• Title/Summary/Keyword: record playing

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A Study on the Golf Score Management System (골프 스코어 관리 시스템에 관한 연구)

  • 민용식;오삼권
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.3 no.1
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    • pp.5-9
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    • 2002
  • The paper describes a golf score management system that aids golfers in improving their abilities of playing golf. The main purpose of this system is to help golfers manage their golf scores in a more systematic way. The system consists of three main modules. a golf course management module, a golf score management module, and a golf course creation module. With this system. golfers can not only record their scores but also perform a scientific analysis. Through the results obtained from the analysis, golfers can identify and fix their weak points so that they can improve their playing abilities.

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Allowance Usage Practices and Saving Behavior among Children

  • Kim Hyo-Chung
    • International Journal of Human Ecology
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    • v.6 no.2
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    • pp.51-61
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    • 2005
  • This study investigated the allowance usage practices and factors affecting saving behavior from 291 elementary school students in Susan. Frequency distributions, Pearson product-moment correlations, and logistic regression analysis were conducted by SPSS Windows. Two-fifths of the respondents did not regularly receive allowance. Many parents did not guide what children spent their money on before using it. Children spent their allowances on buying snacks, stationary, and playing in the game room. Only a small number of the respondents kept a record, but many children saved money. On the other hand, in the logistic regression analysis, the significant variables explaining children's saving behavior were parents' guidance before using allowance, record-keeping, and doing household work for an allowance. These results imply that parents are in the best position to give children positive experiences towards financial management.

A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • v.8 no.2
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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Exploration of Teacher's Perception and Educational Meaning of Middle School Physical Education Class Using Role-Playing Game (RPG) Format from the Constructivist Perspective (구성주의 관점에서 롤플레잉게임(RPG) 형식을 활용한 중학교 체육수업의 교사 인식과 교육적 의미 탐색)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.47-56
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    • 2023
  • The purpose of this study was to explore educational awareness and meaning by applying an role-playing game (RPG) type class based on constructivism in physical education class in middle school. Regarding the research method, data collection was conducted through in-depth interviews, observations, and related documents, and data analysis was performed using case record analysis, inductive category analysis method, and case extraction process. Results of the study First, in terms of teachers' perceptions, there are both positive and negative aspects of teachers' perceptions of middle school physical education classes using the role-playing game (RPG) format. Second, in terms of educational meaning, the educational meaning of middle school physical education classes using the role-playing game (RPG) format emphasizes the need for a systematic lesson plan and sufficient support system. In conclusion, positive attitudes toward physical education as well as educational implications can be formed, and the basic foundation of the constructivist physical education class method and its preparation are thought to be of greater significance than anything else.

Development of Integrated Biomedical Signal Management System Based on XML Web Technology

  • Lee Joo-sung;Yoon Young-ro
    • Journal of Biomedical Engineering Research
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    • v.26 no.6
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    • pp.399-406
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    • 2005
  • In these days, HIS(Hospital Information System) raise the quality of medical services by effective management of medical records. As computing environment was developed, it is possible to search information quickly. But, standard medical data exchange is not completed between medical clinic and another organ so far. In case of patient transfer, past medical record was not efficiently transmitted. It be feasible treatment delay or medical accident. It is trouble that medical records is transferred by a person and communicate with each other. Extensible Markup Language (XML) is a simple, very flexible text format derived from SGML. Originally designed to meet the challenges of large-scale electronic publishing, XML is also playing an increasingly important role in the exchange of a wide variety of data on the Web and elsewhere. Form in system of company product, relative organs that handle bio-signal data is each other dissimilar and integration and to transmit to supplement bottleneck this research uses XML. In this study, it is discussed about sharing of medical data using XML web technology to standard medical record between hospital and relative organization The data structure model was designed to manage bio-signal data and patient record. We experimented about data transmission and all-in-one between different systems (one make use of MS-SQL database system and the other manage existent bio-signal data in itself form in file in this research). In order to search and refer medical record, the web-based system was implemented. The system that can be shared medical data was tested to estimate the merits of XML. Implemented XML schema confirms data transmission between different data system and integration result.

PERFORMANCE EVALUATION AND DEVELOPMENT OF RVDB SYSTEM FOR THE SYNCHRONIZED PLAYBACK PROCESSING OF OBSERVED DATA IN KJJVC (한일공동VLBI상관기에서 관측 데이터의 동기재생처리를 위한 RVDB 시스템 개발과 성능시험)

