• Title/Summary/Keyword: Continuous Play

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Differences in Children's Constructive Play Quality by Teacher's Play Teacing Efficacy (교사의 놀이교수 효능감과 유아의 연령에 따른 구성놀이 질의 차이)

  • Yu, Young Eui;Shin, Eun Soo
    • Korean Journal of Child Studies
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    • v.26 no.6
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    • pp.111-126
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    • 2005
  • Subjects were two teachers each with higher or with lower play teaching efficacy, and the 111 four and five-year-old children they taught. Using naturalistic observation, children's constructive play was videotaped and transcribed for 60 minutes on ten consecutive days in each classroom. Play was analyzed by level of constructive play, continuous length of play, variety of materials, enrichment of activities, and coherence of content. Constructive play of children whose teachers had higher efficacy in teaching play showed longer continuous play, used a higher variety of materials, and their play had more creative integrity. Five-year-olds exhibited longer continuous play, used a larger variety of play materials, more enrichment of play activity, and more coherence in play contents than four-year-olds.

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A Continuous Optimization Algorithm Using Equal Frequency Discretization Applied to a Fictitious Play (동일 빈도 이산화를 가상 경기에 적용한 연속형 최적화 알고리즘)

  • Lee, Chang-Yong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.36 no.2
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    • pp.8-16
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    • 2013
  • In this paper, we proposed a new method for the determination of strategies that are required in a continuous optimization algorithm based on the fictitious play theory. In order to apply the fictitious play theory to continuous optimization problems, it is necessary to express continuous values of a variable in terms of discrete strategies. In this paper, we proposed a method in which all strategies contain an equal number of selected real values that are sorted in their magnitudes. For comparative analysis of the characteristics and performance of the proposed method of representing strategies with respect to the conventional method, we applied the method to the two types of benchmarking functions: separable and inseparable functions. From the experimental results, we can infer that, in the case of the separable functions, the proposed method not only outperforms but is more stable. In the case of inseparable functions, on the contrary, the performance of the optimization depends on the benchmarking functions. In particular, there is a rather strong correlation between the performance and stability regardless of the benchmarking functions.

Synchronization Method for Continuous Play among Multimedia Devices (다중 기기에서 이어 보기를 위한 동기화 기법)

  • Kang, Mi-Ran;Kim, Se-Young;Kim, Young-Il;Kim, Dae-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.543-551
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    • 2011
  • Recently various handheld multimedia devices are spreading, and users want to share media contents across their own multiple devices. Conventional synchronization techniques for N-screen services can continuously play contents by switching from an initial device to a new device. In this case, even if a new device plays continuously contents, the initial device stops playing them. In this paper, we propose a synchronization technique in which multiple devices can share and continuously play same contents simultaneously by gathering and passing URI and current play-time of the contents. The proposed synchronization technique is built on UPnP and DLNA, and tested by implementing a wireless home media network system.

Synchronization Scheme on Handoff Control in Mobile Multimedia Environment (모바일 멀티미디어 환경에서 핸드오프 동기화기법)

  • Lee, Gi-Sung;Lee, Kuen-Wang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.241-244
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    • 2010
  • 본 논문은 모바일 환경에서 Handoff 상에서 부드러운 스트림(stream) 재생(presentation)을 위한 멀티미디어 동기화 기법을 제안한다. 모바일 환경에서 자주 발생되는 Handoff는 베이스스테이션이 변경되므로 해서 베이스스테이션에 저장되어 있는 멀티미디어 스트림을 잃어버리게 된다. 이러한 단점은 스트림의 재생시 끊기게 되어 멀티미디어 스트림이 낮은 QoS를 갖게 된다. 본 논문에서는 멀티미디어 동기화 기법으로 핸드오프를 제어하는 방법을 제안하였다. 분석결과, 제안된 기법은 기존의 기법보다 미디어 스트림의 끊김없는 재생(stream of continuous play-out)을 제공하는 것뿐만 아니라 패킷의 높은 재생률(play-out rate)과 낮은 손실률(loss rate)을 보였다.

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Psychomotorik-based Play Activities for Children by In-home Social Robot (어린이를 위한 소셜 로봇의 심리운동 기반 놀이 활동 개발)

  • Kim, Da-Young;Choi, Jihwan;Kim, Juhyun;Kim, Min-Gyu;Chung, Jae Hee;Seo, Kap-Ho;Lee, WonHyong
    • The Journal of Korea Robotics Society
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    • v.17 no.4
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    • pp.447-454
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    • 2022
  • This paper presents the psychomotorik-based play activities executed by the social robot at home which helps children's social and emotional development. Based on the theory and practice of the psychomotorik therapy, the play activities were implemented in the close collaboration between psychmotorik experts, service designers and robotics engineers. The designed play activities are classified into four categories depending on the main areas of child development. The robotic system that can express verbal and nonverbal behaviors was developed in order to play games with children and but also to make children have continuous interest during the play activities with it. Finally, the psychomotorik-based play service scenario and interactive robot system were validated by the expert group from the domain of child psychotherapy. The evaluation results showed that the play service and the robot system were appropriately developed for children from the experts point of view.

