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A study on convergence interactive video system utilizing Launch Pad - Focusing on Step Sequencer (런치패드를 활용한 융복합 영상시스템 연구 - 스텝시켄서(Step Squencer)를 중심으로)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.445-454
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    • 2017
  • Recently, playing musical instruments in the application or website which is a sort of playing has been catching on for ordinary people even though they don't know how to play musical instruments. It appears that such playing has randomness which is quite natural. Thus, 'Random operation method' which induces the observing audience and changes them to manage actively is developed and suggested for the image system in this paper by utilizing Launch Pad, based on theoretical background and case analysis. Step Sequencer was developed in two ways: the image system is realized with Step Sequencer by connecting external program or made as clips to arrange them for each key on Launch Pad and implement, which is keyboard launch type.

Relationships between Short Sleep, Obesity, and Screen Time in High School Students (고등학생의 수면 부족, 비만, 스크린 타임 사이의 관련성 연구)

  • Ha, Yeongmi;Park, Hyunju
    • Journal of Korean Biological Nursing Science
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    • v.16 no.2
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    • pp.80-89
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    • 2014
  • Purpose: The purpose of this study was to investigate relationships between short sleep, obesity, and screen time. Methods: Data were obtained from a survey using a sample of 1,166 academic, and 597 vocational high school students. A structured questionnaire was used to assess demographics, hours spent in sleep, TV viewing, internet usage, and game playing. Obesity was determined using the body mass index. Descriptive statistics, Cochran Mantel Haenszel Chi-square test, and multiple logistic regression with dummy variables were performed. Results: Short sleep (<8 hours/day) was significantly related to obesity, not in academic school students, but in vocational school students. Academic high school students who had enough sleep (${\geq}8$ hours/day), had more time spent on TV viewing, internet usage, and game playing. Similar results were found in vocational high school students except for internet use. Interestingly, students with better school performance spent significantly less time in TV viewing, internet usage, and game playing, and therefore had a lower risk of obesity in academic school students. Conclusion: There is a significant relationship between short sleep and obesity that was found only in vocational high school students. The relationship between short sleep and screen time was not significant in Korean high school students.

The Development of Infants from Low-Income Families, Parenting Characteristics, and Daily Routines (저소득가정 영유아의 발달과 부모의 양육특성 및 하루 일과시간에 관한 연구)

  • Kang, Hanna;Park, Hyewon
    • Human Ecology Research
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    • v.51 no.6
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    • pp.613-622
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    • 2013
  • The purpose of this study was to investigate infants' development, parenting characteristics, and the infants' daily routines by monthly family income, and examine variables related to infants' development. The 2010 data of the panel study on Koreans were used. The sample for this analysis was 1,802 children aged 21-23 months and their parents. The data were analyzed with ANOVA, Pearson's correlation analysis, and multiple regression analysis with SPSS version 18.0. The results were as follows: First, the development of infants differed by the family income. Infants' communication and problem solving skills in families with an income at the 25th percentile or below was lower than those above the 25th percentile. Second, parenting characteristics differed by family income. In the lower income group, the mother's parenting stress was highest, but the father's parenting time on weekends was lowest. Third, the most frequent activity of infants differed by family income. Playing with friends or caregivers was lowest, but watching TV and videos was highest in the lower income family group. Fourth, there was a relation among infants' development (communication and fine motor skills) and parenting characteristics (mother's parenting style, stress, and father's parenting time on weekends), and the infants' daily routines (playing with friends or caregivers). Fine motor development was affected by playing with a caregiver.

Layered Video Content Modeling and Browsing (계층화된 비디오 내용 모델링 및 브라우징)

  • Bok, Kyoung-Soo;Lee, Nak-Gyu;Heo, Jeong-Pil;Yoo, Jae-Soo;Cho, Ki-Hyung;Lee, Byoung-Yup
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1115-1126
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    • 2003
  • In this paper, we propose modeling method for video data that represents structural and semantic contents of video data efficiently. Also, a browsing method that helps users easily understand and play the contents of video data is presented. The proposed modeling scheme consists of three layers such as raw data layer, content layer and key frame layer The content layer represents logical hierarchy and semantic contents of video data. We implement two kinds of browsers for playing video data and providing video contents. The playing browser plays video data and Presents the information of currently playing shot. The content browser allows users to browse raw data, structural information and semantic contents of video data.

The Development of Two-Person Janggi Board Game Using Backpropagation Neural Network and Reinforcement Learning (역전파 신경회로망과 강화학습을 이용한 2인용 장기보드게임 개발)

  • Park, In-Kue;Jung, Kwang-Ho
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.61-67
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    • 2001
  • This paper describes a program which learns good strategies for two-poison, deterministic, zero-sum board games of perfect information. The program learns by simply playing the game against either a human or computer opponent. The results of the program's teaming of a lot of games are reported. The program consists of search kernel and a move generator module. Only the move generator is modified to reflect the rules of the game to be played. The kernel uses a temporal difference procedure combined with a backpropagation neural network to team good evaluation functions for the game being played. Central to the performance of the program is the search procedure. This is a the capture tree search used in most successful janggi playing programs. It is based on the idea of using search to correct errors in evaluations of positions. This procedure is described, analyzed, tested, and implemented in the game-teaming program. Both the test results and the performance of the program confirm the results of the analysis which indicate that search improves game playing performance for sufficiently accurate evaluation functions.

