• Title/Summary/Keyword: Education Player

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A case study on the effect of musical experience through Korean music, Samulnori with abdominal breathing on liver cirrhosis

  • Ko, Kyung-Ja
    • CELLMED
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    • v.5 no.3
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    • pp.21.1-21.7
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    • 2015
  • The purpose of this article is to argue that the joy of musical experience through Samulnori with abdominal breathing plays significant role in improving liver cirrhosis. Samulnori is one of the most popular programs in music education in Korea. It helps fully express the player's emotions. The data are based on interview and observation drawn from field experience. Interviewee has continued to practice in charity performances of Samulnori in nursing homes once a month since 2011. Through learning and practicing, musical experience of Samulnori produces a large measure of physical health and psychological satisfaction. This article concludes in-depth interview, a patient with liver cirrhosis that has shown gradual improvement through Samulnori with abdominal breathing from 2011 to 2014.

Measurement of music preference based on user behavior (사용자 행동 기반 음악 선호도 측정에 관한 연구)

  • Yang, Won-Woo;Kim, Yu-Kyung;Jeon, Mi-Young;Jeong, Gu-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.340-343
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    • 2014
  • 현대에 많은 사람들이 스마트폰, mp3 player와 같은 휴대기기에 많은 음원 파일을 넣어 음악을 듣는다. 그 음악 중에는 잘 듣지 않는 것도 다수 존재하지만 사용자는 그런 파일을 즉시 지우지 않을뿐더러 자기 자신조차 어떤 음악을 즐겨듣는지 아닌지 모두 파악하지 못한다. 본 논문에서는 사용자들이 음악 재생기를 조작할 때 발생하는 행동 패턴을 기반으로 음악의 선호도를 산출하고, 이를 이용하여 음악 선호도 순위 정보를 사용자에게 제공하여 음악 관리를 편하게 할 수 있도록 해주는 시스템을 제안한다.

Class Analysis Method Using Video Synchronization Algorithm (동영상 동기화 알고리즘을 이용한 수업 분석 방법)

  • Kwon, Ohsung
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.441-448
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    • 2015
  • This paper describes about a software implementation for class analysis and quantization based on our video synchronization method. We proposed a new indexing method, synchronization strategies, and data structure for our analyzer implementation. We implemented a class video analyzer using intelligent multimedia technologies which can play class video selectively. Our proposed method analyzes class videos depending on the time schedule composed of introduction, development and summary stages. We apply our analysis filters to the class videos in the predefined regular intervals. We experimented on the synchronization performance of our proposed method and software. In the experimental, we could demonstrate the effectiveness and practicality of our class analyzing method within the margin of error.

Drone Tech Industry Education for Elderly Workers Linking with Jobs (고령층 일자리연계를 위한 드론테크산업 교육에 관한 연구)

  • Kim, Ki-hyuk;Ahn, Gwi-Im;Lim, Hwan-Seob;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2181-2186
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    • 2016
  • Recently, the drone industry rapidly rises to the surface as the new market leading the future, and it seems that the hot UAV drone market shows the similar trend to that of the smartphone. It is expected that the individual application of the drone is quickly diffused as the smartphone roles of camera and game player with the communication medium. For example, the drone is developed mainly as war weapons, but now it is getting close to our real life as the toy or tool for the aerial photography. In this paper, we studied the education for how to bring the aging population to the drone industry. Previously, the controlling skill and taking aerial photography seemed to have nothing to do with citizen seniors. However, we develop the education for try to show any positive relationship between those, in this paper, thus creating more job opportunities for them.

Nucleolar GTPase NOG-1 Regulates Development, Fat Storage, and Longevity through Insulin/IGF Signaling in C. elegans

