• Title/Summary/Keyword: Baduk

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A study on the effect of the brain activation and emotion by child Baduk study (아동 바둑 학습이 뇌의 활성도와 정서에 미치는 영향연구)

  • Ahn, Sang-Kyun;Bak, Ki-Ja;Jeong, Soo-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.4
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    • pp.1436-1441
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    • 2010
  • This research is about the effect on children's brain before and after learning Baduk. The research was performed on 20 pupils attending I Baduk school with the contrast group of 20 pupils who did not take Baduk instruction. The pre-test on the brain waves before learning Baduk were measured from October 27, 2008 to November 7, 2008 and the post-test on the brainwaves after learning Baduk were measured from November 2, 2009 to November 4, 2009. The result confirmed the differences of both resistance activity quotient and emotion quotient. The result of the study suggest baduk study possibility in positively affecting the subjects' brain activation and emotion.

A Study on the Brain wnve Characteristics of Baduk Expert by BCI(Brain Computer Interface) (BCI을 이용한 바둑 전문인의 뇌 기능 특성 분석 연구)

  • Bak, Ki-Ja;Yi, Seon-Gyu;Jeong, Soo-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.3
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    • pp.695-701
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    • 2008
  • This study has been made to research on the brain wave characteristics of baduk expert by BCI(Brain Computer Interface). The test was based on the researches from 1th September, 2005 to 30th December, 2005, compared with the ones of the standardized general public. The number of the general public are 695 (elementary school students 423, middle and high school students 161, adults 111) and the number of the baduk players are 57 (researchstudents 15, Korean baduk club students 16, professional baduk players 26). The research data show that the baduk players have the higher indexes than the general public in Self Regulation quotient p=.002, Attention Quotient(left) p=.002, Emotion Quotient p=.027, Stress Quotient(left) p=.002 and Brain Quotient p=.006. There are some differences in brain functions between baduk players and the ordinary people. Difference in functions of the brain among baduk experts is also analyzed. That result shows that there is no different brain function between professional baduk player.

Development and Application of Evaluation Model for Online Baduk Game (온라인 바둑게임 평가모형 개발 및 적용에 관한 연구)

  • Lee, Kook-Chul;Kim, So-Yun;Lee, Sung-Hyun
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.56-66
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    • 2003
  • As internet populations are growing very fast, online computer game has been extensively propagated in the internet community. Currently online Baduk game haws id attention as one of the most popular games in Korea. Therefore, the game industry has developed a variety of Baduk games and internet services providers and portal sites have competitively provided Baduk game services. Considering this trend, this paper attempts to develop an evaluation model for online Baduk games, which can serve as a guideline for selecting the appropriate game by game users. In addition, this evaluation has been applied to the 2 best known Baduk games and compared each other based on the model factors. Finally, this paper suggest some practical guidelines for game developers in order to increase user acceptance.

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Analysis of Korean Baduk rating system and dum (한국기원 기사 랭킹과 덤에 관한 분석)

  • Cho, Seonghun;Jang, Woncheol
    • The Korean Journal of Applied Statistics
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    • v.32 no.6
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    • pp.783-794
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    • 2019
  • The current ranking system of the Korean Baduk Association is based on the Elo rating system, which is widely used in the field of chess. Despite the 6.5 point dum (penalty) as compensation for playing as White, many Baduk players still prefer to playing as Black due to Black's higher winning percentage. In this paper, we present the ranking of Baduk players based on the Bradley-Terry model and address the advantage of playing as Black. We compare the ranking from our model with rankings from the Korean Baduk Association.

The Effect of the Baduk Play Activity Upon a Child's Intelligence, Problem-solving and Delay of Gratification (바둑놀이활동이 유아의 인지능력, 문제해결력 및 만족지연능력에 미치는 효과)

  • Kim, Ba-Ro-Mi;Cho, Bok-Hee
    • Korean Journal of Human Ecology
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    • v.19 no.2
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    • pp.245-256
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    • 2010
  • The purpose of this study is on the effect of the Baduk play activity upon a child's intelligence, problem solving and delay of gratification. 68 participants (36 from the test group and 32 from the regulation group) were selected from 5 year old children who attend two elementary school annexed kindergartens for a pre-test and post-test in order to verify the effect of the Baduk play activity. The Baduk play activity was applied to the test group 3 times a week from the 3rd week of March, 2008 until the 3rd week of October, 2008. In this study, K-WPPSI, CPS and delay of gratification test were used to measure the effect of the activity. As a result, it can be construed that the Baduk play activity gives children a more positive influence upon their activity and overall IQ, ability of problem- solving and delay of gratification.

