• Title/Summary/Keyword: game test

Search Result 421, Processing Time 0.026 seconds

Robot's Motivational Emotion Model with Value Effectiveness for Social Human and Robot Interaction (사람과 로봇의 사회적 상호작용을 위한 로봇의 가치효용성 기반 동기-감정 생성 모델)

  • Lee, Won Hyong;Park, Jeong Woo;Kim, Woo Hyun;Lee, Hui Sung;Chung, Myung Jin
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.20 no.5
    • /
    • pp.503-512
    • /
    • 2014
  • People would like to be socially engaged not only with humans but also with robots. One of the most common ways in the robotic field to enhance human robot interaction is to use emotion and integrate emotional concepts into robots. Many researchers have been focusing on developing a robot's emotional expressions. However, it is first necessary to establish the psychological background of a robot's emotion generation model in order to implement the whole process of a robot's emotional behavior. Therefore, this article suggests a robot's motivational emotion model with value effectiveness from a Higgins' motivation definition, regulatory focus theory, and Circumplex model. For the test, a game with the best-two-out-of-three rule is introduced. Each step of the game was evaluated by the proposed model. As the results imply, the proposed model generated psychologically appropriate emotions for a robot in the given situation. The empirical survey remains for future work to prove that this research improves social human robot interaction.

Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students (초등학생 대상의 활동 중심 순서도 교육 방법)

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.4
    • /
    • pp.489-502
    • /
    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

  • PDF

The effect of foul on the performance during the field hockey game (필드하키 경기 중 파울이 경기력에 미치는 영향)

  • Park, Jong-Chul;Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Kim, Ju-Yong
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.489-495
    • /
    • 2018
  • The purpose of this study was to investigate the effect of fouls on performance in field hockey games. A total of 33 matches and 2101 fouls from 10 teams participated in the 2017 World League SEMI-FINAL tournament were analysed by region, race, type, and cause. The total data that is analysed by SportsCode and SPSS(correlation analysis & chi-square test)have showed that the top ranked countries had a higher foul frequency than the lower ranked nations. According to the situation that has showed the result of the analysis, it showed that there was no difference between the results analysed on the foul type and the attacking and defence situation but it has indicated that area, game situation and the cause of fouls showed there was a significant difference. On these results, it is hoped to use fouls as one of the tactical means in women's field hockey games.

A Study on the Effectiveness of Bibliotherapy Program to Overcome of the Excessive Absorption on Games for Children (독서치료 프로그램이 어린이 게임과몰입 극복에 미치는 효과 연구)

  • Hoang, Gum Sook;Kim, Soo-Kyoung;Kim, Jung Hwoa
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.24 no.2
    • /
    • pp.93-111
    • /
    • 2013
  • The purpose of the study is to prove the effectiveness of bibliotherapy program to overcome of the excessive absorption on games for children. A 12-week programs were developed and managed in 1-2 grade, 3-4 grade, 5-6 grade for the elementary school student. Also MGUS (Maladaptive Game Use Scale), Self-Esteem Inventory, Self-Control Inventory, and HTP(House, Tree, Person) Diagnosis Tool were measured prior to the bibliotherapy and post-tests were followed to the participants statistically by t-test. According to analysis results, the bibliotherapy program was effectiveness to overcome of the excessive absorption on games for children.

The Relationship between Maternal Rearing Behavior Characteristics And Elementary School Children's Internet Use (어머니의 양육행동특성들과 초등학생 아동의 인터넷 사용과의 관계)