  • Kim, Young-Il;Bandyopadhyay, Jaya;Cho, Injeong;Lee, Juyeon;Park, Dae Ho;Cho, Jeong Hoon
    • Molecules and Cells
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    • v.37 no.1
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    • pp.51-57
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    • 2014
  • NOG1 is a nucleolar GTPase that is critical for 60S ribosome biogenesis. Recently, NOG1 was identified as one of the downstream regulators of target of rapamycin (TOR) in yeast. It is reported that TOR is involved in regulating lifespan and fat storage in Caenorhabditis elegans. Here, we show that the nog1 ortholog (T07A9.9: nog-1) in C. elegans regulates growth, development, lifespan, and fat metabolism. A green fluorescence protein (GFP) promoter assay revealed ubiquitous expression of C. elegans nog-1 from the early embryonic to the adult stage. Furthermore, the GFP-tagged NOG-1 protein is localized to the nucleus, whereas the aberrant NOG-1 protein is concentrated in the nucleolus. Functional studies of NOG-1 in C. elegans further revealed that nog-1 knockdown resulted in smaller broodsize, slower growth, increased life span, and more fat storage. Moreover, nog-1 over-expression resulted in decreased life span. Taken together, our data suggest that nog-1 in C. elegans may be an important player in regulating life span and fat storage via the insulin/IGF pathway.

Analysis and simulator implementation of Mighty, an advanced imperfect information game

  • Lee, Jeongwon;Kim, Kwihoon;Kim, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.9-21
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    • 2022
  • Mighty is an imperfect information game, similar to the internationally popular four-player card game Bridge, but more complex in terms of game rules and operation. An environment for exploring and analyzing the strategy of the Mighty Game is required, but compared to the development of many simulators for strategy analysis of other card games such as Bridge, there is no analysis tool for the Mighty Game. Even the definition and understanding of the Mighty game at the academic level is lacking. To solve these problems, this paper systematically defined the procedures and rules of the Mighty Game. And based on this definition, we implemented a simulator that can learn Mighty game and analyze various strategies. For the usability and accessibility of the service, the simulator was developed with JavaScript, and various analysis functions are provided in the web environment. Lastly, comparative analysis with other trick-taking games dealt with in the related research domain showed that the Mighty game has its value as an incomplete information game and that there are many characteristics that make it easy to apply AI-based learning methods.

Intelligence Robot Contents for Early Childhood Education Settings (유아교육 기관용 지능형 로봇의 '우리반' 콘텐츠 개발)

  • Hyun, Eun-Ja;Jang, Sie-Kyung;Park, Hyun-Kyung;Yeon, Hye-Min;Kim, Su-Mi;Park, Sam
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.482-491
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    • 2009
  • The purpose of this research is to design and develop teacher assistant contents 'My Class' for an intelligent robot iRobiQ, using in early childhood educational setting. After observing daily activities and correspondence role of teachers in educational settings, we selected the robots' target contents as 6 main functions (Attendance, Activity, Gallery, Learning, Role Calling, and Timer). We designed the contents according to the PLU (Player-Learner-User) model which suggests importance of entertainment, education, and enabling features to meet player, learner, and user requirements. We also considered 'emotional' features to satisfy 'companion' requirements. The developed contents in this study was deployed in kindergarten classrooms consisting of five-years-old for 4 weeks to see how they response and use the contents. We found that both teachers and children were likely to show positive responses to the contents. Especially, young children responded to the entertainment and emotional features more actively than to the other features. And they continually explored for something new inside the contents. Finally, this paper discusses what should be considered to develop more useful teacher assistant contents for iRobiQ.

Development and Practical Application of a Psychological Skill Training Program for National Wheelchair Curling Players -Frontal EEG Asymmetry (휠체어컬링 국가대표선수의 경기력 향상을 위한 심리기술훈련 프로그램의 개발 및 적용 -EEG 뇌파활용 연구)

  • Kim, Sung-Woon;Choi, Seok Lip;Kim, Han-Cheol
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.275-290
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    • 2019
  • The present study aimed to develop a sports psychological skill training program and to test its applicability to improve the performance of national wheelchair curling players. A total of 4 participants completed the study. Subjects have been to 12 sessions of 6 different psychological skills training programs (routine training, attentional focus training, writing practice training in diary, relation training, self-control training, and positive self-talk training). The effectiveness of psychological skills training has been evaluated with 6 questionnaires and EEG measurement. The result was that psychological skills training had improved coping with adversity, peaking under pressure, and concentration, self-management and reduced anxiety of Korean national wheelchair curling player. The result was that the EEG inter-hemispheric asymmetry index showed negative emotional states before psychological skill training but positive emotional states after. The result implies that psychological skill training plays an important mediating role in bringing about positive effects in the psychological elements and competitiveness in national wheelchair curling players.

