• Title/Summary/Keyword: communication in game

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Mobile Phone Uses and Social-Psychological Variables of Teen-Agers (청소년들의 이동전화 이용행태와 사회심리적 변인에 관한 연구: 부산.울산 지역 이용자들을 중심으로)

  • Lee, Joon-Ho;Ann, Soo-Geun;Jeong, Yong-Jo
    • Korean journal of communication and information
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    • v.27
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    • pp.247-282
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    • 2004
  • The purpose of this study is to examine the mobile phone service usage patterns of Korean teenagers and their motivation to use it, and to explore the relationships between the teenagers' social-psychological characteristics and their trails of mobile phone usage. After reviewing prior theoretical studios, three hypotheses regarding the research questions shown above were generated. Questionnaire study was conducted with 400 high school students in Busan and Ulsan metropolitan areas. They were to answer three categories of questions, such as frequencies of voice calls and text messaging services and the other mobile services, questions asking their social-psychological characteristics, and their motivations for using mobile phone services. Findings show that the teenagers more likely to tend to use voice calls when communicating family members. They tend to avoid those services with high rate of use as multimedia, game, and broadcasting services via mobile phones. The teenagers use mobile phone services for the similar purposes to conventional telephone uses. Therefore, the classical theories showing the alternative purposes or motivations to use conventional telephone usage, which divided the main purposes for phone uses in to two; work/instrumental and socializing/entertaining, proved to be reasonable. The cheap messaging services with texts are popular among the teenagers and are used for socializing/entertaining purposes rather than instrumental/functional purposes. In addition, the teenagers' social-psychological characteristicss are significantly associated with the amount of mobile phone uses. A characteristic of "individual-centeredness" is positively related with non-voice service uses, while "group-centeredness" explains heavy amount of using voice calls and text messaging services. Such characteristics as "immediacy," "directness," "innovativeness," and "other-direction" are positively associated with the frequencies and amounts of mobile phone uses, while "inner-direction" and "tradition-direction" are negatively correlated.

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The Relationship between Lexical Retrieval and Coverbal Gestures (어휘인출과 구어동반 제스처의 관계)

  • Ha, Ji-Wan;Sim, Hyun-Sub
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.123-143
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    • 2011
  • At what point in the process of speech production are gestures involved? According to the Lexical Retrieval Hypothesis, gestures are involved in the lexicalization in the formulating stage. According to the Information Packaging Hypothesis, gestures are involved in the conceptual planning of massages in the conceptualizing stage. We investigated these hypotheses, using the game situation in a TV program that induced the players to involve in both lexicalization and conceptualization simultaneously. The transcription of the verbal utterances was augmented with all arm and hand gestures produced by the players. Coverbal gestures were classified into two types of gestures: lexical gestures and motor gestures. As a result, concrete words elicited lexical gestures significantly more frequently than abstract words, and abstract words elicited motor gestures significantly more frequently than concrete words. The difficulty of conceptualization in concrete words was significantly correlated with the amount of lexical gestures. However, the amount of words and the word frequency were not correlated with the amount of both gestures. This result supports the Information Packaging Hypothesis. Most of all, the importance of motor gestures was inferred from the result that abstract words elicited motor gestures more frequently rather than concrete words. Motor gestures, which have been considered as unrelated to verbal production, were excluded from analysis in many gestural studies. This study revealed motor gestures seemed to be connected to the abstract conceptualization.

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The Qualities of an Effective Teacher Recognized by Secondary Teachers (중등교사가 인식하는 유능한 교사의 자질)

