• Title/Summary/Keyword: Game for learning

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Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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Implementation of the Linguistic Contents for Elementary Korean Education of Foreigners (외국인을 위한 초급 한글교육용 어학 콘텐츠의 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.698-700
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    • 2010
  • In recently, various types of applications have been developed according the smart phone has become popular. There are many kinds of multimedia, game, information, education, etc according to each user. Most of the linguistic contents in mobile based are concentrated on learning foreign languages like English, Japanese, Chinese compared that the development of contents for Korean education is imperfect. In this paper, so, we implement the linguistic contents for elementary Koran education of foreigners based on android OS to use them by smart phone.

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

LSTM Hyperparameter Optimization for an EEG-Based Efficient Emotion Classification in BCI (BCI에서 EEG 기반 효율적인 감정 분류를 위한 LSTM 하이퍼파라미터 최적화)

  • Aliyu, Ibrahim;Mahmood, Raja Majid;Lim, Chang-Gyoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.6
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    • pp.1171-1180
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    • 2019
  • Emotion is a psycho-physiological process that plays an important role in human interactions. Affective computing is centered on the development of human-aware artificial intelligence that can understand and regulate emotions. This field of study is also critical as mental diseases such as depression, autism, attention deficit hyperactivity disorder, and game addiction are associated with emotion. Despite the efforts in emotions recognition and emotion detection from nonstationary, detecting emotions from abnormal EEG signals requires sophisticated learning algorithms because they require a high level of abstraction. In this paper, we investigated LSTM hyperparameters for an optimal emotion EEG classification. Results of several experiments are hereby presented. From the results, optimal LSTM hyperparameter configuration was achieved.

Efficient Approximation of State Space for Reinforcement Learning Using Complex Network Models (복잡계망 모델을 사용한 강화 학습 상태 공간의 효율적인 근사)

  • Yi, Seung-Joon;Eom, Jae-Hong;Zhang, Byoung-Tak
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.479-490
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    • 2009
  • A number of temporal abstraction approaches have been suggested so far to handle the high computational complexity of Markov decision problems (MDPs). Although the structure of temporal abstraction can significantly affect the efficiency of solving the MDP, to our knowledge none of current temporal abstraction approaches explicitly consider the relationship between topology and efficiency. In this paper, we first show that a topological measurement from complex network literature, mean geodesic distance, can reflect the efficiency of solving MDP. Based on this, we build an incremental method to systematically build temporal abstractions using a network model that guarantees a small mean geodesic distance. We test our algorithm on a realistic 3D game environment, and experimental results show that our model has subpolynomial growth of mean geodesic distance according to problem size, which enables efficient solving of resulting MDP.

Problems in Fuzzy c-means and Its Possible Solutions (Fuzzy c-means의 문제점 및 해결 방안)

  • Heo, Gyeong-Yong;Seo, Jin-Seok;Lee, Im-Geun
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.39-46
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    • 2011
  • Clustering is one of the well-known unsupervised learning methods, in which a data set is grouped into some number of homogeneous clusters. There are numerous clustering algorithms available and they have been used in various applications. Fuzzy c-means (FCM), the most well-known partitional clustering algorithm, was established in 1970's and still in use. However, there are some unsolved problems in FCM and variants of FCM are still under development. In this paper, the problems in FCM are first explained and the available solutions are investigated, which is aimed to give researchers some possible ways of future research. Most of the FCM variants try to solve the problems using domain knowledge specific to a given problem. However, in this paper, we try to give general solutions without using any domain knowledge. Although there are more things left than discovered, this paper may be a good starting point for researchers newly entered into a clustering area.

A study on the Premarital Sexual Education Program(PSEP) (결혼준비자를 위한 성교육 프로그램 연구)

  • Jeoung, Min-Ja
    • Korean Journal of Human Ecology
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    • v.5 no.2
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    • pp.17-35
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    • 1996
  • The purpose of this study was to develope Premarial Sexual Education Program. This program was based on survey(466 data used) for the need of PSEP. The result were as followings: 1. The need of sex education was higher(92.9%) and the participation of this PSEP was 80.4%, so this program was systemic structure. 2. Their premarital sexual values were more permissive(52.2%) than the past. But women thought tha female would be vergin(27.1%) their inter course experience rate was 33.4% and Age of experience was under 23 year olds. 3. The unmarried persns wanted that PSEP was consisted of 10 sub themes : (1) pregnancy and child-birth(mean=4.4/5) (2) contraception and family planning(m=4.3) (3) sexual morality and sexual value(m=4.2) (4) sexual healthy family (m=4.1) (5) sexual open communication(m=4.1) (6) venereal disease and coping stratiges(m=4.0) (7) sex role learning(m=3.9) (8) sexual physiology(m=3.8) (9) premarital sex and unwed mother(m=3.7) (10) adultery and society(m=3.6) 4. They want that group meeting would be every Wensday or Friday evening and the required time is two hours. The instruction methods are expected lecture, discussion or seminar and viewing video tapes. 5. So PSEP was consist of 10 sub-themes: (1) orientation and self-disclosure(test, lecture, game) (2) sexual physiology(video tape, lecture) (3) pregnancy and child birth(lecture, video tape) (4) contraceptive methods and family planning(lecture, video tape, test, discussion) (5) sex role learning(test, lecture, role-play) (6) venereal disease and coping stratiges(lecture, video tape) (7) premarital sex and incest(cause study, lecture) (8) sex morality and sex value(seminars, lecture) (9) sexual open communication(seminars) (10) sexual healthy family(lecture, seminars)

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An Efficient Hand Gesture Recognition Method using Two-Stream 3D Convolutional Neural Network Structure (이중흐름 3차원 합성곱 신경망 구조를 이용한 효율적인 손 제스처 인식 방법)

  • Choi, Hyeon-Jong;Noh, Dae-Cheol;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.66-74
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    • 2018
  • Recently, there has been active studies on hand gesture recognition to increase immersion and provide user-friendly interaction in a virtual reality environment. However, most studies require specialized sensors or equipment, or show low recognition rates. This paper proposes a hand gesture recognition method using Deep Learning technology without separate sensors or equipment other than camera to recognize static and dynamic hand gestures. First, a series of hand gesture input images are converted into high-frequency images, then each of the hand gestures RGB images and their high-frequency images is learned through the DenseNet three-dimensional Convolutional Neural Network. Experimental results on 6 static hand gestures and 9 dynamic hand gestures showed an average of 92.6% recognition rate and increased 4.6% compared to previous DenseNet. The 3D defense game was implemented to verify the results of our study, and an average speed of 30 ms of gesture recognition was found to be available as a real-time user interface for virtual reality applications.

Performance Experiment of Upstream Digital Signal Transmission over Cable TV Networks in Korea (국내 케이블 TV 전송망의 상향 디지털신호 전송 성능실험)

  • 김형준;노상영;최규태;신민영;박종헌;박승권
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.182-193
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    • 1997
  • In this paper, we propose technical and structural solutions for various problems in two-way digital communication services in CATV networks by actual field tests. The two-way digital communication services include VOD, video conferencing, distance learning, interactive game and internet service. We investigate the quality of T -1 level 0.544 Mbps) upstream digital signal while varying the number of subscribers in three different cells in accordance with ITU-T G.821. Based on this investigation, several ways to cope with the problems identified are suggested.

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Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.