• Title/Summary/Keyword: Game Activity

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Recognition of the impact of success of task in human sleep with conditional random fields (CRF를 이용한 일의 성공이 수면에 미치는 영향 분석)

  • Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.55-60
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    • 2021
  • In this research, we design and perform experiment to investigate whether neuronal activity patterns elicited while solving game tasks are spontaneously reactivated in during sleep. In order to recognize human activity EEG-fMRI signals are used at the same time. Experimental results shows that reward for the success of tasks performed before sleeping have an effect on sleep brain activity. The study uncovers a neural mechanism whereby rewarded life experiences are preferentially replayed and consolidated while we sleep.

The Effects of Dual Task Performance on Balance and Muscle Activity in Adults with Ankle Instability with Smartphones (스마트폰을 이용한 이중과제 수행이 발목 불안정성을 가진 성인의 균형과 근 활성도에 미치는 영향)

  • Min-Kyu Kim;Hoe-Song Yang;Young-Dae Yoo;Hyo-Jeong Kang;Chan-Joo Jeong
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.1
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    • pp.21-29
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    • 2023
  • Purpose : Using a smartphone while walking districts attention and increases the risk of losing balance or falling. Ankle instability is caused by decreased muscle strength and decreased neuromuscular ability leading to postural control problems. Dual tasks increases the risk of falls by reducing postural control in adults with ankle instability. This study aimed to investigate the effect of performing a dual task on balance and muscle activity in adults with ankle instability using a smartphone. Methods : Forty-nine individuals with ankle instability participated in this study. A game of finding the wrong picture was performed using a smartphone in the dual task, and only looking at the blank screen of a smartphone was evaluated in the single task. The participants randomly performed single and dual task to evalutate balance and muscle atcitivy. Balance was evaluated using the Biodex balance system (BBS), and muscle activity was evaluated using surface EMG. Muscle activity of the gastrocnemius and tibialis anterior was measured at the same time as balance. Results : The results of this study showed that overall, anteior/posterior, and medial/lateral balance indices all showed significant differences when performing the dual task compared with those during the single task (p<.05). The muscle activity results showed a significant difference compared with that of the gastronemius muscle on the nondominant side during the dual task (p>.05). Conclusion : The results of this study showed that maintaining balance is more difficult when performing the dual task than during the single task, and only the muscle activity of the nondominant gastrocnemius muscle decreased. The dual task causes a decrease in concentration for postural control, which negatively affects postural stability. Individuals with ankle ankle instability should refrain from performing dual tasks, such as using smartphones, to prevent ankle damage.

Adolescents' Use of Harmful Environment and Correlates of Risk Health Behaviors (청소년의 학교주변 유해환경 이용과 건강위험형태 분석)

  • 이호진;이명선
    • Korean Journal of Health Education and Promotion
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    • v.18 no.2
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    • pp.129-140
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    • 2001
  • Harmful environment around school area have been increased with socio-economic development in Korea. Those entertainment facilities have caused a negative effect on the learning environment in many schools. As a result of increased entertainment harmful facilities in school area, the numbers of deviant behaviors such as drinking, smoking, substance abuse and sexual activity among junior high school students have been significantly increased. Given this situation, the aim of this study was to describe the distribution of the facilities; to access applied(experience) of the facilities according to students demographic variables; and to identify the relationship between use of the facilities and students risk health behaviors such as smoking, drinking, substance abuse and sexual activity. The field theory was used to study the relationship between the use of the facilities and risk health behaviors among students. A self-administered questionnaire survey was conducted in Korea. 2,114 junior and senior high school students(middle and high school students) were recruited by the method of proportional stratified random sampling from June to July 2000. Results indicated that: 1) The rates of using game centers, PC rooms, Song rooms and comic rooms were 78.3%, 75.6%, 71.6%, and 34.3% respectively. 2) High school students visited the entertainment facilities significantly more than middle school students(p〈0.001). 3) The rates of using facilities near schools were significantly associated with parents job(p〈0.05). 4) The rates of drinking, smoking, drug abuse, and sexual activity were 21.6%, 11.9%, 4.3% and 1.6% respectively. 5) Risk health behaviors such as smoking(p〈0.001) and drinking(p〈0.001), amount of smoking and drinking(p〈0.001) and sexual activity(p〈0.05) were associated with the experience of using the facilities. Those who had drinking experience were more likely to go the facilities than those without drinking experience. Also, those who were smoker had higher probability of going using the facilities than non-smokers.

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Supporting Media using XML-based Messages on Online Conversational Activity (온라인 대화 행위에서 XML 기반 메시지를 이용한 미디어 지원)

  • Kim, Kyung-Deok
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.91-98
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    • 2004
  • This paper proposes how to support various media on online conversational activity using XML(extensible Markup Language). The method converts media information into XML based messages and handles alike conventional text based messages. The XML based messages are unified to an XML document, and then a HTML document is generated using the XML and an XSLT documents in a server. A user in each client can play or present media through the hyperlink that is associated media information on the HTML document. The suggested method supports use of various media (text, image, audio, video, documents, etc) and efficient maintenance of font size, color, and style on messages according to extension and modification of XML tags. For application, this paper implemented the system to support media that has client and server architecture on online conversational activity. A user in each client inputs text or media based message using JAVA applet and servlet on the system, and conversational messages on every users' interfaces are automatically updated whenever a user inputs new message. Media on conversational messages are played or presented according to a user's click on hyperlink. Applications for the media presentation are as follows : distance learning, online game, collaboration, etc.

