• Title/Summary/Keyword: play time

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Changing Aspects and Factors of Shaman's Play in Donghaeanbyeolsingut (동해안별신굿 굿놀이의 변화양상과 요인)

  • Kim, Shin-Hyo
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.33-69
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    • 2019
  • In this article, I would like to pay attention to the changesofShaman's play as a part of examining the process of changeofDonghaeanbyeolsingut. Currently, Shaman's play can be seeninBaekseok2-ri, Byeonggok-myeon, Yeongdeok-gun, Gugye-ri, Namjeong-myeon and Yeongdeok-gun. Among them, ShamanRitual of Baekseok2-ri is short in cycle and easy to see change. InShaman Ritual of Baekseok2-ri, various Shaman's plays suchasJungdodukjabi(중도둑잡이), Wonnimnori(원님놀이), Talgut(탈굿), Mallori(말놀이), Hotalgut(호탈굿) and Georigut(거리굿) areperformed. Shaman's play carried out in Donghaeanbyeolsingut changesevery time it is carried out. Depending on the degree of change, itcan be classified into passive change and positive change. Whilepassive changes are improvisational, aggressive changes areintentional. Shaman's plays are jungdodukjabi, Mallori, Hotalgut, which are the improvisational changes, and the intentional changesare Wonnimnori, Talgut, Georigut. The biggest change in Shaman's play is the disappearance of the Shaman Ritual. The Shaman Ritual is suspended due to lackofpeople, financial difficulties, religious conflicts or rational accidents. Secondly, the period of separation is shortened or shortened. Thiscauses Shaman's play to be dropped or shrunk to change. InShaman Ritual, changes in Shaman's play are variable andcreative. The change due to the intervention of the spectatorsismainly improvisation. On the other hand, the change bythepreliminary plan of the acquaintance is intentional, and the changeis large. The changing factors of Shaman's play are influenced bythedemands of the times and the recognition of the tradition group. Changes in the traditional environment can be attributed to lackofhuman resources, individualism, changes in the workingenvironment and time constraints. At the same time, givingautonomy to traffickers is a major reason for Shaman's playtochange.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

Play as heortē and scholē ('헤오르테'(heortē)와 '스콜레'(scholē)로서 놀이)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
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    • v.129
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    • pp.193-217
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    • 2014
  • The aim of this thesis is to elucidate the meaning of play which constitutes the genuine happiness of human being in Plato's '$heort{\bar{e}}$' and Aristotle's '$schol{\bar{e}}$'. Until now '$heort{\bar{e}}$', a divine act which communicate with original divinity, was differentiated from paidia. And '$schol{\bar{e}}$' was understood as activities in spare time opposed to labour. Plato put '$heort{\bar{e}}$' at the center of their life as a means for gods' blessing. Aristotle understand '$schol{\bar{e}}$' as free activities and the completion of individual life. For Aristotle play is not only a freedom from labour but also a supreme activity. Play itself is an end and a completion. Play is the essence of human life so man can be happy with play. Play is the activity of joy. And play is the most intellectual and spontaneous activity. Now we can assert that '$heort{\bar{e}}$' is the original play which elucidate the existence of the human being in connection with world and is the holy mode of play which makes an affluent life of communities. And we can maintain that '$schol{\bar{e}}$' is a mode of play which freed from the burden of labour and elevate the life of human being to academic activities and contemplative life. By this interpretation we can expose that play is the center of life. We can see the two fold meaning of apollonian-dionysian play and the perfect harmony of communities in Plato's '$heort{\bar{e}}$'. We can see also the delight as splendidness of life in Aristotle's '$schol{\bar{e}}$'. The Plato's theory of play seems different from Aristotle's. But their theories are the same in the general, because they both put play at the center of life and they equally assert that we have to live with playing our life. The world in which play is in harmony with labour- this world is their utopia.

Group Synchronization Method Using Adaptive Synchronization Delay Time for Media Streaming (미디어 스트리밍을 위한 적응적 동기 지연시간을 이용한 그룹 동기화 기법)

  • Kwon, Dongwoo;Ok, Kisu;Kim, Hyeonwoo;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.3
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    • pp.506-515
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    • 2015
  • In this paper, we propose a group playback synchronization method using adaptive synchronization delay time by the bit rate of media to synchronize a play position of streaming media between mobile smart devices. This method consists of streaming server-side and client-side synchronization algorithms based on synchronization delay time which includes connection time, control packet transmission time, streaming data buffering time, and synchronization processing time. We implement the Android media player application with synchronization support using the proposed algorithms and present the result of performance evaluation.

