• Title/Summary/Keyword: playing

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Development of Anthropomorphic Robot Finger for Violin Fingering

  • Park, Hyeonjun;Lee, Bumjoo;Kim, Donghan
    • ETRI Journal
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    • v.38 no.6
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    • pp.1218-1228
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    • 2016
  • This paper proposes a robot hand for a violin-playing robot and introduces a newly developed robot finger. The proposed robot hand acts as the left hand of the violin-playing robot system. The violin fingering plays an important role in determining the tone or sound when the violin is being played. Among the diverse types of violin fingering playing, it is not possible to produce vibrato with simple position control. Therefore, we newly designed a three-axis load cell for force control, which is mounted at the end of the robot finger. Noise is calculated through an analysis of the resistance difference across the strain gauge attached to the proposed three-axis load cell. In order to ensure the stability of the three-axis load cell by analyzing the stress distribution, the strain generated in the load cell is also verified through a finite element analysis. A sound rating quality system previously developed by the authors is used to compare and analyze the sound quality of the fourth-octave C-note played by a human violinist and the proposed robot finger.

Effects of Five-month Training of Playing Harmonica on Pulmonary Function in Patients With Neuromuscular Disease: A Pilot Study

  • Kim, Bit-na-rae;Cynn, Heon-seock
    • Physical Therapy Korea
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    • v.25 no.3
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    • pp.60-67
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    • 2018
  • Background: Progressive muscle weakness is aggravated not only in the skeletal muscles but also in the respiratory muscles in many patients with neuromuscular diseases (NMD). Inspiratory muscle training (IMT) has been reported as therapy for pulmonary rehabilitation to improve respiratory strength, endurance, exercise capacity, and quality of life, and to reduce dyspnea. Objects: The purpose of this study was to determine the effect of playing harmonica for 5 months on pulmonary function by assessing the force vital capacity (FVC), peak cough flow (PCF), maximal inspiratory pressure (MIP), maximal expiratory pressure (MEP), and maximal voluntary ventilation (MVV) in patients with NMD. Methods: Six subjects with NMD participated in this study. The subjects played harmonica once a week for 2 hours at a harmonica academy and twice a week for 1 hour at home. Thus, training was performed thrice a week for 23 weeks. The examiner assessed pulmonary function by measuring FVC in the sitting and supine positions and PCF, MIP, MEP, and MVV in the sitting position at the beginning of training and once a month for 5 months. Results: Both sitting and supine FVC significantly increased after playing harmonica (p=.042), as did MIP (p=.043) and MEP (p=.042). Conclusion: Playing harmonica can be used as an effective method to improve pulmonary function in patients with NMD.

Children‘s Personal Characteristics, Mothers' Psychological Control, and the Extent of Children's Computer Game Playing (아동의 개인적 특성 및 어머니의 심리통제와 아동의 컴퓨터 게임 몰입)

  • Chyung Yun-Joo
    • Journal of the Korean Home Economics Association
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    • v.43 no.11 s.213
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    • pp.197-210
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    • 2005
  • The purposes of this study were to examine: (1) the extent to which school-age children used computer games; (2) whether there were differences between children who played computer games to a greater extent and children who played computer games to a normal extent in their levels of depression, anxiety, self-esteem, and social anxiety; and (3) whether children's social withdrawal, aggression, and mothers' psychological control explained the extent of children's computer game playing. The subject were 270 children in the 6th grade. It was found that $55.6\%$ of the children were normal users, $39.3\%$ of the children were somewhat heavy users, and $5.2\%$ of the children were heavy users of computer games. There was a gender difference in the proportions of heavy computer game playing. That is, there were more heavy users among boys than among girls. It was also found that social withdrawal, aggression, and mothers' psychological control were significant predictors of the extent of children's computer game playing. That is, the levels of children's social withdrawal, aggression, and their perceptions of mothers' psychological control predicted the degree to which children played computer games.

The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement (놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향)

  • Kwon, EunJung;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.33-39
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    • 2009
  • Abstract characteristic of algorithm may disturb improving learners' motivation and learning. Therefore, a design of teaching and learning method requires to minimize the learner's intrinsic cognitive load and to maximize the learning motivation. We developed an algorithm learning program by playing to enhance learning motivation and achievement for vocational high school students. And then, we implemented the developed program in vocational high school classes and analysed the educational effects of the developed program. We found that the developed program was helpful in enhancing learners' learning motivation and achievement level. It means that doing the activities, such as playing games, helps learners to acquire an algorithm concept that has abstract nature and is difficult to understand.

