• Title/Summary/Keyword: game test

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Analysis on the Effects of Sports Sponsorship by Brand Type of Pyeong Chang Winter Olympic Official Sponsors' (평창 동계올림픽 공식후원사의 브랜드 유형에 따른 스폰서효과 분석)

  • Park, Sang-Il;Kim, Hwa-Ryong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.3
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    • pp.830-839
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    • 2019
  • The purpose of this study is to analyze the effect of sport sponsorship on the advertising effectiveness by distinguishing products of high sponsorship products from low sponsorship products. For this study, 450 samples who directly spectated their game were selected using convenience sampling method, finally 426 data were used except data which didn't respond or trustlessly responded. Data was collected through questionnaires. Data was analyzed through PASW 19.0 version frequency analysis, reliability analysis, factor analysis, independent sample t-test analysis, one-way ANOVA analysis paired sample t-test analysis was performed. All tests were performed using a .05 significance level. The results are as follows. First, This is the Result of T-test between brand effectiveness and gender. There is a non difference between male and female. Second, The results showed that there was statistically significant difference between the low perception perceived quality and low perceived sponsor familiarity according to current level of Education. Thirdly, This is the Result of T-test between low involvement perceptual quality, low sponsor friendly image and high involvement perceptual quality, high sponsor friendly image. There is a difference.

Comprehensive Measures the Elimination of Violence in Schools validated - Centered on the fundamental countermeasures - (학교폭력 근절 종합대책에 대한 유효성 검증 - 근본대책을 중심으로 -)

  • Jung, Sung Sook
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.187-196
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    • 2013
  • Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.

The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.

A Study of Use of Body Motions and Body-weighted Values for Motion Display in Virtual Characters (신체 가중치를 이용한 동일 감정 표현의 몸동작 변형)

  • Lee, Chang-Sook;Jin, Da-Xing;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.125-135
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    • 2010
  • Body motions are commonly used to express emotions in virtual characters based on body parts, which are frequently employed in games. For this purpose, it is necessary to create different types of animations corresponding to the emotions shown by virtual characters. Therefore, a large of number of animations should be created for different gestures depending on the level of human emotion. In this paper, we propose a method for displaying gestures with various degrees of complexity on the basis of the level of emotion in virtual characters. In particular, this method can be used to display passive and exaggerated expressions by adding weighted values to the frames that rotate the characters to make them show different gestures depending on the level of emotion. To verify the effectiveness of the proposed method, we use the Emotional Animation Tool (EATool), with which body-weighted values can be applied to the actual or virtual characters. After assigning different emotions to walking motions in the newly developed environment, we apply different body-weighted values depending on the level of each emotion. The results of a comparative test reveal that a given type of walking motion differs with the level of emotion.

Analysis on Key-factors in Worsening of Eyesight for Schoolchildren as a Consequence of Computer Usage Time (컴퓨터 사용 시간에 따른 초등학생의 시력저하 요인 분석)

  • Joo, Heon-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.477-486
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    • 2011
  • In this paper, I had tried to analyze the relationship between the time assigned for computer usage and weakening eyesight. First of all, students classified by gender, school year, eyesight, and wearing glasses along demographic characters took part in a poll, and The questionnaire included questions about computer time, factors of weakening eyesight, and purpose of computer use. The finding in this analysis composed of a cross-tabulations between annual eyesight change and the factors to change their eyesight is that 63.6 % of 165 students participated in this survey weakened their eyesight within a year. To show a correlation between computer usage duration and worsening eyesight in this paper, regression analysis indicated weakened vision by computer usage duration per day and week instead of a year. In addition, according to the analysis between computer usage duration and weakened vision for the people who wear glasses or not trough Independent-Samples T test, weakened vision was shown in computer usage duration per day and week, but not shown in the duration by the year. Therefore, weakening vision was also worse for the people who didn't wear glasses than the others. This study indicated 24..5% of teenagers had poor eyesight by using their computer. According to the frequency analysis on purposes of computer usage, the biggest purpose accounting for 36.4% of the total was the computer usage as a game consol, and the computer as a learning tool was the next biggest purpose at 32.1%. This paper showed the correlation between computer usage time and a factor of weakened eyesight through an analysis of the factor. Therefore, schoolchildren's parents should be more interested in their computer usage.

A Study on Neuro Sports Marketing by using Pupil's Size of Men: Focusing on Basketball Game (남성의 동공 크기를 이용한 뉴로 스포츠 마케팅의 접근 방법: 농구 경기를 중심으로)

  • Ko, Eui-Suk;Song, Ki-Hyeon;Cho, Soo-Hyun;Kim, Jong-Ha
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.31-40
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    • 2017
  • The present study used one of research techniques which is eye gaze tracking for neuromarketing. When pupil's size of men dilated over than three sigma (0.135%), the interest and eye movement in observation were measured. According to statistical analysis of previous studies, three sigma range is meaningful therefore sigma range was used as operational definition because 'pupil dilatation' is difficult to be define in eye gaze tracking data. Pictures of basketball games were selected as visual stimuli and 90% effective ratio of total 7,200 data were calculated. Thus, 29 of 34 participants were used for test. Pupil's size was calculated by applying pupil's width and height into a formular; [Pupil's size = Pupil width/2${\times}$Pupil height/$2{\times}{\pi}$]. In conclusion, billboard utilized for sports marketing had meaningless effects because gaze frequency to basketball player and surrounding environment was higher than that to billboard when participantsas game spectators diltaed their pupil's size over than three sigma. Thus, it was required using new marketing strategies like neuromarketing to increase utility through the present study.

