• Title/Summary/Keyword: playing

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Effects of Imagery Tennis Training on Cerebral Activity

  • Jung, Seokwon;Choi, Min-sun;Kim, Min-uk;An, Hye-jin;Shin, Min-gyeong;Kwon, Oh-Young
    • Korean Journal of Clinical Laboratory Science
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    • v.47 no.1
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    • pp.46-50
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    • 2015
  • The previous studies showed that the visual imagery activated the occipital and posterior inferior temporal area of the brain, and the damage to the occipital cortex impaired the visual mental imagery. We studied current-source distribution of electroencephalography (EEG) to observe neuronal activity during imagery tennis playing. Eleven healthy volunteers were enrolled. All volunteers were right-handed males and novices for tennis playing. The mean age of them was 24.9 years. The EEGs were recorded on the scalp electrodes located according to the International 10~20 System. The number of electrodes was 25 channels including subtemporal electrodes. The EEG recording session was 13 min including 5 segments: resting-I, scenery-slide show, resting-II, watching tennis-game video, and imagery-tennis playing. The recoding durations were 3, 2, 3, 2, and 3 min respectively. Five 'artifact free 3-sec segments' were selected in each segment of 'imagery-tennis playing' and 'resting-II'. We did the frequency domain analysis with the EEG segments using a distributed model of current-source analysis. The statistical-nonparametric maps (SnPMs) were obtained between the segments of 'imagery-tennis playing' and the segments of 'resting-II' (p<0.01). The significant change of current-source density was observed only in alpha-2 frequency band (10~12 Hz). The current-sourcedensity was increased in the hippocampus, parahippocampus, and occipital fusiform gyrus in the right cerebral hemisphere (p<0.01). Imaginary-tennis playing may activate the hippocampal-occipital alpha networks of nondominant hemisphere.

The Effects of Role Playing on Empathy and Communication Competence for Nursing Students in Psychiatric Mental Health Nursing Practicum (정신간호실습교육에서 역할극이 간호대학생의 공감과 의사소통능력에 미치는 효과)

  • Seo, Dong-Hee;Jeong, In-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.263-270
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    • 2019
  • The purpose of this study was investigate the effects of role playing on empathy and communication competence of nursing students in psychiatric mental health nursing practicum. The study was designed using a nonequivalence control group design. The subject were 59(Experimental. 29, Control 30) nursing students from two different university in G city who were support to this study. The role playing conducted from February 26, 2018 to May 25, 2018. The study variables were 'empathy' and 'communication competence' surveyed by self-reported questionnaires. The score of empathy and communication competence of experimental group was significantly higher than those of control group after role playing. Based of these results, role playing for nursing students in psychiatric mental health nursing practicum was especially effective in increasing on the change of empathy and communication competence.

The Level of Fatigue and Motor Performance During Drum Playing Depending on Co-Presence of Singing Tasks in Patients With Chronic Stroke (전자 드럼 연주 시 노래부르기 유무에 따른 만성 뇌졸중 환자의 피로도 및 운동 수행력 비교)

  • Kim, Hyun Ji
    • Journal of Music and Human Behavior
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    • v.14 no.2
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    • pp.71-90
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    • 2017
  • The purpose of this study was to compare immediate differences in fatigue and motor performance during instrumental playing in patients with chronic stroke depending on whether singing task was concurrently presented. A total of 12 patients with chronic stroke were recruited from community and daycare centers for older adults in Seoul. Six subjects were randomly assigned to the experimental group and six to the comparison group. The experimental group was asked to sing while playing the electronic drum, and the comparison group only played the drum. The results of this study showed that statistically significant differences in perceived fatigue and exertion were found between the two groups, while no significant group differences were found in level of engagement in playing or force of tapping during drum playing. This study supports the inclusion of a singing task in instrument playing rehabilitation to effectively decrease perceived fatigue and level of intensity of exercises, although this may not lead to immediate changes in motor function or level of target exercises. The results indicate that singing while instrument playing may help stroke patients shift their attention from the executed motor movements to singing and alleviate the attentional and emotional load from intense movements. This study presents implications for how to select and pattern target movements in music therapy intervention for better motor outcomes.