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An Analysis on the Relationship between Game and Happiness (게임이 청소년 행복도에 미치는 영향에 대한 연구)

  • Choi, Seong-Rak;Choi, Jeong-Min;Seo, Sun-Bok
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.107-116
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    • 2017
  • This study analyze the relationships between game and adolescent's happiness. By survey of middle school and high school students in Pusan, this study want to find how playing game influences the happiness of middle school and high school students. In result, playing game and having a good grade influences adolescent's happiness. But whether one is good at game and how long one plays game are not the factors which influences adolescent's happiness. The adolescents who play game are more happier than the adolescents who don't play game. And playing game is more important factor to adolescent's happiness than having a good grade.

Design and Implementation of an LED Mood Lighting System Using Personalized Color Sequence Generation

  • Jeong, Gu-Min;Yeo, Jong-Yun;Won, Dong Mook;Bae, Sung-Han;Park, Kyung-Joon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.12
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    • pp.3182-3196
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    • 2012
  • In this paper, we present a new LED (Light Emitting Diode) mood lighting system interacting with smartphones based on the generation of different light sequences. In the proposed system, one light sequence is considered to be one unit of the service contents, which is then transmitted through a network and played in an LED lighting system. To this end, we propose a novel generation scheme using a smartphone, and a decoding/playing mechanism in an LED lighting system. The lighting sequences have a fixed period divided into predefined time units. Two modes - basic and interpolation - are supported in each time unit when playing a color sequence. In the basic mode, the color is maintained for the entire time unit, whereas in the interpolation mode the color is interpolated. The sequence is decoded and played in the lighting circuit by changing the duty cycle of a PWM (Pulse Width Modulation) signal. A demonstration system of the overall proposed method was using smartphones, a server and an LED lighting system. The results from this experiment show the validity and applicability of the proposed scheme.

Development of a Respiratory Nursing Program Using Recorder Playing for the Patients with Asthma and Measurement of Effectiveness (리코더를 활용한 천식환자의 호흡간호프로그램 개발 및 효과)

  • Jang, Hee-Jung
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.18 no.1
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    • pp.19-27
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    • 2011
  • Purpose: This study was conducted to develop a respiratory nursing program using recorder playing for patients with asthma and to determine the effects of the program. Method: Participants were 26 patients with asthma (experimental group: 13, control group: 13). The experimental group participated in the respiratory nursing program for six months from April, to October, 2007. Content included playing a recorder, group education about asthma, and educational messages including cellular phone messages. The control group received usual care during the six months. Results: In this research the respiratory nursing program using recorders was developed in 3 stages: initial stage, advanced stage, and wrap up stage. Compared to the control group, fatigue status in the experimental group improved significantly as well as level of forced expiratory volume in 1 second. However significant differences were found in sleep status, mood, or quality of life. Conclusions: These results suggest that this respiratory nursing program for symptom management of patients with asthma led to improvements in self care activity. Nursing interventions are needed to maintain and further enhance the quality of life of these patients and the interventions should be implemented over a transition period.

A study on the effect of juvenile game play on future happiness - focus on the mediating role of trusting others (청소년의 게임 수행이 미래 행복도에 미치는 영향 - 친구와의 게임 수행과 타인 신뢰도와의 관계를 중심으로)

  • Choi, Seong-Rak
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.109-120
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    • 2019
  • This study analyzes how game play influences players' future happiness. Survey of 400 juveniles who attended G-star, a game show, was conducted to look into the influence of playing game with friends over players future happiness and their trust level towards others. The result suggests that playing game with friends and trust level towards others have positive influence on the future happiness level. In conclusion, playing game with friends has influence over players future happiness level with trust level towards others as a mediation variable.

Development and Effects of a Hand-washing Program using Role-playing for Preschool Children (학령전기 아동의 역할 놀이를 이용한 손 씻기 프로그램 개발 및 효과)

  • Lim, Hyun Sook;Kwon, In Soo
    • Child Health Nursing Research
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    • v.25 no.2
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    • pp.123-132
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    • 2019
  • Purpose: A hand-washing program using role-playing was developed for preschool children and tested to verify its usefulness. Methods: The participants were 46 preschool children (experimental group, 23; control group, 23). Data were collected from August 7, 2017 to September 20, 2017. The first posttest was carried out on the day after the initial intervention was completed, and the second posttest was performed after a month. Data were analyzed using the $x^2$ test, Fisher exact test, Shapiro-Wilk test, Mann-Whitney test, and Friedman test. Results: In the experimental group, the frequency of practicing hand-washing was significantly higher than in the control group on the next day (z=-4.94, p<.001) and after a month (z=-3.15, p=.002). The accuracy of hand-washing was significantly higher in the experimental group than in the control group on the next day (z=-4.02, p<.001) and after a month (z=-3.86, p<.001). Conclusion: The hand-washing program developed in this study was found to be an effective intervention strategy for improving the frequency and accuracy of hand-washing among preschool children.