Emotion Changes during Virtual Bowling Game: An EEG Study on Hemispheric Asymmetry (가상현실볼링 수행에 따른 정서변화: 대뇌반구 비대칭 연구)

  • Shin, Kyeong-Sik;Kim, Jin-Gu;Ryu, Kwang-Min
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.49-56
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    • 2017
  • The purpose of this study was to investigate the effects of virtual reality bowling on emotional changes using EEG (Electroencephalogram). Sixteen bowling players who have at least three years of experiences in bowling participated in this study. Their aged ranged from 26 to 35 years old with a mean age of 29.6 years. The frontal lobes (Fp2-Fp1, F4-F3, F8-F7) of each player were measured while subjects were performing five games of bowling. And after performing every frame, their emotion was measured immediately with Visual Analogue Scale. The data were analyzed by one-way analysis of variance to test differences in the alpha value of each region of the frontal lobes. The dependent variable is the alpha power of the cerebral asymmetry. The results showed that players who scored a strike showed higher VAS values than those who missed the spares or cleared the spares; those who cleared spares showed higher VAS values than those who missed spares In addition, with respect to frontal R-L asymmetry score, the alpha-wave of the left frontal lobe was activated when scoring a strike and clearing spares and the alpha-wave of the right frontal lobe was activated when missing spares. In conclusion, the results of this study demonstrated that success or achievement in competition gives rise to positive emotions and vice versa. This study neurophysiologically proved that performance outcomes during a competition directly influence players' emotion and brain waves.

Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.83-101
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    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

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Effects of Semi-structured DIRFloortime® Therapy Using Board Games on Verbal Comprehension and Processing Speed Index in Children With High Functioning Autism Spectrum Disorders (보드 게임을 활용한 반 구조화된 DIRFloortime® 치료가 고기능 자폐스펙트럼 장애 아동의 언어 이해 및 정보처리 지표 기능향상에 미치는 효과)

  • Chung, Hee-Seung
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.35-44
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    • 2018
  • This study was conducted to explore the effects of semi-structured $DIRFloortime^{(R)}$ treatment on the enhancement of language comprehension and information processing of children with high-performance autistic spectrum disabilities. We measured the general characteristics of the test subjects, which are level of autism, total intelligence, language comprehension and information processing indicators. The intervention method used was a semi-structured $DIRFloortime^{(R)}$ therapy using board game intervention program after revising and supplementing the expert content validity. A pre/post-test for a group was designed as a similar experiment and the pre/post test was initiated with the t certification at .05 of significance level. After initiating the program, the post test has shown that the language comprehension indicators showed statistically significant levels of difference (p<.001) and the information processing indicator also had a statistically significant effect (p<.001). There was a statistically significant difference (p<.001) in the level of verbal comprehension index after the program implementation, and statistically significant differences in the information processing index (p<.001). The semi-structured $DIRFloortime^{(R)}$ treatment using boardgames for enhancing the language comprehension and information processing indicators of children with high performance autistic spectrum disorder had a significant effect.

Effect of convergence body stabilization exercise on the visual response speed and functional movement, balance, and vital capacity of High School Football Players. (융복합적 신체안정화운동이 고등학교 축구선수의 시각반응속도와 기능적 움직임, 균형 및 폐활량에 미치는 영향)

  • Seo, Yeon-Soon;Song, In-Young;Yoon, Jong-Hyuk
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.191-202
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    • 2022
  • The purpose of this study is to examine the effect of a 10-week body stability exercise program, which was conducted on 24 male football players. The result of the Visual Response Speed Test using BlazePod, showed a significant increase of the upper arms, left foot and right foot for 15 second in number of reactions and reaction time (p<0.001). As a result of evaluating whether or not 7 functional movements were improved in order to evaluate the functional movement screen, Hurdle Step (p=0.001) and Active Straight Leg Rise (p=0.022) movements were significantly improved. significantly improved. As a result of measuring the y-balance Test in order to evaluate the balance ability, composite score(p<0.001) of both sides was significantly improved. The result of evaluating vital capacity, which was conducted to evaluate mobility and muscle endurance, showed a significant improvement in Forced vital capacity(p<0.001) and Forced expiratory volume in 1.0(p=0.003). In conclusion, a 10-week BSE program intervention in high school period, which can most improve the technical fitness necessary for the game in power, agility, leg strength, leg stability, mobility, and muscle endurance, will improve overall technical fitness, prevent football players from being injured and enhance their performance.