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The Effect of the Instructional Models for ICT on the Practical Ability in the Application of Information with Relation to the Levels of Self-Regulated Learning (자기조절 학습전략 수준에 따른 정보통신기술 활용수업 모형이 정보활용 실천력에 미치는 효과)

  • Kang Ohhan;Kim Kinam
    • Journal of KIISE:Software and Applications
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    • v.32 no.4
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    • pp.327-334
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    • 2005
  • Recently, ICT has emerged as an indispensable tool for teaching a variety of subjects in education systems. In this paper, we examine the effect of the instructional models for ICT on the practical ability in the application of information with relation to the levels of self-regulated learning strategies. Students were divided into 3 groups, according to the instructional model for ICT which were problem search learning, problem solution learning, and discussion learning. As an experimental tools, we did pretest using self-regulated learning strategies measurement questionnaire and did pretest and posttest using practical ability in the application of information measurement questionnaire. The results show that higher level of self-regulated teaming strategies group has high practical ability in the application of information than lower level group. Other interesting results are also provided.

Solving Escapee-Chaser Game via Model Checking (모델 체킹을 이용한 도망자-추적자 게임 풀이)

  • Park, Sa-Choun;Kwon, Gi-Hwon
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.13-20
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    • 2004
  • We have been interested in solving escapee-chaser game. In this game, with avoiding chaser, the escapee must escape from given male. The winning strategies of the escapee are driving the chaser to an intended place and closely evading from chaser by using some walls. According to our experience, some stages of the game are too difficult to solve manually. So we take the model checking method to get a solution of the game. Because the model checking with breadth fist search manner exhaustively searches the all state space of the game, the solution using model checking is best solution, shortest path. Fortunately, during the process of finding solution path, the state space explosion problem didn't occur, and the results of the game solving was applied to embedded system, Lego Mindstorm. Two agents, escapee and chaser, were implemented into robots and several experiments conformed the correctness of our solution.

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Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen (촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.45-56
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    • 2009
  • It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.

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A Game Framework Development for Smart TV (스마트 TV용 게임 프레임워크 개발)

  • Lee, Sung-Hyun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.135-144
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    • 2015
  • Smart TV has been the most popular communication device since 2010. It is the multi-functional device conjugated a variety of features such as Apps, Web surfing, viewing VOD and so on. However, the contents and development tools for smart TV are still relatively small and research for game contents development tools is also insufficient. In this study, we are to design and develop a framework for developers to make Smart TV game contents easily. The STGF (Smart TV Game Framework) we developed is made up of 3 managers such as input manager, screen data process manager, and game status process manager. We verified the usefulness of STGF through developing "Pentomiro" App launched commercially in 2013. With STGF development time would be expected to be reduced, because we spend little time in basic development steps such as input, output, and data processing and error correction processing.

Analysis of Identity of Meta Game - A Focus on Games about Games - (메타 게임의 정체성 연구 - 게임에 대한 게임을 중심으로 -)

  • Kim, So-Yeon;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.99-108
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    • 2018
  • With the development of the game industry, 'games about games,' which examine the identity of game itself through a form of the game, emerged with a variety of shapes. Thus, this paper aims to suggest a definition, characteristics, and meaning of 'meta game.' Firstly, meta games strengthen the artificiality of the games and suggest procedurality through a form of the game play. Meta games also utilize the external context as a part of the games, and use the metaphor of 'labyrinth' to identify a feature of the game space. Furthermore, they emphasize intertextuality and prove that the fantasy and the reality can merge within the game world. In conclusion, meta games prove themselves to be independent expressional arts and experimental content, and suggest the potential for an alternative medium beyond formality.

