• Title/Summary/Keyword: Poker

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The Study For Clinical Measurement of Pain (통증(痛症)의 임상적평가법(臨床的評價法)에 관한 고찰(考察))

  • Shin, Seung-Uoo;Chung, Seok-Hee;Lee, Jong-Soo;Shin, Hyun-Dae;Kim, Sung-Soo
    • The Journal of Dong Guk Oriental Medicine
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    • v.8 no.2
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    • pp.25-46
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    • 2000
  • Pain can be evaluated by experimental methods and clinical methods, but due to subjective characteristics of pain, clinical methods are generally used. The clinical pain measurement tools are divided into unidimensional and multidimensional assessment tools. The former include Visual Analogue Scale, Verbal Rating Scale, Numerical Rating Scale, Pain Faces Scale, and Poker Chip Tool and the latter include McGill Pain Questionnaire, MMPI, Pain Behavior Scale, Pain disability index, and Pain Rating Scale. Unidimensional pain scales mainly measure the intensity of pain on the basis of the patient's self report and their simple construction and ease of use enable the invesgator to assess acute pain. Multidimensional pain scales are used to evaluate subjective, psychological and behavioral aspects of pain and because of its comprehensive and confidential properties they are applied to chronic pain. Patient's linguistic and cognitive abilities are major factors to restrain accurate assessment of pain. Although behavioral patterns and vital sign are inferior to self-report in the measurement of pain, they can be useful indexes in those situations. When deciding on a pain-assessment tool, the investigator must determine which aspect of pain he or she wishes to evaluate on the characteristics of the group of patients, their backgrounds, and their communication skills. Making the proper choice will facilitate the acquisition of meaningful data and the formulation of valid conclusions.

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A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

Uniformity and Independency Tests of Pseudo-random Number Generators (의사난수 생성기의 일양성과 독립성 검정)

  • Park, Kyong-Youl;Kwon, Gi-Chang;Kwon, Young-Dam
    • Journal of the Korean Data and Information Science Society
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    • v.9 no.2
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    • pp.237-246
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    • 1998
  • We put the pseudo-random number generator into catagories like MiCG, MuCG, URG, ICG, EICG, and test uniformity and independency by 10,000 times through n empirical trial after selecting this random number generator. Here, from a fraction of data(20, 40, 60, 80, 100) with a significance level of 0.1, 0.05 and 0.01, we drive cumulative frequency with K-S, $X^{2}$, poker, run, autocorrelation test. As a result from the uniformity and independency among five random number generators based on all these data, all random number generator except EICG passed uniformity and independency test, and the URG turn out to be excellent in periodicity.

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A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game (비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로))

  • Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1469-1474
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    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.

A Study on the Allegory in LadyGaGa's Fashion Style(Part 2) - Focused on Music Video - (LadyGaGa의 패션스타일에 나타난 알레고리 연구(제2보) - 뮤직비디오를 중심으로 -)

  • Kim, Hyang-Ja;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.701-712
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    • 2012
  • This study examines the various expressions and immanent value of fashion and beauty style based on Craig Owens's Allegory theory. I analyzed four application elements of Borrow, Site Specificity, Accumulation of Strategy, and Hybridization in? Ladygaga's Music Videos. The results are as follows. 'Borrow' presents a kitsch style and playful Pop-art style, transformation of gender from Mini Mouse body suit, telephone headpiece, and can hair. 'Site specificity' presents the temporarity of fashion material through rebirth, aging, natural extinction from the chain over the black jump suit, crime scene tape, and skull-face makeup with masculine style. 'Accumulation of strategy' presents a futuristic chic fashion style from a layered style, retrospective fashion, repetition and duplication in Music Videos. It shows the physical beauty of an Asian warrior style in Poker Face. 'Hybridization' present Cyborg feminism and 'Will of Power' from iPOD LCD glasses and Pyro-Bra. The Pyro-Bra represents how the female body can be used as a weapon in the outfits of Lady Gaga. In addition, Immanent value is as follows. Textual interaction with high art is accomplished through a combination of contemporary social and cultural significance to understand the cultural code and to extend the value. Combined with high culture, popular music genre is accomplished through musical appreciation by a woman in fashion styling and sensual pleasures of the body as a tool to express a sublime advantage. Fashion style is accomplished by overcoming a self-transcendent body image representation. The way in which mutual coupling dismantling, destruction, and uncertainty is to re-launch the static, with a pluralistic context of Textuality.

Space Surveillance Radar Observation Analysis: One-Year Tracking and Orbit Determination Results of KITSAT-1, "우리별 1호"

  • Choi, Jin;Jo, Jung Hyun;Choi, Eun-Jung;Yu, Jiwoong;Choi, Byung-Kyu;Kim, Myung-Jin;Yim, Hong-Suh;Roh, Dong-Goo;Kim, Sooyoung;Park, Jang-Hyun;Cho, Sungki
    • Journal of Astronomy and Space Sciences
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    • v.37 no.2
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    • pp.105-115
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    • 2020
  • The Korean Institute of Technology Satellite (KITSAT-1) is the first satellite developed by the Satellite Technology Research Center and the University of Surrey. KITSAT-1 is orbiting the Earth's orbit as space debris with a 1,320 km altitude after the planned mission. Due to its relatively small size and altitude, tracking the KITSAT-1 was a difficult task. In this research, we analyzed the tracking results of KITSAT-1 for one year using the Midland Space Radar (MSR) in Texas and the Poker Flat Incoherent Scatter Radar (PFISR) in Alaska operated by LeoLabs, Inc. The tracking results were analyzed on a weekly basis for MSR and PFISR. The observation was conducted by using both stations at an average frequency of 10 times per week. The overall corrected range measurements for MSR and PFISR by LeoLabs were under 50 m and 25 m, respectively. The ionospheric delay, the dominant error source, was confirmed with the International Reference of Ionosphere-16 model and Global Navigation Satellite System data. The weekly basis orbit determination results were compared with two-line element data. The comparison results were used to confirm the orbital consistency of the estimated orbits.

A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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