• Title/Summary/Keyword: Education Player

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인도 소프트웨어산업의 혁신과 정부정책의 역할

  • 전황수;현창희
    • Journal of Technology Innovation
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    • v.9 no.2
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    • pp.120-139
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    • 2001
  • The purpose of this paper is to evaluate the Indian Software Industry and t government's industrial policy by analysing the characteristics of the software industry, authority, development process, social infrastructure, and public sector. The Information age is creating profound changes in the way we live and work. It is transforming all aspects of society, stimulating new opportunities. Over the past decade, India has deliberately prepared itself to meet the new challenges of the information age. India became an important player in shaping world software industry. Through the industrial policy, Indian government is focusing on 1) the development of software industry, 2) dramatic increase in IT scientists engineers, and the promotion of education institutes, 3) the establishment of the software technology Parks (STP), 4) the inducement of foreign direct investment, 5) extensive standardization, 6) the coordination of the law and system. India has liberalized finance and telecommunications system in an effort to bring in more business, and has revamped education curriculums to encourage more creativity among students. Government has played crucial role in bringing India one of advanced software nation by presenting the grand vision and sophisticated plan, liberalizing telecommunication market, and enhancing the efficiency of bureaucratic system.

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Implementation of Pseudo Golf Club and Virtual Golf Simulation System

  • Min, Meekyung;Kim, Kapsu
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.121-127
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    • 2018
  • In this study, we propose a pseudo golf club which can sense user's swing motion and virtual golf simulation system using the pseudo golf club. The proposed system is a virtual golf simulation system of a complex play type in which a player can enjoy various types of golf play according to the user's taste by providing a play mode for hitting an actual golf ball and a play mode for swinging the pseudo golf club. This virtual golf play system calculates and displays the trajectory of a golf ball by a simulator just like playing a real golf, and suggests suitable swing motion, so it helps users to learn golf easily.

A Analysis of Isotonic Torque of Shoulder Joint for Overthrow Pitcher of Professional Baseball Player (프로야구 오버드로우 투수의 견관절 등속성 토크에 관한 분석)

  • So, Jae-Moo;Kim, Young-Il;Kim, Hyo-Eun
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.295-306
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    • 2002
  • The purpose of this study was analysis inter relative the ball velocity and isotonic torque of shoulder joint. The subject were twelve overthrow pitcher of professional baseball player. The measurement was used Cybex 6000. The results of this study were as follows : 1. As the siting position of maximal adduction torque of dominant, A group was higher than B group. As the non-dominant, B group was higher than A group for improved angular velocity. There is no significance difference between group. 2. As the siting position of maximal abduction torque of dominant and non-dominant, B group was higher than A group for all measurement. There is no significance difference between group. 3. As the layed position of maximal internal torque of dominant, A group was higher than B group. As the non-dominant was just higher at $180_{\circ}$/sec than B group, B group was higher at $60_{\circ}$/sec and $300_{\circ}$/sec than A group. There is no significance difference between group. 4. As the layed position of maximal external torque of dominant and non-dominant, A group was more higher than B group for all measurement. There is no significance difference between group. 5. As the standing position of maximal internal torque of dominant, A group was just higher at $60_{\circ}$/sec than B group, B group was higher at $180_{\circ}$/sec and $300_{\circ}$/sec than A group. As the non-dominant, B group was higher than A group. There is no significance difference between group. 6. As the standing position of maximal external torque of dominant, A group was higher $60_{\circ}$/sec and $180_{\circ}$/sec than B group. But B group was higher $300_{\circ}$/sec than A group. As the non-dominant, B group was higher than A group. There is no significance difference between group.

A Study of a New Meaning of Currere from a Perspective of the Value of Play in Educational Activities (교육활동의 놀이적 가치 분석을 통한 교육과정의 새로운 의미 탐색)

  • Kim, Jae-Choon
    • Journal of Fisheries and Marine Sciences Education
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    • v.19 no.1
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    • pp.137-149
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    • 2007
  • This study attempts to explore the possibility of finding a new meaning of currere through an analysis of the value of play in educational activities. It does three different kinds of works for the purpose. First, it tried to clarify the value of play by analyzing the texts written by Kant, Gadamer, and Huizinga, who had approached a play from philosophical and esthetical perspectives. Second, it analyzed curricular theories established by such scholars as Tyler, Peters, and Dewey in order to clarify the meaning of educational values presupposed by those curricular theories. Third, it examined a possibility of finding a new meaning of currere by emphasizing the value of play in educational activities.Through the study, a researcher finds that the value of play lies in the fun the player experienced while playing and that educational value can be defined in the form of the value of play in an educational setting. If the value of play in education is paid enough attention, currere can carry a new meaning. Currere meant traditionally a course horses should follow, which represents a very conservative view of education whereas currere can now mean a trace in which students are learning for the sake of having a fun. Students are encouraged to study for the sake of having a fun.

Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

Plantar Pressure in Skilled and Unskilled Players during Baseball Batting (야구 타격시 숙련자와 미숙련자의 족저압력 분석)

  • Moon, Won-Ho;Lee, Joong-Sook;Kim, Chang-Hyun;Jang, Young-Min;Jeong, Jin-Woo
    • Korean Journal of Applied Biomechanics
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    • v.23 no.1
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    • pp.25-35
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    • 2013
  • This study examined 24 right-handed amateur baseball players. Twelve who had played baseball for more than 6 years were grouped as skilled players, while 12 who had played for 1-3 years were the unskilled player group. The swing motion was divided into four event phases: stance, backswing, impact, and follow-through. The mean and maximum plantar pressure, center of pressure, and ground reaction force were measured during each event phase. The mean and standard deviations for each variables were calculated and differences were validated with the independent sample t-test. A p-value <0.05 was considered statistically significant. The results were as follows. 1)The ideal stance is a stable, balanced position with more than 65% of weight on the right foot. There was significant difference in mean left plantar pressure, while the maximal plantar pressure and mean right plantar pressure did not differ significant. 2)The effective backswing of a skilled player is comprised a rightward shift in weight to build maximum energy. More than 90% of the weight was on the right foot. There was a significant difference in the mean left plantar pressure, while the maximal plantar pressure and mean right plantar pressure did not differ significantly. 3) For an effective impact, a rapid shift in weight to the left foot is essential, so that a power hit is obtained. Significant difference in the mean and maximum plantar pressures of both feet were observed. 4)Follow-through requires wight balance, more on the right than the left, without leaning leftward. There was no significant difference in the mean or maximum plantar pressure. 5)The center of plantar pressure should move from the center of the foot to the toe. 6)The analyses of the ground reaction force suggest that a good swing involves a gradual shift in weight to the right side and a rapid leftward shift at impact. Good balance, with the center of gravity on the right side at follow-through, is also required.

Comparison Analysis of Muscle Activity during "Balbutyeo Naeryeochagi" kicking between 2 groups (태권도 발붙여 내려차기 동작 시 숙련자와 비숙련자의 근활성도 비교분석)

  • Heo, Bo-Seob;Lee, Hyo-Taek;Lee, Dong-Woo;Kim, Yong-Jae
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.6
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    • pp.1201-1208
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    • 2014
  • The purpose of this study was to analyze the movements of the lower extremity muscle activities during a taekwondo kick motion called 'Balbutyeo Naeryeochagi', which was administered to players to improve their posture and muscle activity. Eight professional players and Eight amateur players were recruited as the subjects. Kinematic data were collected by EMG equipment, and the rectus femoris, tibialis anterior, biceps femoris, and medial gastrocnemius were measured using this instruments. This study processed the data using the Windows SPSS Ver. 18.0 to get an independent t-test, with the setting, p<.05. During the 'Balbutyeo Naeryeochagi' kick motion, there were small and inconsistent effects on each part. Results indicated that rectus femoris, tibialis anterior between two groups showed significantly difference in P1 and P2. Biceps femoris muscle activity in P2 showed large values in amateur group, and gastrocnemius showed no significantly difference between professional and amateur player during 'Balbutyeo Naeryeochagi' kick motion.

Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo (알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육)

  • Yoon, Ma-Byong;Lee, Jong-Hak;Baek, Je-Eun
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.123-131
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    • 2016
  • In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Oriented Constructivism Class Operating System for Considering Interactions between Education Player (교육주체간 상호작용을 고려한 구성주의 기반 학급운영시스템)

  • Moon, Chang-Bae;Goh, Yo-Seop;Son, Chung-Ki;Ma, Ji-Sun;Cho, Jung-Won;Park, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.454-462
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    • 2010
  • The current curriculum in the 7th informatics, which simply highlights the use of applied programs rather than enhancing creativity through learning several principles in information science and thus making it hard to have optimism on the future as a powerhouse in IT. By diagnosing these problems, Education Ministry revised the existing curriculum to have a more scientific access to the informatics. However, the curricular revision fails to meet the needs of learners sufficiently because it tends to put the considerations of theoretical specialists before the learners them selves. This paper compares and analyzes the overall understanding of learners on informatics, current-curriculum and 7th revised curriculum and that of college-level, thus offering the student-centered one. Also, the research tries to bridge the opinion gap between developer and learner by looking into the understanding level of university majors about the current curriculum. In doing so, thesis may provide the basis on exploring new approaches and contribute to establishing 7th revised curriculum in school.