A Study on Game Play Design Using Elements of Cognitive Psychology (인지심리학 요소를 이용한 게임플레이 설계방법에 관한 연구)

  • Kim, Jung-Hyun;Jang, Hee-Dong;Kim, Kyung-Sik;Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.64-70
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    • 2003
  • Game play is a procedure of playing the game following the results of choices existing in the game. Such games are generally implemented not by certain rules and techniques like other designs but by abilities and experiences of game designers. In this paper we propose a design method of game play through possibility reasoning and distributions using elements of cognitive psychology which are 'a theory about problem solving' and 'a theory about reasoning and decision'. These two theories are very closely related to game play which has the procedure of solving problem of continuous choices and their results.

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Development and Effects of Fear-Reduction Program for Malignant Disease Children with Inserting Implanted Port (이식형 포트 삽입 학령전기 아동의 주사공포감소를 위한 프로그램 개발 및 효과)

  • Yang, Kyung-Ah;Chang, Sook;Kim, Il-Ok
    • Korean Parent-Child Health Journal
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    • v.8 no.1
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    • pp.37-48
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    • 2005
  • Purpose: The purpose of this study was to develop a play education program to reduce children's fear of needle insertion to the implanted port, and to assess the effect of this program. Method: The play education program was composed of play education before needle insertion, encouragement during needle insertion, and a present to reward then after needle insertion. Measurement instruments were the Procedure Behavior Check List(PBCL) and Faces Rating Scale(FRS). Results: The first hypothesis, "the PBCL point of children with malignant disease would decrease after play education program", was rejected(before insertion : Z=-0.189, p= .850, during insertion : Z=-0.350. p= .727, after insertion : Z=-0.590, p= .555). The second hypothesis, "the FRS point of children with malignant disease would decrease after play education program education", was rejected(observer 1 : Z=-0.245, p= .806, observer 2 : Z=-0.912, p= .362, self-report : Z=-0.181, p= .856). The third hypothesis, "the Time of needle insertion would decrease after play education program", was rejected(Z=-0.464, p= .642). Conclusion: The effect on fear-reduction of play education program for children with malignant disease inserted implanted port was not significant but continuous education is needed for parents and children.

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The Efficiency of a Patient & Doctor Role-play as a Participatory Clinical Clerkship in Korean Dermatology Department

  • Chang, You-Jin;Hong, Seung-Ug
    • The Journal of Korean Medicine
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    • v.34 no.4
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    • pp.21-31
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    • 2013
  • Objectives: The purpose of this study was to evaluate the efficiency of patient and doctor role-play on participatory clinical clerkship by surveying student's satisfaction and assessing the improvement of skill and consultation ability after conducting a role-play in a Korean dermatology department. Methods: In 2013, 79 seniors participated in the clinical clerkship of the dermatology department at the college of Korean medicine. Two students were randomly selected and paired up. After a brief instruction, one student played the role of doctor and the other took the role of patient. After finishing the $1^{st}$ role-play, they swapped roles and conducted a $2^{nd}$ role-play, using another clinical case. When the two role-plays were completed, the students filled in a questionnaire about their satisfaction with the role-play as clinical clerkship. Also, we compared the scores of the $1^{st}$ role-play with those of the $2^{nd}$ role-play measured by a medical resident to assess improvements of students' skill and interview ability. Results: It appears that students' satisfaction with the role-play was quite high, considering that the overall mean score of the questionnaire was 4.30. According to the result of a t-test on 15 assessment questions, the $2^{nd}$ role-play had a higher mean score than the $1^{st}$ role-play in 12 questions, though this difference was not statistically significant. Conclusions: These results demonstrate that role-play is helpful to improve students' satisfaction and clinical performance ability in clinical clerkship. Further research and continuous development are necessary for better clinical clerkship.

Handoff Control Scheme of MPEG Video (MPEG VIdeo의 핸드오프 제어 기법)

  • Goo, Jung-Du
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.326-329
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    • 2010
  • 본 논문은 인터넷 및 모바일 통신에서 많이 사용되는 MPEG video을 모바일 통신망에서 전송 및 재생하고, 모바일 환경에서 발생되는 Handoff 상에서 부드러운 스트림(stream) 재생(presentation)을 위한 멀티미디어 동기화 기법을 제안한다. 본 논문에서는 멀티미디어 동기화 기법으로 핸드오프 시MPEG 데이터의 특성을 이용한 핸드오프 제어 방법을 제안하였다. 분석결과, 제안된 기법은 기존의 기법보다 미디어 스트림의 끊김없는 재생(stream of continuous play out)을 제공하는 것뿐만 아니라 패킷의 높은 재생률(play?out rate)과 낮은 손실률(loss rate)을 보였다.

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Continuous Moving Pattern Mining Approach in LBS Platform

  • LEE, J.W.;Heo, T.W.;Kim, K.S.;Lee, J.H.
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.597-599
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    • 2003
  • Moving pattern is as a kind of sequential pattern, which can be extracted from the large volume of location history data. This sort of knowledge is very useful in supporting intelligence to the LBS or GIS. In this paper, we proposed the continuous moving pattern mining approach in LBS platform and LBS Miner. The location updates of moving objects affect the set of the rules maintained. In our approach, we use the validity thresholds that indicate the next time to invoke the incremental pattern mining. The mining system will play a major role in supporting the various LBS solutions.

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