  • Oh, Se-Jin;Roh, Duk-Gyoo;Yeom, Jae-Hwan;Chung, Hyun-Soo;Lee, Chang-Hoon;Kim, Kwang-Dong;Kim, Hyo-Ryoung;Oyama, Tomoaki;Kawaguchi, Noriyuki;Ozeki, Kensuke
    • Publications of The Korean Astronomical Society
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    • v.23 no.2
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    • pp.91-107
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    • 2008
  • In this paper, we introduce the performance evaluation and development of Raw VLBI Data Buffer(RVDB) system for the synchronized playback processing of observed data in Korea-Japan Joint VLBI Correlator(KJJVC). The high-speed correlation processing system is under development so that the radio data obtained with 8192 channels and 8 Gbps speed from 16 stations will be able to be processed. When the recorded data of each station are played to correlator, the time synchronization of each station is very important because the correlator should process the data obtained with same time and condition. There are many types of recorder systems in the East Asia VLBI Network (EAVN). Therefore it is required to prepare the special time synchronized playback processing system to synchronize the time tag of observed data. The developed RVDB system consists of Data Input Output(DIO), 10GbE switch, and Disk Data Buffer(DDB). It can record the data with maximum 2 Gbps speed, and can play back the data to correlator with nominal 2 Gbps speed. To enable to play back the data of different playback system to the correlator, we developed the high-speed time synchronized playback processing system. We carried out the experiments of playing back and correlation for gigabit correlator and VCS trial product so as to confirm the performance of developed time synchronized playback processing system. In case of online and offline playing back experiment for gigabit correlator, we confirmed that the online and offline correlation results were the same. In case of playing back experiment for VCS trial product, we verified that the wide band and narrow band correlation results were also the same. Through the playing back experiments of RVDB system, the effectiveness of developed RVDB system was verified. In this paper, the system design, construction and experimental results are shown briefly.

The Relationship between Computer Game Addiction and the Impulsiveness, Aggression, and Emotional Intelligence of Elementary School Students (초등학생의 컴퓨터 게임 중독과 충동성, 공격성 및 감성지능과의 관계)

  • Kim, Chung-Nam;Kwon, Yun-Hee
    • Research in Community and Public Health Nursing
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    • v.15 no.3
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    • pp.460-470
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    • 2004
  • Purpose: The purpose of this study is to find which variables among impulsiveness, aggression, and emotional intelligence can predict the game addiction of elementary school students best. Method: We conducted the present study during the period from April 15, 2004 through June 5, 2004. The subjects of this study were elementary school students chosen from three elementary schools in the Daejeon area. The subjects were selected randomly from 4th, 5th, and 6th graders in those schools. The number of subjects selected was 601. The measurement tools used were the general information questionnaire, computer game addiction scales, impulsiveness scales. aggression scales, and emotional intelligence scales. The data was analyzed using the SPSS statistics program. Results: The mean score of the students was 49.94 on the computer game addiction scale. 56.17 on the impulsiveness scale, 141.19 on the aggression scale, while the mean score of the students on the emotional intelligence scale was 162.78. Various factors were significantly different in the levels of computer game addiction: grade (F=7.343. p=.000). sex (t=6.352. p=.000), school record (F=4.263. p=.004), parents' computer use (F=4.097. p= .008), history of playing games (F=10.739. p=.000), frequency of playing games (F=61.254. p=.000). and number of computer game titles (F=61.673. p= .004). The computer game addiction had significant correlations with impulsiveness (r= .401. p=.000), aggression (r=.612. p=.000). and emotional intelligence (r=.536, p=.000). All three factors of impulsiveness, aggression, and emotional intelligence affected the level of game addiction. Among these factors. the aggression affected the level of addiction the most. Conclusion: These results will help the development of a systematic program for the prevention and treatment of computer game addiction by clarifying the effects of the computer game addiction upon the elementary school students' impulsiveness, aggression, and emotional intelligence.

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A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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A Study of Real-Time Video Streaming Data Service on the Linux Server (리눅스 서버를 이용한 동영상 데이터 실시간 스트리밍 서비스 연구)

  • Jang, Seung-Ju;Heo, Won-Yeong;Yoo, Hyun-Min;Lee, Chang-Hoon;Shin, Woo-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.893-901
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    • 2013
  • This paper suggests a method of developing live media streaming service through Linux server system on android system environment. The android application constructed in the experiment is able to record media while sending it to Linux server. Generated real time media data is send to linux server through Multipart Request class of Apache Tomcat server constructed on Linux system. Also in this research, by utilizing Android video player and media player class, development of android application structures was accomplished, which has methods of; playing live media stream data on video server, or playing live media stream data while saving stream data in cache. The structure and function of suggested system and application is confirmed by series of experiments.

An Application-embedded method to trace OTT viewing patterns on smartphone (스마트폰에서의 OTT(Over The Top)서비스 시청패턴 추적 어플리케이션 설계 : 티빙(tving)을 중심으로)

  • Choi, Sun-Young;Kim, Min-Soo;Kim, Myoung-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.1000-1006
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    • 2014
  • This study focuses on the fact that a OTT service is vigorously used for smart phones, and suggests a design of method to trace the experiences of watching television contents. For this purpose, we developed logging functions and embedded them into existing OTT service application to record flow and pattern of watching context. This paper suggests a log file format which can accurately and precisely record watching actions of users per-second methodology rather than former per-minute methodology. Moreover, this study shows that the application can trace watching attitude according to occurring events by characteristics and playing modes of realtime broadcasting, VOD, advertisement contents. In addition, based on the result of the study, this paper discusses educational, operational meaning of the method such as methodological application in mobile ethnography field or survey for total screening rate.