustering ports for 3 Korean ports(Busan, Incheon and Gwangyang Ports) by using the bootstrapped DEA(Data Envelopment Analysis) and game Cross-efficiency models for 38 Asian ports during the period 2003-2013 with 4 input variables(birth length, depth, total area, and number of cranes) and 1 output variable(container TEU). The main empirical results of this paper are as follows. First, bootstrapped DEA efficiency of SW and LT is 0.7660, 0.7341 respectively. Clustering results of the bootstrapped DEA analysis show that 3 Korean ports [ Busan (6.46%), Incheon (3.92%), and Gwangyang (2.78%)] can increase the efficiency in the SW model, but the LT model shows clustering values of -1.86%, -0.124%, and 2.11% for Busan, Gwangyang, and Incheon respectively. Second, the game cross-efficiency model suggests that Korean ports should be clustered with Hong Kong, Shanghi, Guangzhou, Ningbo, Port Klang, Singapore, Kaosiung, Keelong, and Bangkok ports. This clustering enhances the efficiency of Gwangyang by 0.131%, and decreases that of Busan by-1.08%, and that of Incheon by -0.009%. Third, the efficiency ranking comparison between the two models using the Wilcoxon Signed-rank Test was matched with the average level of SW (72.83 %) and LT (68.91%). The policy implication of this paper is that Korean port policy planners should introduce the bootstrapped DEA, and game cross-efficiency models when clustering is needed among Asian ports for enhancing the efficiency of inputs and outputs. Also, the results of SWOT(Strength, Weakness, Opportunity, and Threat) analysis among the clustering ports should be considered.

Effectiveness of G-Learning(Teaching and Learning Methodology utilizing Game) adopted in an English Class for 5th Grade Elementary School Students (초등학교 5학년 영어수업에 적용된 G러닝(게임을 활용한 교수학습 방법)의 학습 효과)

  • Won, Eun-Sok;Wi, Jong-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.10
    • /
    • pp.541-554
    • /
    • 2012
  • 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.

A Study on the Differences in Learning-Activity Preferences between Gifted and Average Students according to Thinking Styles (사고 유형에 따른 영재 아동과 일반 아동의 학습 선호 활동의 차이 연구)

  • Shin, Jong-Ho;Seo, Jeong-Hee;Choi, Jae-Hyeok;Kim, Yong-Nam;Kim, Yun-Keun;Lee, Byun-Joo
    • Journal of Korean Elementary Science Education
    • /
    • v.25 no.spc5
    • /
    • pp.495-506
    • /
    • 2007
  • This study investigated the differences in learning activity preferences according to different thinking styles between gifted and average students. A cluster analysis procedure was performed to classify students on the basis of thinking styles. Two clusters of different thinking styles were deduced: the gifted group with a high level thinking style (cluster 1), and the average group with a low level thinking style (cluster 2). The gifted group (cluster 1) preferred projects, simulations, discussions and game activities to other types of loaming activities. Gifted students and average students also were clustered into each three unique subgroups with respect to levels and patterns in thinking styles, and these subgroups also showed different learning preferences. The clusters of gifted students included the self-regulated learning type (cluster a), cooperative-learning type (cluster b), and the passive-learning type (cluster c). The clusters of average students included the independent learning type (cluster i), no-preference learning type(cluster ii), and the no-motivation & teacher-directed learning type (cluster iii). Theses clusters indicated significant differences not only in thinking styles but also in terms of preferences regarding learning activities. Theses findings are discussed in terms of their educational implications.

  • PDF