• Title/Summary/Keyword: History Game

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Comparative Evaluation of Machine Learning Models for Predicting Soccer Injury Types

  • Davronbek Malikov;Jaeho Kim;Jung Kyu Park
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_1
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    • pp.257-268
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    • 2024
  • Soccer is type of sport that carries a high risk of injury. Injury is not only cause in the unlucky soccer carrier and also team performance as well as financial effects can be worse since soccer is a team-based game. The duration of recovery from a soccer injury typically relies on its type and severity. Therefore, we conduct this research in order to predict the probability of players injury type using machine learning technologies in this paper. Furthermore, we compare different machine learning models to find the best fit model. This paper utilizes various supervised classification machine learning models, including Decision Tree, Random Forest, K-Nearest Neighbors (KNN), and Naive Bayes. Moreover, based on our finding the KNN and Decision models achieved the highest accuracy rates at 70%, surpassing other models. The Random Forest model followed closely with an accuracy score of 62%. Among the evaluated models, the Naive Bayes model demonstrated the lowest accuracy at 56%. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history.

A Blockchain System for History Management of Agrifood (농식품의 이력관리를 위한 블록체인 시스템)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.159-165
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    • 2020
  • The demand for food safety has emerged as a major social issue due to changes in diet patterns and consumers' perceptions, along with the advancements in society and the development of the food industry. Consumers are demanding more information about the food they consume, and are sensitive to food scandals. With such interest in food safety, blockchain technology is attracting attention as a means of effectively responding to poor food management resulting in food fraud or unsafe distribution. By ensuring the accuracy of, and trust in, traceability in the food supply chain, it is possible to build trust between traders and to ensure safe food distribution. This paper proposes a next-generation agri-food distribution system that can provide and manage (for suppliers, consumers, and distribution officials) a variety of agri-food information, such as the history, distribution, safety, quality, and freshness of food. Information on product status and distribution status in all processes, including production, processing, distribution, sales, and consumption, can be monitored and controlled in real time (anytime, anywhere), and users can check the safety level of each type of food in real time through an app.

A pedagogical discussion based on the historical analysis of the the development of the prime concept (소수(prime) 개념 발전의 역사 분석에 따른 교수학적 논의)

  • Kang, Jeong Gi
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.255-273
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    • 2019
  • In order to help students to understand the essence of prime concepts, this study looked at the history of prime concept development and analyzed how to introduce the concept of textbooks. In ancient Greece, primes were multiplicative atoms. At that time, the unit was not a number, but the development of decimal representations led to the integration of the unit into the number, which raised the issue of primality of 1. Based on the uniqueness of factorization into prime factor, 1 was excluded from the prime, and after that, the concept of prime of the atomic context and the irreducible concept of the divisor context are established. The history of the development of prime concepts clearly reveals that the fact that prime is the multiplicative atom is the essence of the concept. As a result of analyzing the textbooks, the textbook has problems of not introducing the concept essence by introducing the concept of prime into a shaped perspectives or using game, and the problem that the transition to analytic concept definition is radical after the introduction of the concept. Based on the results of the analysis, we have provided several pedagogical implications for helping to focus on a conceptual aspect of prime number.

Design and Implementation of RPG(Role-Playing Game) Edugame for The Learning of History in Elementary school (초등학교 역사학습을 위한 RPG에듀게임의 설계 및 구현)

  • Jin, Sang-Duck;Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.162-170
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    • 2004
  • 게임에 대한 사회적 인식이 바뀌면서 여러 방면으로 게임의 교육적 활용에 대한 연구가 이루어지고 있다. 하지만 아직은 대단히 미흡한 실정이다. 이에 본 연구에서는 초등학교 역사학습을 위한 게임 제작을 위해 게임의 교육적 활용 및 에듀게임의 정의를 살펴보았다. 또한 교육과정을 분석하여 초등학교 6학년 1학기 사회과에서 제재를 선정, 재구성하여 시나리오를 작성하고 아스키사의 "RPG 만들기 2003"이라는 게임 제작 툴을 이용하여 학습자의 지속적인 흥미와 관심을 유발하여 구성주의 및 자기 주도적 학습에 걸맞도록 RPG에듀게임을 설계 구현하여 교육에 활용하고자 한다.

