Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.
The primary goal of this study is to define the future image of modern fashion. By review of many references, this study has examined predictable future in common, various researches on future, and futurism that appeared from art history. This study has also identified the trend of future image and the properties of the image in terms of fashion as well. The purpose of this study is defined as future image of modern fashion. First of all. through a large literature, this study is to examine general future and the study of future, to investigate futurism appears from art history. and to identify the trend of future image and the properties of the image in terms of fashion. The main results of this study include : 1) General future means forthcoming sometime or a state of life at that time, and future is not drawing near naturally in accordance with the passage of time. The future is developed according as which the owners of time have independent meaning and what they select. 2) The futurism had started with the background based on Darwins and Einsteins scientific theories and Bergsons and Nietzsches philosophical thoughts, which was then established by Marinettis Futurism Statement and Dynamism Theory of Umberto Boccionio, Giaomo Balla, Luigi Russolo and Gino Severini. As the purpose of futurism is to represent the dynamism of machinery and the beauty of speed, it has been developed toward op art and kinetic art including video art, laser art, and holography. 3) Fashion style and trend of futurism from the beginning of 20th century up to now can be defined as follows : Firstly futurism fashion represented by loud colors and geometric pattern appeared from 1910s to 1930s in the first place. Secondly, or art fashion and kinetic fashion appeared in 1960s due to the influence of op art and kinetic art which were developmental arts of futurism paintings. Space Look and Cosmo Corps Look that were designed by Andre Courreges, Pierre Cardin, Rudi Gernreich and Paco Rabanne, were also the trend of future image fashion. Thirdly, various materials and techniques developed this future image fashion in 1980s, and Glitter Look and Collage Look were its representative style. Fourthly, in 1990s, human beings dreamed the freedom of mind by human-oriented thought. and created the ecology of new concept mixed with technology due to anxiety on environmental destruction. which influenced on the advent of Zen style.
The purpose of this research was to look at whether small group drawing activities can be applied to learning content that combine mathematics and art, by analyzing the changes in $10^{th}$ grade students' interests in mathematics and particular features of their strategic thinking that were reflected in small group drawing activities using graphs and inequations. The results of the study are as follows: 1. The small group drawing activity using graphs and inequations demonstrated that students interests in mathematics could experience positive changes. 2. The small group drawing activity using graphs and inequations was effective in stimulating the students' strategic thinking skills, which are higher level thinking activities necessary for creating problem solving. As the students went through the whole process of accomplishing a complete goal, the students engaged in integrated thinking activities that brought understandings of basic graphs and inequations together, and were also found to use such higher level thinking functions needed in achieving creative problem solving such as critical thinking, flexible thinking, development-oriented thinking, and inferential thinking. 3. The small group drawing activity using graphs and in equations could be expected to constitute learning content that integrate mathematics and art, and is an effective solution in boosting students' strengths in mathematics by way of activities that consider students' unique cognitive and qualitative peculiarities and through integration with art.
According to recent government forecasts, universities face a critical situation, due to a reduction in the number of students and a decrease in tuition income. To respond to the changed population structure and the 4th Industrial Revolution, the government is supporting universities in reorganizing the structure of academics and curricula focused on lifelong education. Considering this, this study analyzed the correlation between intention to participate in lifelong education and learning outcomes oriented to workers involved in shipping and port logistics in the Port of Gwangyang and Yeosu, who are participating or have participated in lifelong education. To expand the opportunities for participation in the lifelong education of adult learners and form a learning culture, it is necessary to analyze the intention to participate in lifelong education and how participants identify their learning outcomes. According to the analysis results, the goal orientation of intention to participate in learning has a significant influence on individual features of learning outcomes, and learning orientation has a significant influence on the social characteristics of learning outcomes. Moreover, learning outcomes and the learning orientation of the intention to participate in learning have a significant influence on the intention to continue learning. In particular, the results showing that learning outcomes reflect individual changes and that interests obtained as a product of learning influence the intention to continue learning are highly suggestive.
