• Title/Summary/Keyword: Training Game

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A Study on the Continuous Speech Recognition for the Automatic Creation of International Phonetics (국제 음소의 자동 생성을 활용한 연속음성인식에 관한 연구)

  • Kim, Suk-Dong;Hong, Seong-Soo;Shin, Chwa-Cheul;Woo, In-Sung;Kang, Heung-Soon
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.83-90
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    • 2007
  • One result of the trend towards globalization is an increased number of projects that focus on natural language processing. Automatic speech recognition (ASR) technologies, for example, hold great promise in facilitating global communications and collaborations. Unfortunately, to date, most research projects focus on single widely spoken languages. Therefore, the cost to adapt a particular ASR tool for use with other languages is often prohibitive. This work takes a more general approach. We propose an International Phoneticizing Engine (IPE) that interprets input files supplied in our Phonetic Language Identity (PLI) format to build a dictionary. IPE is language independent and rule based. It operates by decomposing the dictionary creation process into a set of well-defined steps. These steps reduce rule conflicts, allow for rule creation by people without linguistics training, and optimize run-time efficiency. Dictionaries created by the IPE can be used with the speech recognition system. IPE defines an easy-to-use systematic approach that can obtained 92.55% for the recognition rate of Korean speech and 89.93% for English.

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A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

Analysis of Differences in Muscle Activity according to Badminton Stroke Movements (배드민턴 스트로크 동작에 따른 근활성도 차이 분석)

  • Kim Hwi-Tae;Kim Ki-Hong;Jeong Huan-Jong;Kim Byung-Kwan
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.519-524
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    • 2023
  • The purpose of this study is to construct basic data for efficient technical training by investigating the difference in muscle activity during badminton technical movements involving jump motions similar to game situations. Seven male badminton players were randomly assigned to perform smash, drop, and clear techniques, and electromyograms were measured during the implementation of three technical movements. Measured EMG was calculated by RMS and one-way ANOVA was performed. The muscle activity of the smashing motion did not show any significant difference according to the site. In drop motion, activity of PM in the upper extremity muscles was lower than that of BC and ECR, and FCR activity was lower than that of EC. The activity of ECR was higher than that of PM and FCR. The activity of ES in trunk muscles was lower than that of RF and GM. RF activity of lower extremity muscles was higher than that of ES and BF. In clear motion, the activity of TC in upper extremity muscle was higher than FCR. The activity of ES in trunk muscles was lower than that of BF. RF activity of lower extremity muscles was higher than that of BF, and BF activity was lower than that of RF and GM. The activity of GM was higher than that of BF. As for muscle activity according to badminton skills, smash and drop motions were higher than clear motions in FCR, and clear motions were higher than smash and drop motions in RA. In conclusion, it is considered that muscle activity during the badminton game is different according to the characteristics of each skill, and FCR can affect the smash and drop, and RA can affect the clear motion.

The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly (비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향)

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
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    • v.29 no.4
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    • pp.1261-1275
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    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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The Qualities of an Effective Teacher Recognized by Secondary Teachers (중등교사가 인식하는 유능한 교사의 자질)