Analysis Of the Bass Performance Of Jimmy Blanton (Jimmy Blanton의 연주기법과 스타일에 관한 연구)

  • Yoon, Du-Young;Cho, Tae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.56-61
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    • 2015
  • This is the Study of the Bass performance of the Jimmy Blanton who is first pioneer of Jazz Style Bass playing. Since the contrabass is using in jazz Performances Before jimmy Blanton, playing technique was mainly played repeatedly with simply two or four Beat with Root or 5th degree of Chord Tone. In Other words, there was only root based Note along with Harmony which doesn't have Bass Solos or Melodic phrase Appeared in Bass playing. Jimmy Blanton Was the First Bass Player who changes This Traditional Concept of Jazz bass playing after New Orleans Jazz era. He was introduced variety of accompaniment Style with Various rhythmic phrase and Bass Soloing like a horn Player. We could know that His Style Continues to Such as Ray Brown, Paul chambers who has a big Name after Jimmy Blanton. I analyzed accompaniment Style and solo techniques Of Jimmy Blanton with the Song "Cotton tail and MR.JB Blues" Which He Performed with Duke Ellington. I learned a lot while I'm analyzing his Performing Style from Jimmy Blanton, such as Target Note playing, using Chord Tones and Arpeggios, Melodic Solo Style, Jazz Style Bowing Technique, Question and Answer Phrasing etc. I could notice That He Was the true Pioneer of the First Bass player In the Early Jazz days.

Difficulties of Elementary School Students in the Role-playing Analogy Activity for Concept Learning of Heat Transfer (열전달에 대한 역할놀이 비유활동 구성 및 수행과정에서 초등학생이 겪는 어려움)

  • Chang, Jaechul;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1063-1073
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    • 2017
  • This study analyzed the difficulties elementary school students have in role-playing analogy activities for concept learning of heat transfer. Eleven fifth graders were given an orientation class on role-playing analogy activity, a class for concept learning of heat transfer as presented in a textbook, and then they performed the role-playing analogy activity with concepts of heat transfer. After the classes, researchers investigated the difficulties students encountered through questionnaires and interviews. The following are results of the research: Difficulties that students faced in role-playing analogy activity can be classified into five types. First, students encountered difficulties in expressing the analogy. The students who had difficulties in expressing the analogy focused on expressions outside the science concepts or lacked understanding of the science concepts. They also had difficulties in expressing the analogy because they lacked the expressiveness of analogy or abilities in mapping errors. They had difficulties in expressing the planned role-playing analogy in a narrow space. Second, students also experienced difficulties in performing activities due to lack of understanding on activities or lack of experience. Third, students experienced difficulties in selecting roles because they preferred the specific role or unwanted the specific roles. Fourth, the members of group experienced difficulties in group activities because they did not concentrate on activities, failed to perform roles, or showed attitudes of an onlooker. Fifth, they experienced difficulties in communications due to unilateral communication, conflicts of opinions, and lack of opinions.

A Development and Application of Role-Playing Instruction Model based on Mind Practice for Intensifying Information & Communication Ethics (정보통신윤리 의식 강화를 위한 마음공부기반 역할놀이 수업모형 개발 및 적용)

  • Baek, Hyeon-Gi;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.181-188
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    • 2012
  • In this study, we develop a role-playing instruction model based on mind practice. The proposed model can strengthen the information and communication ethics and enhance the will to act which leads to behavioral changes. It is also designed considering methodological and procedural elements of mind education and the steps of role-playing. It has much importance on having students experience mind practice directly and indirectly through role-playing. Firstly, an instruction model for a role-playing is designed based on other researches and case studies. Secondly, it was applied to students to find out the advantages and improvements and modified the earlier version and then, it was applied to 36 sophomores in J university in J city for five weeks. They are majoring in Education and are taking Instructional method and Instructional technology. To prove the effectiveness of the model, it was also applied 5th year 24 students, 6th year 26 students and 10 teachers in an elementary school. The results show that more than 90% students respond positively about how interesting information and communication ethics after participating in a role-playing instruction model based on mind practice.