Antioxidant Activity and Protective Effects of Anthocyanins-Rich Fraction from Korean Purple Sweet Potato Variety, "Shinjami" against Oxidative Stress in HepG2 Cell (자색고구마 신자미로부터 분리한 안토시아닌 분획물의 항산화 활성과 산화스트레스에 대한 간세포 보호 효과)

  • Jang, Hwan Hee;Nam, Song Yee;Kim, Mi Ju;Kim, Jung Bong;Kim, Haeng Ran;Lee, Young Min
    • The Korean Journal of Food And Nutrition
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    • v.27 no.6
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    • pp.1090-1095
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    • 2014
  • Anthocyanins, a class of flavonoids, are natural water-soluble pigments, which are mainly found in vegetables and fruits. Anthocyanins have attractive pharmacological activities, such as anti-oxidant, anti-inflammatory, anti-cancer, and anti-diabetic. The purpose of this study was to investigate the protective effects of anthocyanins-rich fraction (ANF) from Korean purple sweet potato variety, "Shinjami", against hydrogen peroxide ($H_2O_2$)-induced oxidative stress. In our results, pre-treatment of HepG2 cells with ANF ($10{\mu}g/mL$) significantly prevented cell death and maintained cell integrity, following exposure to 0.9 mM hydrogen peroxide. The $H_2O_2$-dependent production of intracellular ROS was also significantly decreased by pre-treatment with ANF (6 h, $10{\mu}g/mL$). In addition, ANF increased the mRNA levels of antioxidant enzymes, catalase and glutathione level in $H_2O_2$-treated HepG2 cells. These results indicated that ANF protected HepG2 cells against $H_2O_2$-induced oxidative stress by inducing protective system.

Studies on the Milling, Quality and Storage of Tongil Rice Part I. Milling Condition and Change of Constituent of Rice (통일벼의 도정과 품질 및 저장에 관한 연구 제1보 도정공정과 성분변화)

  • Chung, Dong-Hyo;Kyung, Moon-Hyun;Kong, Joon-Sup;Kim, Hi-Kap
    • Korean Journal of Food Science and Technology
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    • v.8 no.1
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    • pp.1-5
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    • 1976
  • 1. In the milling process of Tongil rice (brown rice), the milling rate was remarkable at 960 rpm. (rotation per minute), roller mesh of 36 and opening rate of 90%, but the milling ability was found to be best at 1050 rpm., roller mesh of 40 and at opening rate of 100%. 2. The protein content of Tongil rice was 1% higher than the other existing variety. 3. The contents of protein, ash, fiber, vitamin $B_1$ and vitamin $B_2$ varied significantly according to the milling degrees. As an example, at the milling degree of 70%, it was possible to reduce the losses of more than 10% in protein, of more than 30% in vitamin $B_1$, of more than 20% in vitamin $B_2$, as compared to the percentage losses obtained at the milling degree of 100%.

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A Search on the Spatial Orientation in Flight (비행시 공간정위 유지에 대한 고찰)

  • Gu, Bon-Sool
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.2
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    • pp.139-182
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    • 1994
  • 조종사들은 비행시에 일상 생활 환경에서는 경험하지 못하는 여러가지 적대환경에 폭로된다. 이러한 환경에서는 인체의 평형기관은 실제와 일치하지 않는 정보를 제공해 주는 경우가 허다하다. 예를들면, 내이의 미로 전정기관이나 피하압력기관기 등은 항공기의 기동으로 발생하는 중력과 지구의 중력을 구별 하지 못하는 기능의 한계성때문에 계기비행하에서는 대개의 경우 공간정위상실, 즉 비행착각을 유발한다. 이 착각으로 인한 항공기 사고는 통계상에서 상당 부분이 치명사고로 나타나고 있는데, 이러한 사실은 비행착각현상이 비행안전에 극히 위험한 요소가 되고 있다는 것을 실증한다고 할 수 있다. 그러므로 조종사들은 비행시 공간정위 유지를 위한 철저한 대비가 있어야 한다. 공간정위 상실현상이 잘 발생하는 경우는 야간이나 기타 계기비행 환경에서 주위시각이 제약을 받을 때이다. 즉, 계기비행 환경에서의 편대비행시나 고기동시, 그리고 대조물이 모호한 야간의 활주로에서 이착륙할때 등을 들 수 있다. 비행시 공간정위 상실현상을 예방하기 위해서는 첫째로 이러한 유형의 사고분석자료를 토대로 하여 항공기의 설계단계에서부터 제작에 이르기까지 착각을 유발할 수 있는 구조적 요인을 제거해야 한다. 둘째로는 이러한 착각을 유발하지 않는 운항이나 기동방식을 택하여 비행임무를 수행토록 해야한다. 세째로 조종사들은 이러한 착각을 정상적인 인체의 반응에 의한 것이므로 자신에게도 당연히 일어난다는 사실을 용인해야 한다. 네째로 조종사들은 계기비행에 대한 구체적이고 실제적인 훈련을 통하여 계기비행 경험을 쌓아야 한다. 다음은 조종사들의 실제비행시 공간정위 상실현상에 봉착했을때의 처리요령이다. 첫째로 계기비행상황에서 자신의 감각과 계기가 일치하지 않을 때는 즉시 계기를 Cross Check하여 항공기의 자세나 기동형태를 정확하게 파악해야 한다. 둘째로 계기가 조종사의 의도대로 나타나도록 조작하고 이를 철저하게 의지하고 믿어야 한다. 세째로 자신의 감각과 계기가 일치할때까지 수평비행을 유지해야 한다. 그리고 마지막으로, 고성능 항공기가 계기비행중 저공에서 비행착각에 봉착하게 될때의 행동절차를 철저하게 숙지하고 있어야 한다.

