• Title/Summary/Keyword: game rating

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The Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study (게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구)

  • Lee, Kyung-Hun;Kim, Ju-Yeong;Yoo, Jae-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.119-129
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    • 2020
  • Intellectual disability affects all spheres of the lives of people can be who suffer from it. Unfortunately, modern medicine cannot cure intellectual disability. However, the quality of life improved by means of physical exercise. In this study, we compared the health-related physical fitness, metabolic syndrome index and mental health between a game biking group(5 participants) and a brisk walking group(4 participants). This study used a between-subject design and verified by non-parametric test. The participants performed an exercise program with warm up and resistance training for 12 weeks. A game bike was used for the physically impaired, where the individual looked at a screen and pedaled. The fasters he pedaled the faster the object on the screen movies. We measured health-related physical fitness, metabolic syndrome index and mental health. We also measured their perceived exertion and interest during the exercise by a visual analog scale. The results before and after the exercise program showed that health-related physical fitness, metabolic risk factors, mental health level were improved in both groups. As we hypothesized before the study, the game biking group showed a statistically significantly different level on the Rating of Perceived Exertion than the brisk walking group and a higher level on the Rating of Exercise Interest during the exercise program. Our results lead to a conclusion that an exercise program with the use of a game bike improve motivation for exercise participation in intellectually handicapped participants.

Indexing Considering Video Rating of Scenes in Video (동영상의 장면별 비디오 등급을 고려한 색인)

  • Kim Young-Bong
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.51-60
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    • 2006
  • Recently, many streaming videos including drama, music videos, and movies have been extensively given on the web. Such video services are on negative lines in any service restriction depending on the age of users and then whole part of a video have been restricted considering the age of users. Therefore, in this paper, we will present a new method that provides the access depending on the ages of users and also sets the video rating of each scene in a video. To get this restricted access for video, we will first divide a streaming video into many scenes using histogram techniques. Each scene gets an access control depending on the nudity level. Finally, we will make the video indexing including the access level depending on its nudity level and then hide restricted scenes using several masks in playing that streaming video.

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The Analysis for Gamble Regulation of Korea Arcade Game (국내 아케이드 게임의 사행성 규제 분석)

  • Han, Sang-keun;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.187-188
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    • 2016
  • In South Korea, regulations on gambling have been implemented since the beginning of the Game Rating Board, and they have been improved, newly enacted or deleted according to the current game industry. For instance, regulations on arcade games include that no more than 10,000 KRW can be input per hour, automated operation is prohibited, results cannot be saved, money exchange is prohibited, etc. The study aimed to relieve excessive regulations on gambling arcade games in South Korea such as unnecessary regulations and duplicate regulations in a practical way. It is therefore expected to contribute to implementing regulation plans for gambling games suitable for the level of consciousness of the South Korean people.

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Entry Behaviors into Peer Dyads among Kindergarten Children (유치원 아동의 또래 놀이집단 가입행동)

  • Kim, Song Yee;Park, Kyung Ja
    • Korean Journal of Child Studies
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    • v.16 no.1
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    • pp.147-165
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    • 1995
  • The purpose of this study was to examine the entry behaviors of kindergarten children into peer dyads and the responses of the peer dyads in relation to the sex and sociometric status of the entering child. The subjects were 46 triads(138 children). Each triad consisted of two children of average peer status and one child of high/low peer status, identified by the Peer Rating Scale. The two children of the average peer status were placed in a small laboratory and were given a game to play. After the game had started, the child of high/low peer status entered into the laboratory. The behaviors of the entering child and the responses of the peer dyads were videotaped for 6 minutes. The data were analyzed by sex(2)${\times}$sociometric status (2) ANOVAs and ${\chi}^2$-tests. The results were as follows: (1)Popular children showed more group-oriented statements and fewer waiting behaviors than non-popular children. (2)Popular children elicited more positive responses and were less ignored than non-popular children. (3)The peer group responded positively to the entering child's helping, agreeing, and giving group-oriented statements, and neglected the entering child's waiting behaviors.

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English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

Effects of Physical Therapy Combined with Virtual Reality Games on Pain, Function, Quality of Life, And Engagement in Post-Knee-Surgery Patients (가상현실 게임을 적용한 물리치료가 무릎 수술 후 환자의 통증, 기능 변화, 삶의 질, 동기부여에 미치는 영향)