Effect on Mathematical Inclination of Elementary School Students Using the Description Style Assessment (서술형 평가가 초등학생의 수학적 성향에 미치는 영향 연구)

  • Kim, Nam-Jun;Bae, Jong-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.2
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    • pp.195-219
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    • 2006
  • This study was proposed to analyze mathematical communication activity and mathematical attitudes while students were solving project problem and to consider how the conclusions effects mathematics education. This study analyzed through qualitative research method. The questions for this study are following, First, how does the process of the mathematical communication activity proceed during solving project problem in a small group? Second, what reactions can be shown on mathematical attitudes during solving project problem in a small group? Four project problems sampled from pilot study in order to examine these questions were applied on two small groups consisting of four 5th grade students. It was recorded while each group was finding out the solution of the given problems. Afterward, consequences were analyzed according to each question after all contents were noted. Consequently, conclusions can be derived as follows. First, it was shown that each student used different elements of contents in mathematical communication activity. Second, during mathematical communication activity, most students preferred common languages to mathematical ones. Third, it was found that each student has their own mathematical attitude. Fourth, Students were more interested in the game project problem and the practical using project problem than others.

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Cyber Leisure Activities and Physical Activities in Adolescents with Temporomandibular Disorder (청소년 측두하악장애 환자의 사이버여가활동과 신체활동 특성)

  • Kim, Byeong-Soo;Heo, Jun-Young;Ok, Soo-Min;Kim, Kyung-Hee;Jeong, Sung-Hee;Ko, Myung-Yun;Ahn, Yong-Woo
    • Journal of Oral Medicine and Pain
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    • v.38 no.2
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    • pp.187-201
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    • 2013
  • The purpose of this study is to investigate the relationship between the symptoms and adolescents TMD patient's personal characteristics, physical activity, and cyber leisure activity. We investigated 219 adolescents patients aged 11 to 19 who visited the Department of Oral Medicine in Pusan National University Dental Hospital and 90 control group, personal characteristics, physical activity, cyber leisure activities, and the relationship of the TMD symptoms, and the following results were obtained. TMD group compared to the control group, the sleep quality was lower, cyber-leisure time is longer and more frequent. In TMD group, the shorter sleep time was, first visit NAS was higher. The more stress was, physical activity was less. The more TMD symptoms were severe, cyber-leisure time was shorter.

An Analysis on the Mathematical Communication and Attitudes in the Process of Solving Mathematical Project Problems (프로젝트형 문제 해결 과정에서 보이는 수학적 의사소통 활동과 수학적 태도 분석)

  • Choi Hye-Ryung;Paik Seok-Yoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.43-66
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    • 2006
  • This study was proposed to analyze mathematical communication activity and mathematical attitudes while students were solving project problem and to consider how the conclusions effects mathematics education. This study analyzed through qualitative research method. The questions for this study are following. First, how does the process of the mathematical communication activity proceed during solving project problem in a small group? Second, what reactions can be shown on mathematical attitudes during solving project problem in a small group? Four project problems sampled from pilot study in order to examine these questions were applied on two small groups consisting of four 5th grade students It was recorded while each group was finding out the solution of the given problems. Afterward, consequences were analyzed according to each question after all contents were noted. Consequently, conclusions can be derived as follows. First, it was shown that each student used different elements of contents in mathematical communication activity. Second, during mathematical communication activity, most students preferred common languages to mathematical ones. Third, it was found that each student has their own mathematical attitude. Fourth, Students were more interested in the game project problem and the practical using project problem than others.

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Effect of Virtual Reality-Based Exercise on Scoliometer and Muscle Activity (가상현실 기반 운동이 측만 각도 및 근활성도에 미치는 영향)

  • Lee, Hyun-Ju;Tae, Ki-Sik
    • Journal of Biomedical Engineering Research
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    • v.38 no.6
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    • pp.336-341
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    • 2017
  • The aim of this study is to determine the effect of virtual reality(VR) exercise using XBOX $Kinect^{TM}$ on the scoliometer angle and muscle activities of the trunk. The subjects of the study were 13 young adults who devided into a virtual reality-based exercise group(VREG, n = 7) and a traditional stabilization exercise group(TSEG, n = 6). The VREG received virtual reality game for 5 days a weeks, 30 minutes a day, for a 2 weeks and the TSEG received general trunk stabilization exercise for the same period and frequency. The subjects were measured and compared for muscle activities of trunk stabilization before and after the program. VREG tend to decrease more than TSEG in scoliometer angle. In addition, VREG showed a significant decrease in muscle activities of multifidus. This study presents the impact of virtual reality-based exercise program on trunk balance and stabilization. The following studies need customized programs for subjects that trunk balance and stabilization is required.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Optimal Operation for Green Supply Chain with Quality of Recyclable Parts and Contract for Recycling Activity

  • Kusukawa, Etsuko;Alozawa, Sho
    • Industrial Engineering and Management Systems
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    • v.14 no.3
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    • pp.248-274
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    • 2015
  • This study discusses a contract to promote collection and recycling of used products in a green supply chain (GSC). A collection incentive contract is combined with a reward-penalty contract. The collection incentive contract for used products is made between a retailer and a manufacturer. The reward-penalty contract for recycling used products is made between a manufacturer and an external institution. A retailer pays an incentive for collecting used products from customers and delivers them to a manufacturer with a product order quantity under uncertainty in product demand. A manufacturer remanufactures products using recyclable parts with acceptable quality levels and covers a part of the retailer's incentive from the recycled parts by sharing the reward from an external institution. Product demand information is assumed as (i) the distribution is known (ii) mean and variance are known. Besides, the optimal decisions for product quantity, collection incentive of used products and lower limit of quality level for recyclable parts under decentralized integrated GSCs. The analysis numerically investigates how (1) contract for recycling activity, (ii) product demand information and (iii) quality of recyclable parts affect the optimal operation for each GSC. Supply chain coordination to shift IGSC is discussed by adopting Nash Bargaining solution.