• 제목/요약/키워드: Playing

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Development of Anthropomorphic Robot Finger for Violin Fingering

  • Park, Hyeonjun;Lee, Bumjoo;Kim, Donghan
    • ETRI Journal
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    • 제38권6호
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    • pp.1218-1228
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    • 2016
  • This paper proposes a robot hand for a violin-playing robot and introduces a newly developed robot finger. The proposed robot hand acts as the left hand of the violin-playing robot system. The violin fingering plays an important role in determining the tone or sound when the violin is being played. Among the diverse types of violin fingering playing, it is not possible to produce vibrato with simple position control. Therefore, we newly designed a three-axis load cell for force control, which is mounted at the end of the robot finger. Noise is calculated through an analysis of the resistance difference across the strain gauge attached to the proposed three-axis load cell. In order to ensure the stability of the three-axis load cell by analyzing the stress distribution, the strain generated in the load cell is also verified through a finite element analysis. A sound rating quality system previously developed by the authors is used to compare and analyze the sound quality of the fourth-octave C-note played by a human violinist and the proposed robot finger.

Effects of Five-month Training of Playing Harmonica on Pulmonary Function in Patients With Neuromuscular Disease: A Pilot Study

  • Kim, Bit-na-rae;Cynn, Heon-seock
    • 한국전문물리치료학회지
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    • 제25권3호
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    • pp.60-67
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    • 2018
  • Background: Progressive muscle weakness is aggravated not only in the skeletal muscles but also in the respiratory muscles in many patients with neuromuscular diseases (NMD). Inspiratory muscle training (IMT) has been reported as therapy for pulmonary rehabilitation to improve respiratory strength, endurance, exercise capacity, and quality of life, and to reduce dyspnea. Objects: The purpose of this study was to determine the effect of playing harmonica for 5 months on pulmonary function by assessing the force vital capacity (FVC), peak cough flow (PCF), maximal inspiratory pressure (MIP), maximal expiratory pressure (MEP), and maximal voluntary ventilation (MVV) in patients with NMD. Methods: Six subjects with NMD participated in this study. The subjects played harmonica once a week for 2 hours at a harmonica academy and twice a week for 1 hour at home. Thus, training was performed thrice a week for 23 weeks. The examiner assessed pulmonary function by measuring FVC in the sitting and supine positions and PCF, MIP, MEP, and MVV in the sitting position at the beginning of training and once a month for 5 months. Results: Both sitting and supine FVC significantly increased after playing harmonica (p=.042), as did MIP (p=.043) and MEP (p=.042). Conclusion: Playing harmonica can be used as an effective method to improve pulmonary function in patients with NMD.

아동의 개인적 특성 및 어머니의 심리통제와 아동의 컴퓨터 게임 몰입 (Children‘s Personal Characteristics, Mothers' Psychological Control, and the Extent of Children's Computer Game Playing)

  • 정윤주
    • 대한가정학회지
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    • 제43권11호
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    • pp.197-210
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    • 2005
  • The purposes of this study were to examine: (1) the extent to which school-age children used computer games; (2) whether there were differences between children who played computer games to a greater extent and children who played computer games to a normal extent in their levels of depression, anxiety, self-esteem, and social anxiety; and (3) whether children's social withdrawal, aggression, and mothers' psychological control explained the extent of children's computer game playing. The subject were 270 children in the 6th grade. It was found that $55.6\%$ of the children were normal users, $39.3\%$ of the children were somewhat heavy users, and $5.2\%$ of the children were heavy users of computer games. There was a gender difference in the proportions of heavy computer game playing. That is, there were more heavy users among boys than among girls. It was also found that social withdrawal, aggression, and mothers' psychological control were significant predictors of the extent of children's computer game playing. That is, the levels of children's social withdrawal, aggression, and their perceptions of mothers' psychological control predicted the degree to which children played computer games.

놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향 (The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement)

  • 권은정;이은경;이영준
    • 컴퓨터교육학회논문지
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    • 제12권6호
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    • pp.33-39
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    • 2009
  • 알고리즘의 추상적 속성은 학습자의 동기와 학습 증진을 저해하는 요소로 작용할 수 있다. 따라서 학습자의 내적 인지 부담을 감소시키고 동기를 유발하기 위한 교수 학습 방법에 관한 연구가 필요하다. 본 연구에서는 전문계 고등학생들의 동기와 성취수준 향상을 위해 놀이를 통한 알고리즘 교수 학습 프로그램을 개발하였다. 개발한 프로그램을 적용한 결과, 놀이 중심 알고리즘 학습 프로그램을 수행한 집단이 전통적인 알고리즘 학습을 수행한 집단에 비해 학습동기와 학업성취 면에서 유의한 차이를 나타냈다. 이는 놀이와 같은 구체적인 활동 수행이 추상적이고 어려운 개념 학습에 긍정적인 영향을 준 것으로 해석할 수 있다.

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형제 놀이 속에서 발현된 '코델리아' 형규의 이성지향자적(異性志向者的) 특성에 관한 질적 연구 (A Qualitative Case Study on the Discrepancy between Children's Gender Schema and Gender Role Acceptability: With a Focus on the Intersexual Role Playing of Two Brothers')

  • 이은지;강현구;박윤현
    • 아동학회지
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    • 제36권4호
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    • pp.33-48
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    • 2015
  • It is generally known that children's development of 'gender schema' and 'gender role stereotype' has a positive relationship with the notion of 'gender role preference'. This study analyzed an unusual case focusing on the role playing of two brothers'. The elder brother, Hyoung-Gyoo, always preferred to take the female role, and he had a preference for feminine names like "Cordelia" whilst engaging in role playing situations. The brothers can be said to have crossed the border into the realm of intersexual role playing. The results revealed Hyoung-Gyoo's clear discrepancy between gender-related perceptions and reality, and showed his younger sibling Je-Gyoo's high level of acceptance towards his brother's extraordinary gender role preference. The results of this study can serve as a useful reference point for detailing unusual development from early childhood regarding 'opposite-gender-role seeking' characteristics.