Lee, Jong Nam;Heo, Joon;Cho, Won Cheol;Lee, Tae Shik
Journal of Korean Society of Disaster and Security
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v.6
no.1
/
pp.79-86
/
2013
As car-oriented road policies have been made forward so far, relatively pedestrians' walking conditions are so in poor environments that more than two thousand pedestrians die from car accidents every year. Pedestrians' walking right has been severely invaded like that. Pedestrians' walking right is a right that people are able to walk safely and comfortably in pleasant surroundings as long as they don't threaten the public safety, order maintenance, and welfare. The government has an obligation to provide safe, comfortable, and pleasant environments to pedestrians. Recently interests in pedestrians' safety are increasing, government-driven supports have been made to make safe, pleasant, and healthy walking surroundings. As poor walking condition improvement projects cost high, they should be progressed to accomplish maximal effects using finite finances efficiently, and post feasibility evaluations of the projects should be severely estimated. However site selecting indicators which satisfy with the goal for composing safe working surroundings have not been decided yet, though currently it has a legal basis to specify walking condition improvement sites by the Law for Pedestrians' safety and Comfort Increasement. Therefore this study focuses on suggesting improved ways for selecting sites where pedestrians' safe environment project by reviewing previous research. When project sites are selected, evaluation indicators related to awareness survey of residents and history should be excluded, and disaster safety assessments for walking safety facilities, latent human hazards and natural disasters like a strong wind are proposed besides evaluations on pedestrians' safety and walking environment for matching with the purpose of the project to make safe working surroundings.
KSII Transactions on Internet and Information Systems (TIIS)
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v.9
no.12
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pp.4912-4933
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2015
Information Centric Networking (ICN) has recently attracted great attention. It names the content decoupling from the location and introduces network caching, making the content to be cached anywhere within the network. The benefits of such design are obvious, however, many challenges still need to be solved. Among them, the local caching policy is widely discussed and it can be further divided into two parts, namely the cache permission policy and the cache replacement policy. The former is used to decide whether an incoming content should be cached while the latter is used to evict a cached content if required. The Internet is a user-oriented network and popular contents always have much more requests than unpopular ones. Caching such popular contents closer to the user's location can improve the network performance, and consequently, the local caching policy is required to identify popular contents. However, considering the line speed requirement of ICN routers, the local caching policy whose complexity is larger than O(1) cannot be applied. In terms of the replacement policy, Least Recently Used (LRU) is selected as the default one for ICN because of its low complexity, although its ability to identify the popular content is poor. Hence, the identification of popular contents should be completed by the cache permission policy. In this paper, a cache permission policy called Cache-Filter, whose complexity is O(1), is proposed, aiming to store popular contents closer to users. Cache-Filter takes the content popularity into account and achieves the goal through the collaboration of on-path nodes. Extensive simulations are conducted to evaluate the performance of Cache-Filter. Leave Copy Down (LCD), Move Copy Down (MCD), Betw, ProbCache, ProbCache+, Prob(p) and Probabilistic Caching with Secondary List (PCSL) are also implemented for comparison. The results show that Cache-Filter performs well. For example, in terms of the distance to access to contents, compared with Leave Copy Everywhere (LCE) used by Named Data Networking (NDN) as the permission policy, Cache-Filter saves over 17% number of hops.
In this study, 1 have analyzed the state of the use of information technology by the at-risk children who are residing in Husan metropolitan area. The ultimate goal of this study is to help ensure the healthy development of the children and improve the quality of their lives in this information-oriented society. For this research, 1 surveyed 183 children living in an institution or a low-income family in Busan metropolitan area. The survey questionnaire was designed to obtain information on the respondents, socio-demographic characteristics, computer-related conditions of the immediate and social environments, patterns of computer and Internet use, their experience and degree of so called, Net-generation syndrome, Internet addiction disorder, changes in social and familial life caused by Internet use, and exposure to pornographic materials. The results show that 95.9 % of at-risk children in Husan own a computer, 60.9 % of those computers being Pentium Ⅲ. A majority of the children (74.9 %) are connected to Internet at a high-speed, using such devices as LAN, ADSL or cables. About seventy-six percent of the children have used a PC and Internet less than two years. In other words, a majority of them have not used those for a long period of time. The main results of the research are summarized in the following: There is a significant difference among at-risk children in terms of experiences in computer and Internet use according to their grade levels. There is a gender difference in the amount of time spent on computer and Internet. Boys spend more time every week on computer and Internet than girls do. There is a significant difference in the pattern of computer and Internet use, according to the type of their risk, and grade level. The so-called 'Net Generation Syndrome' is not serious in this group. A majority of the at-risk children think that Internet is more interesting than TV. They hardly shop on Internet, and they don think the advertisements on Internet are a serious problem. Also, unlike many people assumptions, their desire to communicate through on-line chatting was very low. They do not tend to buy computer game programs, and Internet Addiction Disorder was not pronounced among them. The at-risk children rarely had an exposure to pornographic materials in the cyber space. However, the exposure was more frequent for institutionalized children than children in low-income families. These results point to a need for a policy to improve the welfare of at-risk children and guarantee their right to information.
