• Title/Summary/Keyword: the experience game

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Meteorological Information Analysis Algorithm based on Weight for Outdoor Activity Decision-Making (야외활동 의사결정을 위한 가중치 기반 기상정보 분석 알고리즘)

  • Lee, Moo-Hun;Kim, Min-Gyu
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Recently, the outdoor activities were increased in accordance with economic growth and improved quality of life. In addition, weather and outdoor activities are closely related. Currently, Outdoor Activities decisions are determined by the Korea Meteorological Administrator's forecasts and subjective experience. Therefore, we need the analysis method that can provide a basis for the decision on outdoor activities based on meteorological information. In this paper, we propose an algorithm that can analyze meteorological information to support decision-making outdoor activities. And the algorithm is based on the data mining. In addition, we have constructed a baseball game schedule with automatic weather system's observation data in the training data. We verified the improved performance of the proposed algorithm.

Interaction Design of Take-Over Request for Semi-Autonomous Driving Vehicle : Comparative Experiment between HDD and HUD (반자율주행 차량의 제어권 전환 요청(TOR) 인터랙션 디자인 연구 : HDD와 HUD 비교 실험을 중심으로)

  • Kim, Taek-Soo;Choi, Song-A;Choi, Junho
    • Design Convergence Study
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    • v.17 no.4
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    • pp.17-29
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    • 2018
  • In the semi-autonomous vehicle, before reaching a fully autonomous driving stage, it is imperative for the system to issue a take-over request(TOR) that asks a driver to operate manually in a specific situation. The purpose of this study is to compare whether head-up display(HUD) is a better human-vehicle interaction than head-down display(HUD) in the event of TOR. Upon recognition of TOR in the experiment with a driving simulator, participants were prompted to switch over to manual driving after performing a secondart task, that is, playing a game, while in auto-driving mode. The results show that HUD is superior to HDD in 'ease of use' and 'satisfaction' although there is no significant difference in reaction time and subjective workload. Therefore, designing secondary tasks through HUD during autonomous driving situation improves the user experience of the TOR function. The implication of this study lies in the establishing an empirical case for setting up UX design guidelines for autonomous driving context.

Knowledge, Attitude, and Performance Competence on Cardiopulmonary Resuscitation in Football Players (축구선수의 기본심폐소생술에 대한 지식, 태도 및 수행능력)

  • Moon, Tae-Young;Park, Sun-Mun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3085-3093
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    • 2012
  • The purpose of this study is to examine difference in knowledge level, attitude and performance competence on CPR (Cardiopulmonary Resuscitation) in football players. For this, questionnaire survey was carried out from October 5, 2011 to October 19 targeting 234 football players of high schools and universities where are located in Seoul, Gyeonggi, and Gangwon-do Province. The collected data was carried out frequency, t-test ANOVA, and correlation analysis by using SPSS/PC 19.0 for Windows. All the statistical analyses were set for significance level in p<.05. The results are as follows. Knowledge level, attitude and performance competence on CPR according to football players' general characteristics were indicated to have influence upon gender, academic background, and the appearance of educational experience in CPR. It was indicated that there is difference between CPR-related characteristics, and knowledge level, attitude & performance competence. Also, it was indicated that there is correlation among knowledge level, attitude and performance competence on CPR in football players. Based on these results, it accurately grasps experience and knowledge level on CPR in football players, thereby making a place available for having a game with security, resulting in being considered to possibly make the better sports.