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A Study on the Movement Production Method of Media-art with Immaterial Objects; Focusing on Media Art Practices (비물질적 오브제를 이용한 미디어아트의 움직임 제작방식에 관한 연구; 미디어아트 작품사례를 중심으로)

  • Lim, Sangguk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.673-679
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    • 2016
  • Study the movement was formed and developed through the history of the birth of film and animation. The techniques of the immaterial object movement of in the media art which accompany movement have different operational and symbolic aspects with a film or a traditional(existing) animation. Focused on the works of media artist and want to study the movement of media art production methods.

Study on Realizing Alternative History Applied to FPS Game Trailer Centered on Wolfenstein - The New Order (FPS 게임 트레일러에 적용된 대체 역사적 재현에 대한 탐구 -'울펜슈타인 더 뉴 오더'를 중심으로-)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.83-84
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    • 2014
  • 2014년 5월 FPS의 기념비적인 작품인 울펜슈타인 시리즈의 최신작 "울펜슈타인 더 뉴 오더(Wolfenstein The New order)"는 고전 FPS 게임 플레이를 기반으로 최신의 게임의 요소를 혼합하여 판타지, 오컬트적인 요소가 강했던 전작들과는 다르게 나치 독일이 세계를 정복하였다는 대체 역사적 세계 구현의 시도를 하였다. '울펜슈타인 더 뉴 오더(Wolfenstein The New order)' 게임의 트레일러 영상을 중심으로 대체 역사가 적용된 스토리와 실제 역사와 대체 역사적 요소의 연계성을 살펴보고자 한다.

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Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

A comparative study on the structural relation of component factors influencing professional sport team brand equity (프로스포츠팀 브랜드 자산 구성요인 간 구조관계 비교)

  • Lee, Gun-Hee
    • Journal of Wellness
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    • v.6 no.1
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    • pp.51-61
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    • 2011
  • The purpose of this study was to identify the component factors of professional sport team brand equity and to empirically examine factors composed of it's brand equity. The subjects of this study was the group that spectator professional sport game. For those sheet, judged to be insincere and to be unsuitable for the purpose of this study, and were missing questions excluded. SPSS 13.0 for window statistics package and AMOS 5.0 for window statistics package were used for data analysis. The goodness of the model was confirmed by data analysis and then the hypotheses testing were conducted. The findings are as follows: Firstly, brand associations(rivalry, commitment, play, socialization, success, history) have a significant effect on brand loyalty. But brand mark didn't have a significant effect on brand loyalty. Secondly, brand awareness(identification, internalization) have a significant effect on brand loyalty.

Social Relation of Cyber Sports Supporter's Community and Social Capital (사이버 스포츠서포터스 공동체의 사회적 관계와 사회적 자본)

  • Kim, Kyong-Sik
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.386-395
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    • 2013
  • This study examined social relation of cyber sports supporter's community and social capital as time passes. This study selected spectator sports supporters of cyber sports community based on number of number and history of cyber sports supporter. This community is a representative supporter's club of spectator sports. This study utilized 1,848 members accumulated during three month. To analyze data, Netminer 4.0 and social network analysis were used. The conclusion is following: First, social relation of cyber sports supporter's community showed up dynamic change. Second, social capital of cyber sports supporter's community shows Sports events and training schedules, player transfer, manager, record, game watching and TV watching, cheering, cheering uniform and tools, players, teams and clubs, game photos and video, etc. This is the poor-get-poorer and the rich-get-richer phenomenon.

A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.391-397
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    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.