Didactical Applications of the Baduk Pieces Game (바둑돌 게임의 교수학적 활용)

  • Kim, Boo-Yoon;Lee, Ji-Sung
    • Journal for History of Mathematics
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    • v.20 no.3
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    • pp.43-58
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    • 2007
  • We review the eastern frog jump game and the western solitaire to apply the Baduk Pieces Game to mathematical education. This study introduce a didactical method of Baduk Pieces Game which is constructed with simplification, generalization, and extension. This didactical applications of the Baduk Pieces Game gives the students opportunities of patterns, generalization, and problem solving strategies.

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Replaying program of 'Go(Baduk)' using motion detection (모션 추출 응용 바둑 복기 프로그램 개발)

  • Byun, Jae-hyung;Shin, Mi-yeon;Jo, Hye-su;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.312-315
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    • 2014
  • The purpose of this study is to develop a system that can be used in the offline replay 'Go(Baduk)' game using the motion detection of image processing techniques. This program will analyse the video of Go(Baduk) game and save the game's data, to help amateur Go(Baduk) players who want to replay their own games easily.

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The Daily Dose and Decoct Method of Rhubarb in Treatise on Cold Damage Diseases (상한론 탕제(傷寒論 湯劑)에서 대황(大黃) 1일 복용량과 추출법)

  • Kim, In-Rak
    • The Korea Journal of Herbology
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    • v.31 no.3
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    • pp.37-41
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    • 2016
  • Objectives : The purpose of this study is to assume the size of sliced piece, daily dose and extracting Method of Rhubarb in Treatise on Cold Damage Diseases.Methods : I contrast results of recent studies with assuming results based on original text of Treatise on Cold Damage Diseases.Results : Daily dose was 6, 4 or 2 Ryang in case of cutting Rhubarb in bean-size. These prescriptions were decocted with water or sinked in boiled water. Another daily doses were large baduk-piece size 6 units and baduk-piece size 6 units in case of cutting Rhubarb in size bigger than bean. The former was used in adding to the Jisilchijasi-tang in case of constipation, the latter was used in Sihogayonggolmoryeo-tang and Jeodang-tang. The size of large baduk-piece was 2.32 cm in width, 4.64 cm in length, 4.3 g in weight, and the length and weight of baduk-piece was half of that was. Two sizes of Rhubarbs were sunk in water for 12 hours. After decocting the other ingredients, mixed Rhubarb extraction and Rhubarb, and then boiled it for 1 minute.Conclusions : From this study, daily dose of Rhubarb was 6, 4 or 2 Ryang and the 6 pieces of large baduk-piece or baduk-piece are respectively 4 or 2 Ryang. The extracting methods was decocting, sinking in boiled water for short time, sinking in water for long time and then mixing these with other decocted solution.

A Study on the Effect of Neurofeedback Training on the Improvement of Brain Function & Baduk Strength for Child Baduk Players (바둑 학습 아동들의 뇌 기능과 기력 향상에 뉴로피드백 훈련이 미치는 영향에 관한 연구)

  • Bak, Ki-Ja;Yi, Seon-Gyu;Jeong, Soo-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1399-1406
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    • 2008
  • This study has been made to research effect of neurofeedback training on the Brain Quotient and baduk strength whose EEC data were obtained both before and after the neurofeedback training from 15th June, to 15th September in 2007. Brain waves were measured on the frontal lobes of subjects (30 baduk players - the experimental group 15 under neuroffedback training and the control group 15 subjects) and analyzed by calculating eight brain quotients characterizing behaviors of EEG rhythms effectively. The results of the analysis show that the experimental group has the higher indexes Attention Quotient(left) p=.041, (right)p=.007, Stress Quotient (left) p=.020, and Stress Quotient (right) p=.019 show statistically significant difference between two groups. The research data show that the experimental group have the higher average than the control group in Baduk strength examination p=.021 after the neuroffedback training. As the brain waves are adjusted by timeseries linear analysis, the brain function quotients can reflect the functional states of the brain.

Transformation of Genre Convention in Cinematic Content Regarding Narrative and Characters of Stone (영상콘텐츠의 장르적 관습과 변형 -<스톤>의 내러티브와 캐릭터를 중심으로)

  • Kim, Yiseok
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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    • pp.419-428
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    • 2015
  • Stone is a hybrid genre movie in which two different film genres coexist; one is a gangster movie, the other Baduk movie. This film deals with a relationship between an old gangster boss and a young Baduk player. The coexistence of two different worlds becomes a reason for a unique ambiance of this film, because Stone is dynamic and brutal as much as static and meditative. Firstly, this article aims to analyze the narrative structure and characters of this film comparing with conventions of gangster movie genre, especially 'jopok film' of Korean cinema. Secondly, we examine characters of this film and their relationship. Since the economic crisis under the IMF structure, a great part of korean gangster movie has represented the weakness of the fatherhood and the disorganization of family. However, in Stone, the friendship between two heroes, Namhae and Minsu, turns to a father-son relationship. In this way, Stone transformed conventions of film genre.