Comparison of Cognitive Loads between Koreans and Foreigners in the Reading Process

  • Im, Jung Nam;Min, Seung Nam;Cho, Sung Moon
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.4
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    • pp.293-305
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    • 2016
  • Objective: This study aims to measure cognitive load levels by analyzing the EEG of Koreans and foreigners, when they read a Korean text with care selected by level from the grammar and vocabulary aspects, and compare the cognitive load levels through quantitative values. The study results can be utilized as basic data for more scientific approach, when Korean texts or books are developed, and an evaluation method is built, when the foreigners encounter them for learning or an assignment. Background: Based on 2014, the number of the foreign students studying in Korea was 84,801, and they increase annually. Most of them are from Asian region, and they come to Korea to enter a university or a graduate school in Korea. Because those foreign students aim to learn within Universities in Korea, they receive Korean education from their preparation for study in Korea. To enter a university in Korea, they must acquire grade 4 or higher level in the Test of Proficiency in Korean (TOPIK), or they need to complete a certain educational program at each university's affiliated language institution. In such a program, the learners of the Korean language receive Korean education based on texts, except speaking domain, and the comprehension of texts can determine their academic achievements in studying after they enter their desired schools (Jeon, 2004). However, many foreigners, who finish a language course for the short-term, and need to start university study, cannot properly catch up with university classes requiring expertise with the vocabulary and grammar levels learned during the language course. Therefore, reading education, centered on a strategy to understand university textbooks regarded as top level reading texts to the foreigners, is necessary (Kim and Shin, 2015). This study carried out an experiment from a perspective that quantitative data on the readers of the main player of reading education and teaching materials need to be secured to back up the need for reading education for university study learners, and scientifically approach educational design. Namely, this study grasped the difficulty level of reading through the measurement of cognitive loads indicated in the reading activity of each text by dividing the difficulty of a teaching material (book) into eight levels, and the main player of reading into Koreans and foreigners. Method: To identify cognitive loads indicated upon reading Korean texts with care by Koreans and foreigners, this study recruited 16 participants (eight Koreans and eight foreigners). The foreigners were limited to the language course students studying the intermediate level Korean course at university-affiliated language institutions within Seoul Metropolitan Area. To identify cognitive load, as they read a text by level selected from the Korean books (difficulty: eight levels) published by King Sejong Institute (Sejonghakdang.org), the EEG sensor was attached to the frontal love (Fz) and occipital lobe (Oz). After the experiment, this study carried out a questionnaire survey to measure subjective evaluation, and identified the comprehension and difficulty on grammar and words. To find out the effects on schema that may affect text comprehension, this study controlled the Korean texts, and measured EEG and subjective satisfaction. Results: To identify brain's cognitive load, beta band was extracted. As a result, interactions (Fz: p =0.48; Oz: p =0.00) were revealed according to Koreans and foreigners, and difficulty of the text. The cognitive loads of Koreans, the readers whose mother tongue is Korean, were lower in reading Korean texts than those of the foreigners, and the foreigners' cognitive loads became higher gradually according to the difficulty of the texts. From the text four, which is intermediate level in difficulty, remarkable differences started to appear in comparison of the Koreans and foreigners in the beginner's level text. In the subjective evaluation, interactions were revealed according to the Koreans and foreigners and text difficulty (p =0.00), and satisfaction was lower, as the difficulty of the text became higher. Conclusion: When there was background knowledge in reading, namely schema was formed, the comprehension and satisfaction of the texts were higher, although higher levels of vocabulary and grammar were included in the texts than those of the readers. In the case of a text in which the difficulty of grammar was felt high in the subjective evaluation, foreigners' cognitive loads were also high, which shows the result of the loads' going up higher in proportion to the increase of difficulty. This means that the grammar factor functions as a stress factor to the foreigners' reading comprehension. Application: This study quantitatively evaluated the cognitive loads of Koreans and foreigners through EEG, based on readers and the text difficulty, when they read Korean texts. The results of this study can be used for making Korean teaching materials or Korean education content and topic selection for foreigners. If research scope is expanded to reading process using an eye-tracker, the reading education program and evaluation method for foreigners can be developed on the basis of quantitative values.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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