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A Qualitative Case Study on the Discrepancy between Children's Gender Schema and Gender Role Acceptability: With a Focus on the Intersexual Role Playing of Two Brothers' (형제 놀이 속에서 발현된 '코델리아' 형규의 이성지향자적(異性志向者的) 특성에 관한 질적 연구)

  • Lee, Eun-Ji;Kang, Hyoun-Gu;Pack, Yun-Hyun
    • Korean Journal of Child Studies
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    • v.36 no.4
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    • pp.33-48
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    • 2015
  • It is generally known that children's development of 'gender schema' and 'gender role stereotype' has a positive relationship with the notion of 'gender role preference'. This study analyzed an unusual case focusing on the role playing of two brothers'. The elder brother, Hyoung-Gyoo, always preferred to take the female role, and he had a preference for feminine names like "Cordelia" whilst engaging in role playing situations. The brothers can be said to have crossed the border into the realm of intersexual role playing. The results revealed Hyoung-Gyoo's clear discrepancy between gender-related perceptions and reality, and showed his younger sibling Je-Gyoo's high level of acceptance towards his brother's extraordinary gender role preference. The results of this study can serve as a useful reference point for detailing unusual development from early childhood regarding 'opposite-gender-role seeking' characteristics.

A Study on the Satisfaction and Environmentally-friendliness on the Playing Facilities by the Materials (어린이 놀이시설의 소재에 따른 만족도 및 친환경성 연구)

  • Ahn, Keun-Young;Jeong, Min-Young;Joo, Shin-Ha
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.1
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    • pp.52-61
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    • 2008
  • The purpose of this study is to investigate the children's different responses on the playground and facilities by the materials. For the study, the overall satisfaction on the playgrounds, the visiting frequency, the staying time, and olfactory and tactile responses were collected and analyzed by the materials. The materials for the playing facilities were categorized into 3 different groups ; steel, regular form wood and natural wood. The each group was also estimated and analyzed through the SD (sematic differential) scale which consisted of landscape adjectives. According the results, children liked and most highly scored the playground and playing facilities with natural wood in every items; overall satisfaction, visiting frequency, the staying time, and olfactory and tactile. On the other hand, the steel facilities were most negatively assessed in almost every items. Especially children felt the steel facilities were not environmentally friendly and very boring, comparing to the others. However, only 6 cases were analyzed in this study, because there were few playgrounds with natural wood facilities, so it is necessary to research on more cases to generalize these results.

A Study on the Level of Communication and Clinical Skills of Korean Medical Students by the Participatory Method of Role Playing (역할극의 참여방식에 따른 한의대생의 의사소통 및 진료기술 수준에 대한 연구)

  • Kim, Kyung-Soo;Jeong, Seo-Yun;Kim, Kyeong-Ok
    • Journal of Oriental Neuropsychiatry
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    • v.30 no.3
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    • pp.177-184
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    • 2019
  • Objectives: This purpose of this study was to examine the level of communication and clinical skills of Korean medical students according to the participatory method of role playing during medical education. Methods: A total of 100 fourth grade students from the Korean Medical College of Dongshin University in 2018 and 2019 were divided into two groups: Role players and scenario writers. After performing their role-playing, they were asked to complete questionnaires regarding two categories-communication and clinical skills-, consisting of 10 items. Results: 1. Communication skills were measured at approximately 80% of the expected level, and the level difference was shown in detail. 2. Clinical skills were measured at approximately 75% of the expected level, and the level difference was shown in detail. 3. The level of communication skills and the level of clinical skills according to the participatory method did not differ significantly. Conclusions: Writing scenarios in role playing can be observed as having the same effect on communication and clinical skill levels as acting.

The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction (틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향)

  • Zhao, Meng;Yang, Xi;Lee, Sang Hoon
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

An Exploratory Study on the Impact of Contents Updates in Online Games (온라인 게임 콘텐츠 업데이트의 효과에 관한 탐색적 연구)

  • Kim, Tae Ung;Kim, Daeyoung;Park, Seong Taek
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.147-155
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    • 2015
  • The objective of this research is to empirically analyze the impact of contents update or patch service in online game, being provided after delivery to correct faults and to improve performance of the game. Regression analysis is applied to the data set, where the weekly increase rate of playing times is dependant variable, and the time(week) and two types of contents updates are introduced as independent variables. Statistical results show that the time(week) negatively influences the weekly increase rate of playing times. But the impact of new contents generation and contents adjustment on the weekly increase rate of playing times is not statistically significant, implying that once online game is published, contents update has no significant impact on the playing times. Implications for game designs are provided as a conclusion.

A Study on the Optimal Size of Dum in Professional (프로바둑에서 덤의 크기 관한 연구)

  • Kim, Jin-Ho
    • The Korean Journal of Applied Statistics
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    • v.20 no.2
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    • pp.245-255
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    • 2007
  • In playing Baduk, Black plays first and, thus, can control the pace of a game. Usually a player with black stones plays conservatively to maintain the advantage of playing first. The purpose of dum is to compensate for Black having the first move. Currently, 6.5-point dum is applied in Korea and Japan, while 8-point dum is applied in Taiwan and China. In this study we investigated whether the current size of dum(6.5 points) is optimal, by statistically analyzing and comparing the advantage of taking Black across two data sets with different dun rules. Under the 5.5-point handicap, Blacks won significantly more games than Whites, revealing the advantage of playing first. However, with 6.5-point dum, Black's advantage of playing first was not significant. In Conclusion, implications and future research areas are discussed.