  • Kim, Hyoun-Ji
    • Korean Journal of Human Ecology
    • /
    • v.13 no.6
    • /
    • pp.861-874
    • /
    • 2004
  • The goal of this study is to investigate the relationship between maternal rearing behavior characteristics and elementary school children's Internet use, and to utilize the results as the basic data to develop a program, in which parents learn how to educate their children for better use of the Internet. The subjects were 713 children whose grade are in fourth through sixth in an elementary school. Data were obtained with questionnaires. The instruments employed were Children's Internet Use and Addiction, and maternal rearing behavior characteristics-Rational Guidance, Affection, Authoritarian Control, Overprotection, Achievement Encouragement, and Active Involvement-Scales. The data were analyzed with the SPSS program. They were analyzed by Frequency, Percentage, ANOVA, Duncan's test, and Pearson correlation. The results of this study are as follows: First, 30.2% of the subjects has used Internet for more than three years. 55.6% of the subjects spend less than an hour per day in using the Internet. The two major types of Internet use were playing games(49.9%) and sending e-mails(25.4%). The main reason for playing Internet games was escape from stress(34.7%). 34.5% of the subjects also said that their parents usually encourage them to use the Internet. Second, maternal affection, authoritarian control, and active involvement were significantly different in the types of Internet use. Maternal authoritarian control and overprotection were significantly different in the reasons of doing Internet game. The rational guidance and active involvement of mothers were correlated negatively with children's Internet using time, but their authoritarian control and overprotection were correlated positively with children's Internet using time. Maternal overprotection was correlated positively with parents' encouragement level in the Internet use. Third, the rational guidance, affection, and active involvement of mothers were correlated negatively with children's Internet addiction. In the other hand, maternal authoritarian control and overprotection were correlated positively with children's Internet addiction. Lastly, children's Internet addiction was significantly different by the types of Internet Use and the reasons for doing internet game. Children's Internet using time was correlated positively with children's Internet addiction.

  • PDF

Analysis of the dentistry-related contents uploaded on YouTube Korea (YouTube 내의 치과 관련 한국어 컨텐츠 현황 분석 및 활용 방안)

  • Jo, Jaehyun;Kwon, Hyuckjun;Jung, Seoyeon;Hu, Kyung-Seok;Jung, Il-Young;Seo, Jeong-Taeg
    • The Journal of the Korean dental association
    • /
    • v.57 no.12
    • /
    • pp.728-735
    • /
    • 2019
  • Objective: Previous studies suggested the potential influence of YouTube videos regarding dentistry on the mass population. However, there was not any clear investigation for Korean population. We aimed to systemically analyze the type of the dentistry-related videos uploaded on YouTube Korea and the accounts used for uploading, and to assess their effect on the view count of the content. Methods: Classification, type of the accounts, and view count of the videos listed by the keyword 'dentistry' were analyzed, which were uploaded on YouTube Korea platform from September 2017 to April 2019. Kruskal-Wallis test with post hoc analysis was used to assess the effect of the classification of the videos and the type of accounts on the view count. Results: 1.026 videos were enrolled to the analysis. Primary classification of the videos was information/education, advertisement, life, news, child contents, autonomous sensory meridian response, broadcast, cartoon/game, humor, and music. Secondary classification of the videos was dental experience, advertisement, role-playing, information/education., humor, cartoon/game, child contents, life, and broadcast. Type of the accounts was dentistry associates, general public, media company, and government office (sorted by frequency). Subject of the most videos (93.6%) was general public. There was statistically significance in the view count of the videos according to the primary and secondary classifications, the account used for uploading, and target subject of the videos. Conclusion: Dentists and their associates should recognize the importance of YouTube platform and try to monitor and intervene the dentistry-related contents, considering its huge impact on the general public.

  • PDF

Using & Structure of Leisure Spaces Perceived by Adolescents (청소년의 여가환경이용과 희망 여가공간의 위치구조)

  • Oh, Eun-Mi;Park, Kyoung-Ok
    • Korean Journal of Human Ecology
    • /
    • v.9 no.3
    • /
    • pp.297-315
    • /
    • 2000
  • The purpose of this study is to provide the basic data for the leisure space planning desirable for adolescents through survey on their using leisure space. Four hundred sixty-six middle and high school students living in Chongju city, Gwesan-gun and Eumsung-gun responded the first basic questionnaire and 160 students among them answered again the second questionnaire for more information on the site of leisure space they want. Frequency, percentage, $x^2-test$ and Multi-Dimensional Scale were methods of analysis. The results are as follows. Adolescents are wasting their leisure time because of insufficient facilities for productive activities. They use the time, when observed in one week, roaming around downtown, studying in off-school academies, visiting shops and playing in the game rooms. And when observed in a month, they use time meeting friends in coffee shops, visiting restaurants, studying in the libraries, playing in the ground and visiting sports facilities. Adolescents' leisure time were different according to sex, age, father's educational level, mother's occupation, household income, and living area. Students hoped the leisure spares to be located in the neighborhood where they can access easily, and facilities they wanted were small shop-buildings, game rooms, off-school academies, schools, sports facilities, studying moms and libraries. It is necessary that adolescents have opportunities to learn how to use their leisure time healthy in the leisure space. And consideration on adolescents living in the remote rural area have to be dealt importantly in the beginning of various planning.