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An Analysis of Clerkship Satisfaction in College of Korean Medicine : Focusing on Doctor-patient Role-play and mock CPX (한의과대학 실습 만족도 조사 - 의사-환자 역할극, 모의 CPX를 중심으로 -)

  • Han, Chang-Yi;Kang, Dong-Won;Park, Jung-Gun;Kim, Bong-Hyun;Kim, Kyu-Seok;Kim, Yoon-Bum;Nam, Hae-Jeong
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.33 no.1
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    • pp.12-24
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    • 2020
  • Objectives : The purpose of this study is to find an effective clerkship process for the implementation of participatory clinical practice that is practically applicable to most Colleges of Korean Medicine. Methods : Taking the 4th-grade students of the College of Korean Medicine, Kyung Hee University in 2019 as a subject, we conducted Role-playing and simulated CPX in the department of Ophthalmology, Otolaryngology and Dermatology and conducted a satisfaction survey through a questionnaire. Results : 1. The preliminary expectations for overall practice and Ophthalmology, Otolaryngology and Dermatology practice did not differ significantly. 2. The satisfaction, data adequacy, feedback adequacy, and usefulness of Ophthalmology, Otolaryngology and Dermatology course were 79.4%, 80.8%, 87.6%, and 86.5%, respectively. 3. When comparing the Role-playing of Ophthalmology, Otolaryngology with mock CPX of Dermatology, data relevance level was similar, feedback adequacy level was higher in mock CPX, satisfaction and usefulness level were higher in Role-playing. Conclusion : Comparing Role-playing with the simulated CPX method, Role-playing is a relatively realistic form than the CPX method, and moreover students showed higher satisfaction and usefulness in Role-playing.

A Study on Factors Influencing the Intention of Playing On-line Games (온라인게임 플레이 의도의 영향요인 연구)

  • Park, Seong-Taek;Kim, Tae-Ung;Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.53-61
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    • 2012
  • This study investigates the determinants of continuous user intention of playing on-line games. Based on the data collected through on-line survey, we find that telepresense and commitment influence on the perceived utility of on-line games which, in turn, has effects on continuous user intention of and information sharing among on-line game players. In addition, the findings support the premise that the method of playing game and challenges influence on commitment, whereas rewards for playing game do not. As another determinant of perceived utility of on-line games, telepresense is found to be guided by diplomatic system and storytelling in on-line games.

The study of the change of life with Kim's Ajaeng Sanjo Music Playing (ASMP) played by Hyung Min Kim (https://youtu.be/GTfOIJ7bZbo)

  • Ko, Kyung Ja
    • CELLMED
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    • v.8 no.2
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    • pp.9.1-9.3
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    • 2018
  • The purpose of this article is to discuss that ajaeng sanjo music playing (ASMP) can change a person's life. Ajaeng is often called a Korean cello and is the largest and lowest-pitched instrument in the string instrument family in Korean music. From far away it has a deep, low sound. Its low sound adds to its comfort and peace. Listening to a low tone music can help you calm down and heart-easing. As soon as he listened ajaeng sanjo music he felt that low sound is mildly under his patronage. He felt much more interesting energy and vitality about our minds and bodies are in ajaeng sanjo music. He could immerse himself in playing ajaeng sanjo music (ASMP) for several years. The Korean music, tune is one of expression, meaning it is inseparable from the feeling. Many studies show that low tone music not only activates brain power, but soothes minds. Music always stood by him during difficult times. In a word, ASMP leads him to change of life and music is the language of emotion to him.

Implementation of a Continuous Playing Schemes on Android - PC Environment Based On RESTful (RESTful 기반의 Android - PC간 동영상 이어보기 구현)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.70-74
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    • 2013
  • In recent days, the number of users having multiple devices according to time and places continue to increases with the help of wide spreading plurality of mobile devices. Consequently, the need for a user to share a media content on his/her multiple devices; furthermore, this movement brings the expansion of N-screen service focusing on connectivity, mobility, and integrity. N-screen service is platform that mediates the use of content or services on multiple devices with the continuous playing scheme. However, N-screen services have the problem of being provided exclusively by a service provider. This paper aims to implement a continuous playing scheme based on RESTfull and on an open service platform; the prototype was successfully implemented on the Android - PC environment.