  • Chang, Han-Kee;Chang, Hong-Seok
    • Journal of Fisheries and Marine Sciences Education
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    • v.13 no.1
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    • pp.37-62
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    • 2001
  • This study examined the qualities of an effective teacher needed to accomplish educational reform successfully and prepare for a rapidly changing knowledge-based society. To achieve the purpose of the study, the following specific questions were looked into; (1) knowledge, skills, attitude of an effective teacher. (2) a proposal for staff development programs to improve the effectiveness of teachers. (3) a proposal to support teachers' efforts to improve their effectiveness. (4) the factors inhibiting the improvement of teachers' effectiveness. In this study, 'in-depth interview' was used for data collection because the study deals with the "subjective consciousness" of teachers, and qualitative research methods are useful to such a case. The research was done on teachers from secondary schools in Pusan City. According to the teachers interviewed, an effective teacher needed in the new age has such knowledge, skills, and attitude as; (1) knowledge in their major, general culture and common sense, psychology of educational counselling, social science, and knowledge and information related to curriculum. (2) effective instruction skills, skills to guide student behavior, skills related to administrative clerical work, using the computers, extra curriculum activities, educational evaluation, using teaching materials, developing educational programs, and good communication skills. (3) attitude relevant to willingness to understand and converse with students at their cognitive level, positive expectations and concern toward students, democratic problem solving, continuous self-study and development, thoroughgoing mission and professionalism, will for educational reform and innovation, neat appearance and refined language, and successful interpersonal relationships. The teachers also said that the current staff development system, as a program to provide necessary qualities for teachers, has improved in the last 3 years through diverse curriculum and systematic programs. However, due to the problematic promotion system, the staff development program has turned into just a 'point collecting' game from the role of in-service training program; teachers take training courses as the means just collecting points for promotion purpose. Factors inhibiting the improvement of teachers are (1) overload of formal paperwork over emphasizing outcome, (2) mannerism of teachers not perceiving their lack of professionalism, (3) the general attitude in the teaching profession resisting change and reform, (4) supervisory activities lacking rigid regulation, (5) research just as the means of point-collection only for promotion, and (6) staff development programs lacking efficiency. These factors, interacting each other, inhibited the improvement of teachers.

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An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.8
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    • pp.171-180
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    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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A Study on Non-Fungible Token Platform for Usability and Privacy Improvement (사용성 및 프라이버시 개선을 위한 NFT 플랫폼 연구)

  • Kang, Myung Joe;Kim, Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.11
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    • pp.403-410
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    • 2022
  • Non-Fungible Tokens (NFTs) created on the basis of blockchain have their own unique value, so they cannot be forged or exchanged with other tokens or coins. Using these characteristics, NFTs can be issued to digital assets such as images, videos, artworks, game characters, and items to claim ownership of digital assets among many users and objects in cyberspace, as well as proving the original. However, interest in NFTs exploded from the beginning of 2020, causing a lot of load on the blockchain network, and as a result, users are experiencing problems such as delays in computational processing or very large fees in the mining process. Additionally, all actions of users are stored in the blockchain, and digital assets are stored in a blockchain-based distributed file storage system, which may unnecessarily expose the personal information of users who do not want to identify themselves on the Internet. In this paper, we propose an NFT platform using cloud computing, access gate, conversion table, and cloud ID to improve usability and privacy problems that occur in existing system. For performance comparison between local and cloud systems, we measured the gas used for smart contract deployment and NFT-issued transaction. As a result, even though the cloud system used the same experimental environment and parameters, it saved about 3.75% of gas for smart contract deployment and about 4.6% for NFT-generated transaction, confirming that the cloud system can handle computations more efficiently than the local system.

Implementation of Intelligent Characters adapting to Action Patterns of Opponent Characters (상대캐릭터의 행동패턴에 적응하는 지능캐릭터의 구현)

  • Lee, Myun-Sub;Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.3
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    • pp.31-38
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    • 2005
  • This paper proposes an implementation method of intelligent characters that can properly adapt to action patterns of opponent characters in fighting games by using genetic algorithm. For this intelligent characters, past actions patterns of opponent characters should be included in the learning process. To verify the effectiveness of the proposed method, two types of experiments are performed and their results are compared. In first experiment(exp-1), intelligent characters consider current action and its step of an opponent character. In second experiment (exp-2), on the other hands, they take past actions of an opponent characters into account additionally. As a performance index, the ratio of score obtained by an intelligent character to that of an opponent character is adopted. Experimental results shows that even if the performance index of exp-1 is better than that of exp-2 at the beginning of stages, but the performance index of exp-2 outperforms that of exp-1 as stages go on. Moreover, optimum solutions are always found in all experimental cases in exp-2. Futhermore, intelligent characters in exp-2 could learn moving actions (forward and backward) and waiting actions for getting more scores through self evolution.

Interaction Contents for Reconsidering Visually Disabled Parents

  • Hong, Joo-Bong;Lee, Chan-Kyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.54-62
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    • 2020
  • According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.