  • Chang, Han-Kee;Chang, Hong-Seok
    • Journal of Fisheries and Marine Sciences Education
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    • v.13 no.1
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    • pp.37-62
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    • 2001
  • This study examined the qualities of an effective teacher needed to accomplish educational reform successfully and prepare for a rapidly changing knowledge-based society. To achieve the purpose of the study, the following specific questions were looked into; (1) knowledge, skills, attitude of an effective teacher. (2) a proposal for staff development programs to improve the effectiveness of teachers. (3) a proposal to support teachers' efforts to improve their effectiveness. (4) the factors inhibiting the improvement of teachers' effectiveness. In this study, 'in-depth interview' was used for data collection because the study deals with the "subjective consciousness" of teachers, and qualitative research methods are useful to such a case. The research was done on teachers from secondary schools in Pusan City. According to the teachers interviewed, an effective teacher needed in the new age has such knowledge, skills, and attitude as; (1) knowledge in their major, general culture and common sense, psychology of educational counselling, social science, and knowledge and information related to curriculum. (2) effective instruction skills, skills to guide student behavior, skills related to administrative clerical work, using the computers, extra curriculum activities, educational evaluation, using teaching materials, developing educational programs, and good communication skills. (3) attitude relevant to willingness to understand and converse with students at their cognitive level, positive expectations and concern toward students, democratic problem solving, continuous self-study and development, thoroughgoing mission and professionalism, will for educational reform and innovation, neat appearance and refined language, and successful interpersonal relationships. The teachers also said that the current staff development system, as a program to provide necessary qualities for teachers, has improved in the last 3 years through diverse curriculum and systematic programs. However, due to the problematic promotion system, the staff development program has turned into just a 'point collecting' game from the role of in-service training program; teachers take training courses as the means just collecting points for promotion purpose. Factors inhibiting the improvement of teachers are (1) overload of formal paperwork over emphasizing outcome, (2) mannerism of teachers not perceiving their lack of professionalism, (3) the general attitude in the teaching profession resisting change and reform, (4) supervisory activities lacking rigid regulation, (5) research just as the means of point-collection only for promotion, and (6) staff development programs lacking efficiency. These factors, interacting each other, inhibited the improvement of teachers.

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Non-Contact Injury Risk in Lower Extremity depending on Global Positioning System Variables among Female Field Hockey Players (여자필드하키선수의 Global Positioning System 변인에 따른 비접촉성 하지부상 발생위험도)

  • Choi, Hokyung;Kim, Eunkuk;Park, Jong-Chul;Kim, Taegyu
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.273-281
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    • 2019
  • This study aimed to qualify the amount of movement during game-based training and competition by using a GPS and to identify the non-contact injury risk in lower extremities for female field hockey enrolled in Korean national team. A total of 52 players were participated in this study and their GPS data collected during training and competition were averaged for 1 week and 4 weeks. And then, an injury risk in lower extremities was calculated for each category of the amount of movement in GPS variables that were related to non-contact injury. In forwards, the injury risk was the lowest in the moderate-low category of total distance covered and repeated high-intensity effort bout and the high category of high intensity distance for 1 week, but the risk decreased as the amount of high intensity distance increased for 4 weeks. In midfielders, the injury risk was the lowest in the low category of total distance covered, high intensity distance, repeated high-intensity effort bout and deceleration bout for 1 week.

Detecting Vehicles That Are Illegally Driving on Road Shoulders Using Faster R-CNN (Faster R-CNN을 이용한 갓길 차로 위반 차량 검출)

  • Go, MyungJin;Park, Minju;Yeo, Jiho
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.1
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    • pp.105-122
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    • 2022
  • According to the statistics about the fatal crashes that have occurred on the expressways for the last 5 years, those who died on the shoulders of the road has been as 3 times high as the others who died on the expressways. It suggests that the crashes on the shoulders of the road should be fatal, and that it would be important to prevent the traffic crashes by cracking down on the vehicles intruding the shoulders of the road. Therefore, this study proposed a method to detect a vehicle that violates the shoulder lane by using the Faster R-CNN. The vehicle was detected based on the Faster R-CNN, and an additional reading module was configured to determine whether there was a shoulder violation. For experiments and evaluations, GTAV, a simulation game that can reproduce situations similar to the real world, was used. 1,800 images of training data and 800 evaluation data were processed and generated, and the performance according to the change of the threshold value was measured in ZFNet and VGG16. As a result, the detection rate of ZFNet was 99.2% based on Threshold 0.8 and VGG16 93.9% based on Threshold 0.7, and the average detection speed for each model was 0.0468 seconds for ZFNet and 0.16 seconds for VGG16, so the detection rate of ZFNet was about 7% higher. The speed was also confirmed to be about 3.4 times faster. These results show that even in a relatively uncomplicated network, it is possible to detect a vehicle that violates the shoulder lane at a high speed without pre-processing the input image. It suggests that this algorithm can be used to detect violations of designated lanes if sufficient training datasets based on actual video data are obtained.

A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.179-188
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    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.

The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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