  • PDF

Automatic Classification Technique of Offence Pattern in Soccer Game using Neural Networks (뉴럴네트워크를 이용한 축구경기에 있어서의 공격패턴 자동분류 기법)

  • Kim, Hyun-Sook;Kim, Kwang-Yong;Nam, Sung-Hyun;Hwang, Chong-Sun;Yang, Young-Kyu
    • Journal of KIISE:Software and Applications
    • /
    • v.27 no.7
    • /
    • pp.712-722
    • /
    • 2000
  • In this paper, we suggest and test a classification technique of offence pattern from group formation to automatically index highlights of soccer games. A BP (Back-propagation) neural nets technique was applied to the information of the position of both the player and the ball on a ground, and the distance between the player and the ball to identify the group formation in space and time. The real soccer game scenes including '98 France World Cup were used to extract 297 video clips of various types of offence patterns; Left Running 60, Right Running 74, Center Running 72, Corner-kick 39 and Free-kick 52. The results are as follows: Left Running comes to 91.7%, Right Running 100%. Center Running 87.5%, Corner-kick 97.4% and Free-kick 75%, and these showed quite a satisfactory rate of recognition.

  • PDF

A Naive Bayesian-based Model of the Opponent's Policy for Efficient Multiagent Reinforcement Learning (효율적인 멀티 에이전트 강화 학습을 위한 나이브 베이지만 기반 상대 정책 모델)

  • Kwon, Ki-Duk
    • Journal of Internet Computing and Services
    • /
    • v.9 no.6
    • /
    • pp.165-177
    • /
    • 2008
  • An important issue in Multiagent reinforcement learning is how an agent should learn its optimal policy in a dynamic environment where there exist other agents able to influence its own performance. Most previous works for Multiagent reinforcement learning tend to apply single-agent reinforcement learning techniques without any extensions or require some unrealistic assumptions even though they use explicit models of other agents. In this paper, a Naive Bayesian based policy model of the opponent agent is introduced and then the Multiagent reinforcement learning method using this model is explained. Unlike previous works, the proposed Multiagent reinforcement learning method utilizes the Naive Bayesian based policy model, not the Q function model of the opponent agent. Moreover, this learning method can improve learning efficiency by using a simpler one than other richer but time-consuming policy models such as Finite State Machines(FSM) and Markov chains. In this paper, the Cat and Mouse game is introduced as an adversarial Multiagent environment. And then effectiveness of the proposed Naive Bayesian based policy model is analyzed through experiments using this game as test-bed.

  • PDF

Festival search factor analysis for festival application users (축제 앱 사용자를 위한 축제 검색 요인분석)

  • Lee, Chang-keun;Kim, Soon-gohn
    • Journal of Digital Contents Society
    • /
    • v.16 no.6
    • /
    • pp.883-892
    • /
    • 2015
  • This paper was conducted to improve existing festival apps that present information in a one-dimensional and unengaging manner by analyzing the factors for festival quality factor from satisfaction evaluation items in culture and tourism festival evaluation reports as well as international and domestic studies. An exploratory factor analysis generated a KMO value of 0.821. After eliminating factors with factor loadings lower than the standard value, the factors of accessibility, promotion and information, contents of events, festival products, food, and amenities were extracted. Reliability was gauged using Cronbach's ${\alpha}$(Alpha), which was calculated to be 0.816. In the confirmatory factor analysis, the p value in the chi-square test was 0.289 while CMIN/DF was 1.100. The fit indices of GFI, AGFI, CFI, NFI, and IFI were all higher than the 0.9 mark while RMSEA was 0.018.