A Fast Implementation of JPEG and Its Application to Multimedia Service in Mobile Handset

  • Jeong Gu-Min;Jung Doo-Hee;Na Seung-Won;Lee Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.8 no.12
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    • pp.1649-1657
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    • 2005
  • In this paper, a fast implementation of JPEG is discussed and its application to multimedia service is presented for mobile wireless internet. A fast JPEG player is developed based on several fast algorithms for mobile handset. In the color transformation, RCT is adopted instead of ICT for JPEG source. For the most time-consuming DCT part, the binDCT can reduce the decoding time. In upsampling and RGB conversion, the transformation from YCbCr to RGB 16 bit is made at one time. In some parts, assembly language is applied for high-speed. Also, an implementation of multimedia in mobile handset is described using MJPEG (Motion JPEG) and QCELP(Qualcomm Code Excited Linear Prediction Coding). MJPEG and QCELP are used for video and sound, which are synchronized in handset. For the play of MJPEG, the decoder is implemented as a S/W upon the MSM 5500 baseband chip using the fast JPEG decoder. For the play of QCELP, the embedded QCELP player in handset is used. The implemented multimedia player has a fast speed preserving the image quality.

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A transcode scheduling technique to reduce early-stage delay time in playing multimedia in mobile terminals (이동 단말기에서 멀티미디어 연출시 최초 재생 지연시간을 줄이기 위한 트랜스코드 스케줄링 기법)

  • Hong, Maria;Yoon, Joon-Sung;Lim, Young-Hwan
    • The KIPS Transactions:PartB
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    • v.10B no.6
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    • pp.695-704
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    • 2003
  • This paper proposes a new scheduling technique to play multimedia data streams in mobile terminals. The paper explores the characteristics of multimedia data streams , firstly. On basis of these characteristics, selection of specific data stream can be possible as well as transcoding protest. Our approach aims at reducing the early-stage delay time more effectively since it makes possible to select and transcodes some specific streams by employing a selection policy rather than transcoding all streams in the playing process Thus, this paper suggests a stream selection policy for the transcoding based on EPOB (End Point of Over Bandwidth). It aims to lower the required bandwidth of multimedia streams than the network bandwidth level and also to minimize early-stage delay time for multimedia streams, which is to be played in mobile terminals.

Implementation of a Scenario Editing and Practicing System Based on XML (XML 기반 대본 작성 및 연습 시스템 구현)

  • Kim, Shin-Woo;Shin, Ki-Ho;Park, Sung-Eun;Lee, Yong-Kyu
    • The KIPS Transactions:PartD
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    • v.10D no.3
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    • pp.513-520
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    • 2003
  • In order to represent a play script using XML, a DTD has been defined and used on the web. However, it is not easy to make XML scripts using text editors for a writer who is not familiar with XML. Moreover, editors do not help actor/actresses use XML scripts for practicing plays. In this research, we develop a syntax-directed XML editor designed for writing XML scripts easily. Also, we implement a system that help actor/actresses practice plays together with multi-clients. Play events are synchronized by a time server synchronizing clocks of participants. We have evaluated the performance of various event implementation techniques through experiments and have used an appropriate technique for synchronizing play events. By using the system, a play writer can easily make an XML script and actor/actresses practice the play using the script.

Domestic Research Trends in Play Therapy for Adults: from 2009 to 2019 (성인을 위한 놀이치료 국내 연구 동향: 2009년부터 2019년까지)

  • Rhie, Min-Jeoung;Choi, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.107-128
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    • 2020
  • This study analyzed trends in play therapy for adults in order to search trends in academic research related to play therapy for adults published in Korea. The purpose of this research is to suggest the implications for future research, clinical practice, and education and training. For this study, 73 academic papers published in Korea were selected from 2009 to 2019 on play therapy for adults. As results showed a tendency to expand to various subjects and units while quantitatively growing in a short period of time.

The Kindergarten Teachers' Perception of Restriction Rules on Free Choice Activities at Their Classroom (자유놀이 제한 규칙에 대한 유치원 교사의 인식)

  • Won, Kyeson
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.485-493
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    • 2019
  • The purpose of this study is to gain basic information to manage the free choice activities of kindergarten by investigating the teachers' perception of restriction rules. The subjects of the study were 200 kindergarten teachers who worked in J province. The instrument used for this study was a questionnaire that focused on teachers' perception about the restriction rules for the free choice activities. The results of this study were as follows. First, the teachers considered restriction rules in the art center as the most important factor. Second, the teachers recognized that limiting the number of players in a same center is the most important thing among the three restriction rules. Third, the teachers' perception regarding the necessity of restriction rules is as follows. The rule of restricting the number of players is needed to prevent too many players focusing in a certain center. The rule of restricting play time is necessary to encourage children to play in various centers, and the rule of restricting play space is crucial to solidify the educational purpose that every interest center has. The meaning and the necessity of the restriction rules on children's free choice activities were further discussed as connected with children's right to play.