어린이 놀이시설의 소재에 따른 만족도 및 친환경성 연구 (A Study on the Satisfaction and Environmentally-friendliness on the Playing Facilities by the Materials)

  • 안근영;정민영;주신하
    • 한국환경복원기술학회지
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    • 제11권1호
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    • pp.52-61
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    • 2008
  • The purpose of this study is to investigate the children's different responses on the playground and facilities by the materials. For the study, the overall satisfaction on the playgrounds, the visiting frequency, the staying time, and olfactory and tactile responses were collected and analyzed by the materials. The materials for the playing facilities were categorized into 3 different groups ; steel, regular form wood and natural wood. The each group was also estimated and analyzed through the SD (sematic differential) scale which consisted of landscape adjectives. According the results, children liked and most highly scored the playground and playing facilities with natural wood in every items; overall satisfaction, visiting frequency, the staying time, and olfactory and tactile. On the other hand, the steel facilities were most negatively assessed in almost every items. Especially children felt the steel facilities were not environmentally friendly and very boring, comparing to the others. However, only 6 cases were analyzed in this study, because there were few playgrounds with natural wood facilities, so it is necessary to research on more cases to generalize these results.

역할극의 참여방식에 따른 한의대생의 의사소통 및 진료기술 수준에 대한 연구 (A Study on the Level of Communication and Clinical Skills of Korean Medical Students by the Participatory Method of Role Playing)

  • 김경수;정서윤;김경옥
    • 동의신경정신과학회지
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    • 제30권3호
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    • pp.177-184
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    • 2019
  • Objectives: This purpose of this study was to examine the level of communication and clinical skills of Korean medical students according to the participatory method of role playing during medical education. Methods: A total of 100 fourth grade students from the Korean Medical College of Dongshin University in 2018 and 2019 were divided into two groups: Role players and scenario writers. After performing their role-playing, they were asked to complete questionnaires regarding two categories-communication and clinical skills-, consisting of 10 items. Results: 1. Communication skills were measured at approximately 80% of the expected level, and the level difference was shown in detail. 2. Clinical skills were measured at approximately 75% of the expected level, and the level difference was shown in detail. 3. The level of communication skills and the level of clinical skills according to the participatory method did not differ significantly. Conclusions: Writing scenarios in role playing can be observed as having the same effect on communication and clinical skill levels as acting.

틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향 (The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction)

  • 조맹;양천;이상훈
    • 한국멀티미디어학회논문지
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    • 제25권5호
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

온라인 게임 콘텐츠 업데이트의 효과에 관한 탐색적 연구 (An Exploratory Study on the Impact of Contents Updates in Online Games)

  • 김태웅;김대영;박성택
    • 디지털융복합연구
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    • 제13권10호
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    • pp.147-155
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    • 2015
  • 본 연구의 목적은 시장에 출시된 온라인 게임의 운영과정에서 오류를 수정하고 게임성능을 제고하기 위해 제공하는 콘텐츠 업데이트 또는 패치서비스가 실질적으로 게이머의 플레잉 시간에 영향을 미치는지 여부를 계량적으로 분석해 보는 데에 있다. 이를 위해 온라인게임 개발회사가 게임콘텐츠와 관련하여 추가하는 콘텐츠 업데이트를 두 가지 유형으로 구분하여 업데이트 후 플레잉 시간에 통계적으로 유의한 영향을 미치는지 여부를 회귀분석을 이용하여 분석하였다. 분석 결과, 콘텐츠 업데이트 외에 추가적인 독립변수로 설정한 출시 후 경과시간은 플레잉 시간 변동에 음의 유의한 영향을 미치는 것을 나타났지만, 새로운 게이머들을 유인하고 기존 게이머들의 플레잉 시간을 증가시키기 위해 제공하는 콘텐츠 생성이나 조절은 플레잉 시간 증가에 유의한 영향을 미치지 않은 것으로 나타났다. 연구결과가 제시하는 게임 디자인 측면에서의 시사점을 결론으로 제시하였다.

프로바둑에서 덤의 크기 관한 연구 (A Study on the Optimal Size of Dum in Professional)

  • 김진호
    • 응용통계연구
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    • 제20권2호
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    • pp.245-255
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    • 2007
  • 바둑에서는 먼저 두는 흑이 선착의 이점을 계속 유지한다면 상대방을 이길 확률이 높아진다. 덤은 백을 쥔 선수에게 이런 불리함에 대한 보상으로 주어지는 것으로서 현재 프로 바둑에서 우리나라와 일본에서는 6집반의 덤이, 대만과 중국에서는 8집의 덤이 적용되고 있다. 본 논문에서는 한국과 일본에서 현재 적용되고 있는 6집반의 덤이 적정한가를 통계적으로 분석하였다. 분석을 위해 5집반 덤이 적용되었던 1989년과 1990년의 577대국 자료와 6집반 덤이 적용된 2003년과2004년의 1,145대국 자료를 이용하였다. 분석 결과 덤이 5집반에서는 흑이 유리하고, 특히 승률이 높은 사람에게만 유리한 것으로 나타났지만 덤이 6집반으로 증가된 뒤에는 집흑의 이점이 나타나지 않음을 확인하였다. 결론에서는 본 연구의 결과가 갖는 시사점과 덤 6집반이 적정한가를 최종적으로 평가하기 위해서 추가적인 분석이 필요한 부분을 제시하였다.