Emotion Recognition Method of Competition-Cooperation Using Electrocardiogram (심전도를 이용한 경쟁-협력의 감성 인식 방법)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.73-82
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    • 2018
  • Attempts have been made to recognize social emotion, including competition-cooperation, while designing interaction in work places. This study aimed to determine the cardiac response associated with classifying competition-cooperation of social emotion. Sixty students from Sangmyung University participated in the study and were asked to play a pattern game to experience the social emotion associated with competition and cooperation. Electrocardiograms were measured during the task and were analyzed to obtain time domain indicators, such as RRI, SDNN, and pNN50, and frequency domain indicators, such as VLF, LF, HF, VLF/HF, LF/HF, lnVLF, lnLF, lnHF, and lnVLF/lnHF. The significance of classifying social emotions was assessed using an independent t-test. The rule-base for the classification was determined using significant parameters of 30 participants and verified from data obtained from another 30 participants. As a result, 91.67% participants were correctly classified. This study proposes a new method of classifying social emotions of competition and cooperation and provides objective data for designing social interaction.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Resource Allocation to Support QoE in Hierarchical Macrocell-Femtocell Networks (계층화된 매크로-펨토셀 망에서 QoE를 지원하기 위한 자원할당 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.708-715
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    • 2016
  • Quality of experience (QoE) for multimedia services in macro-femtocell networks is one of the key issues for 5G mobile and wireless communications. A service management structure needs to guarantee the QoE for mobile users based on end-to-end negotiation to support service continuity. Resource management is necessary to maintain the QoE requirements of different multimedia applications, because service continuity may be impeded by delays. This paper proposes four types of resource management scheme to support consistent QoE for different multimedia services. For this purpose, a QoE structure is suggested, and a resource allocation scheme is proposed by utilizing a fixed amount of radio resources reserved for dedicated use to support QoE. Various multimedia services with different requirements (such as voice, image, and data) can be serviced simultaneously, because QoE can be provided under our proposed scheme. Simulation results show that our scheme provides better performance than a conventional scheme with respect to outage probability and total data throughput.

A study on the regulation of negative emotions in the Ultimatum Game: Comparison between Korean older and young adults (최후통첩게임 상황에서의 부정정서 조절에 관한 연구: 한국 노인과 청년 비교)

  • Jeon, Dasom;Ghim, Hei-Rhee;Hur, Ahjeong;Park, Sunwoo;Kim, Moongeol
    • 한국노년학
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    • v.39 no.4
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    • pp.921-939
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    • 2019
  • According to the social selectivity theory (SST), despite the disadvantages of life conditions, older adults experience less negative emotions because they regulate their emotions by avoiding negative stimuli or situations. Based on the SST, this study attempted to find out whether older adults are better able to regulate negative emotions than young adults in the Ultimatum Game (UG). In an UG, if the proposer proposes to distribute a portion of the money to the responder, the responder must decide whether to accept or reject it. If the responder accepts the offer, the proposer and the responder can each have their own share as proposed, but if s/he reject the offer, both get nothing. Thus, if the responder considers own economic benefits, it is a more reasonable decision to accept the unfair offer no matter how low, than to reject it. To accept an unfair offer, the responder must regulate the anger felt at the proposer. If older adults could regulate anger better than young adults, they would be less likely to reject the unfair offer than young adults. Fifty-seven olders and 60 university students participated in this study. Both the older and young adults accepted most of the fair offers. In contrast, older adults accepted unfair offers at a significantly higher rate than young adults. In addition, compared to young adults, older adults reported anger less frequently at the unfair offers. Accepting unfair offers was negatively correlated with anger report, but positively correlated with the emotion regulation measured by ERQ. The ERQ score was negatively correlated with anger report. Emotion regulation partially mediated the relationship between the age groups and acceptance of unfair offers. The present results showed that older adults accepted the unfair offers at a higher rate than young adults because they could regulate the negative emotions felt at the unfair offer better than young adults. This study provided new evidence for the claim that improving emotional regulation is a major developmental change in adulthood.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

A Study on Switching Intention of Broadcasting Service to MCN Service by Migration Theory (새로운 방송 서비스로의 이전 : 이주 이론을 통한 MCN으로 전환의도 연구)

  • Kim, Yonghee
    • The Journal of Industrial Distribution & Business
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    • v.10 no.1
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    • pp.59-67
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    • 2019
  • Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.