Suh, Moon Ja;Kim, Hae Sook;Lee, Eun Hee;Park, Young Sook;Cho, Kyung Sook;Kang, Hyun Sook;Im, Nan Young;Kim, Joo Hyun;Lee, So Woo;Cho, Bok Hee;Lee, Myung Hwa;Chi, Sung Ai;Hah, Yang Sook;Son, Young Hee;Kwon, Sung Bok;Kim, Hee Jin;Choo, Jin A
Korean Journal of Adult Nursing
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v.13
no.1
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pp.53-69
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2001
As a nursing practice involves nurses'actions in a specific context of health care, this study has focused on exploring the espoused theories in nursing practice within the action science perspectives. Espoused theories are the belief, principles, and rationale expressed by the practitioner as guiding her/his actions in a situation of practice. The data were analysed qualitatively and 25 elements of espoused theories of nursing action were identified and clustered into 6 categories. The 25 elements of espoused theories are as follows: The clinical nurse worked in wholistic and individual nursing, focussed on the patient's needed, comfort and supportive nursing (5 theories of nursing goal); excellent skills, knowledge based, assessment and data collection, explaining, educating or a scientific basis(6 theories of nursing intervention): advocacy, value oriented, treatment, accountability and commitment(4 theories of nursing ethics); human respect, partnership, trust(3 theories of patient-nurse relationship) : knowledgable, accumulated clinical experiences and personally lived experiences, positive perspectives(4 theories of nurse), role of intervention, rewarding, peer relationship(3 theories of situations). The above mentioned espoused theories are similar to that of nursing textbooks which students learned through basic nursing education and almost the same as the Acts ofa Nurse in Korean. However, we are doubtful whether nurses actually do as they think. Therefore, it is recommended to review the theories-in-use in order to find any discrepancies between the espoused theories and the reality of nursing actions.
Journal of The Korean Association of Information Education
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v.17
no.1
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pp.83-91
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2013
The Ministry of Education issues STEAM education as a part of convergence. Most important is "How to achieve goals of STEAM education". The goal of this paper searches possibilities that robot is a good tool for STEAM education. The main topic is photosynthesis unit as circumstantiation and "Deep sea exploration robot", is creative activity, in elementary science subject. Students complete 13 basic course about robot, then accomplish subject-oriented 10 robot application course about above topic. Basic course contains math and science elements that students learn in regular curriculum. Application course is organized following steps, photosynthesis with oxygen sensors, brainstorming, idea derivation, robot design, robot construction, demo and presentation and so on. These courses have elements of STEAM. Finally teacher has face-to-face meeting with parents and students. Most have positive aspects about this process in terms of creativity, study attitude, and school life. Specially low-ranking students win a prize in robot competition. So they can gain confidence and accomplishment. This paper don't show statistic chart, but we surely knew that robot education for STEAM education seriously affect creativity huminity and job search.
Journal of Korean Academy of Nursing Administration
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v.14
no.1
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pp.51-62
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2008
Purpose: Integrated curriculum has been considered as a desirable method in health related school course. The present study was conducted to develop practice curriculum which integrates nursing management and community health nursing and measure the education effect. Method: Literature review and scores of professional meeting were carried out to generate main educational goals, contents, operating principle, and evaluation item. Student evaluation was done by survey and in-dept interview in right after practicum and three months respectively. Results: Six concepts were derived as main component of the integrated curriculum. From 2 to 3 sub-categories were matched to each main component as well. Subsequently, practice contents were suggested on the basis of sub-categories. Attainment of practicum goal scores ranged from 2.82 to 3.54 in four points index. Students expressed that they found nursing manager's role in the community setting. Conclusion: This new approach encouraged students to ascertain relationship between hospital oriented and community based practice. Additionally, they can be prepared to comprehend diverse health care environment.
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