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The Experimental Study on the Effects of Hangbujapalmultang on Enhancing Learning and Memory in Rats with Radial Arm Maze (향부자팔물탕(香附子八物湯)이 흰쥐의 방사형 미로학습(迷路學習)과 기억(記億)에 미치는 영향(影響))

  • Ryu Jae-Myun;Kim Jong-Woo;Whang Wei-Wan;Kim Hyun-Taek;Lee Hong-Jae
    • Journal of Oriental Neuropsychiatry
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    • v.9 no.2
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    • pp.45-51
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    • 1998
  • Purpose : This study has an experiment on finding how Hyangbujapamultang advanced the learning and memory of rat to find the method to improve the failure of memory which is the symptom of dementia.Method : In the experiment, rats were divided the control group (14 rat) which medicate the excipient into the sample group (17 rat) which medicates Hyangbujapalmutang. And the learning ability test and the memorv test was practiced to using the task of radial arm maze.The learning ability test had the presupposition that, when a rat which frequents 8 tracks makes am error not exceeding one time for 3 days without a break, it passes the test.First experiment compared total days when the control group passed the test with total days when the sample group it.The memory test practiced after 24 hours when the learning ability test was over. When a rat frequents 4 tracks, the gates is cut off during 30 seconds. Here the number of error at the control group with that of the sample group.Result: In the learning ability test, the sample group needed 5.82${\pm}$0.37 days to pass the test and the control group needed 6.43${\pm}$0.67 days. In the memory test, the sample group errored 0.29${\pm}$0.37 times and the control group errored 1.86${\pm}$0.78 times.Conclusion : In the learning ability test, the sample group passed the test earlier than the control group, but any statistical correlationship couldn't be found in it. In the memory test, the sample group had the pregnant reduction of the number of error in comparison with the control group.

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Analysis of working memory related with reading (읽기 관련 작업기억 분석)

  • Lee, Han-Kyu
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.193-215
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    • 2011
  • The purpose of this study was to examine the working memory that is related with reading. For this purpose, the third and fourth grade children with reading difficulty were compared with normal children. The gender comparison and the correlations among the three components of working memory were also examined. The results indicated that the reading difficulty group were outperformed by the normal group in every test. Gender difference was found only in visuospatial capacity. There was an interaction between reading and gender in the memory of dynamic mazes. In the whole group, every correlation among all components was significant. When the correlations were examined separately in each group, however, only one correlation was significant in both groups. When the influence of the central executive was controlled, the interrelationship between phonological working memory and visuospatial working memory was mitigated. This study suggests that when teaching children with reading difficulty instructional material should be succinct and visuospatial information needs to be used for boys if possible.

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