  • Hong-Gil Kim;Ju-Hyeon Jung
    • PNF and Movement
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    • v.21 no.3
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    • pp.345-356
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    • 2023
  • Purpose: The aim of this study was to investigate the effects of physical therapy combined with a virtual reality (VR) game on pain, quality of life (QOL), engagement, and knee function in post-knee-surgery patients. Methods: Twenty-four patients who had undergone knee surgery four weeks or more before the study were recruited. Two withdrew from the study during the four-week experimental period, and a total of 22 patients were included in the final analysis. Routine physical therapy consisting of electrostimulation (10 min.) and therapeutic massage (10 min.) was the base intervention for all groups. The experimental group (n = 10) was additionally exposed to a VR game intervention, while the control group (n = 12) underwent an intervention involving similar motions as the experimental intervention but with no VR. The intervention for the experimental group used the game Rig Fit Adventure on Nintendo switch. Both groups underwent their respective interventions 3 times a week (35 min. per session) for 4 weeks. Pain was assessed using the numeric rating scale (NRS), and QOL was assessed using the EuroQol five-dimensional five-level questionnaire (EQ-5D-5L). Engagement was assessed using the Korea flow state scale (K-FSS). Finally, knee movement and function were assessed based on knee flexion and extension, range of motion (ROM), and Western Ontario and McMaster Universities Arthritis Index (WOMAC). Results: After the four-week physical therapy, both groups showed significant reductions in pain (on the NRS), increased knee ROM (flexion), better WOMAC scores, and increased EQ-5D-5L scores (p < 0.05), with the experimental group showing significantly better improvements in EQ-5D-5L and K-FSS scores (p < 0.05). Conclusion: The results of this study confirm that a VR-game-integrated intervention is effective for improving pain, QOL, engagement, and knee function in post-knee surgery patients and that VR-game-integrated interventions could be therapeutic alternatives for patients bedridden for prolonged periods with little motivation for rehabilitation.

Relationship between Internet Game Addiction and Psychiatric Symptoms in a Child and Adolescent Psychiatric Clinic (일 대학병원 소아청소년 정신건강클리닉에 내원한 청소년에서 인터넷게임중독과 정신과적 증상의 관계)

  • Oh, Eun-Jeong;Choi, Sam-Wook;Lee, Hae-Kook;Park, Jang-Ho;Ahn, Joon-Ho;Choi, Ji-Eun;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.25 no.3
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    • pp.136-141
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    • 2014
  • Objectives : The aim of this study was to examine the relationship between internet game addiction and psychiatric symptoms. Methods : A total of 447 adolescents who were recruited from a child and adolescent psychiatric clinic of university hospital completed a self-report questionnaire consisting of Korean Internet Addiction Self-scale (K-scale), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), Korean-Attention-Deficit Hyperactivity Disorder Rating Scale (K-ARS), and Adolescent Happiness Index (AHI). They were classified into three internet user groups, non-addicted group (below or equal to 94), potential risk group (95 to 107) and high risk group (above or equal to 108) according to K-scale total score. Results : Significant mean differences in BDI, BAI, K-ARS, and AHI scores were observed among the three groups. The BDI, BAI and K-ARS scores showed positive correlation with K-score. The AHI score showed negative correlation with K-score. Conclusion : Findings of this study suggest that depression, anxiety, inattention, hyperactivity/impulsivity, and happiness are associated with internet game addiction.

An Empirical Analysis of the Regulation Effects on Webboard Games using VECM (벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구)

  • Yoo, Byungjoon;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.109-115
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    • 2014
  • Sales of online games companies that began from the small and medium-sized ventures, have grown to billions or hundreds of million dollars to target the global market. The issues related with industrial policies and regulations for game industry gain attentions. In particular, the Korean government has strengthened the relevant regulations of the webboard game service across many departments within the government such as Media Rating Commission, Game Products Administrative Committee, Ministry of Culture, Tourism and Sports, and Ministry of Female and Family. In this study, we analyze the effects of government regulation on webboard games using a VECM(Vector Error Correction Model). We have acquired the Gametrix time-series data during a year since July 2013. Having the co-integration estimated in the analysis process, we attempt to identify the long-term equilibrium relationship within webboard game industry and predict use time in near future. The results show that the use time has decreased to a third to a fourth comparing to the initial value at the beginning point in 2013. Two representative webboard games are exposed to the significant risks to have less or no use time. Additionally, we discuss the issues of the overall game industry influenced by the changes of webboard games.

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A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

Analysis of different types of turnovers between winning and losing performances in men's NCAA basketball

  • Han, Doryung;Hawkins, Mark;Choi, HyongJun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.135-142
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    • 2020
  • Basketball is a highly complex sport, analyses offensive and defensive rebounds, free throw percentages, minutes played and an efficiency rating. These statistics can have a large bearing and provide a lot of pressure on players as their every move can be analysed. Performance analysis in sport is a vital way of being able to track a team or individuals performance and more commonly used resource for player and team development. Discovering information such as this proves the importance of these types of analysis as with post competition video analysis a coach can reach a far more accurate analysis of the game leading to the ability to coach and correct the exact requirements of the team instead of their perceptions. A significant difference was found between winning and losing performances for different types of turnovers supporting current research that states that turnovers are not a valid predictor of match outcomes and that there is no specific type of turnover which can predict the outcome of a match as briefly mentioned in Curz and Tavares (1998). Significant differences were found between winning and tied and losing and tied performance for some types of turnovers, however due to the lack of data collected in this area they cannot be considered valid. Further research could also be conducted in other areas relating to performance indicators where there is currently minimal research in some areas such as assisted baskets, stated about the performance indicators in their own study the performance indicators are inadequate for explaining the complexities of the game suggesting that one indicator will not be constant in every game an research into performance analysis areas would be more appropriate.