• Title/Summary/Keyword: Training Game

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A Study on the Implementation and Operation of an Architecture-Based M&S System for Ministry of National Defense (아키텍처 기반의 국방 Modeling & Simulation 체계 구축 및 운영에 관한 연구)

  • Kim, Hyoung Jin;Park, Chan Uk
    • Informatization Policy
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    • v.18 no.1
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    • pp.73-99
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    • 2011
  • The Korean military has developed and operated computer, network, communication technologies as well as war game models to strengthen the national defense M&S continuously. In particular, lots of projects for developing models for drill/training, analyses, and acquired fields are being conducted in the military. However, it needs to look into the actual conditions and seek for strategies to develop the national defense M&S. First of all, in the field of war games, various national defense architectures have been built, including war and information environment architectures starting from the resource architecture in 2006. However, the function of drill and training is limited, so additional war game architectures are required to be built. To build joint war game architectures available as an effective verification tool to implement plans of the national defense and war architectures, this study examines the actual conditions of the current war game systems and suggested building joint war game architectures.

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Effects of Game-based Postural Vertical Training on Pusher Behavior, Postural Control, and Activity of Daily Living in Patients With Acute Stroke: A Pilot Study (게임 기반의 자세수직 훈련이 급성 뇌졸중 환자의 밀기행동, 자세조절, 그리고 일상생활동작에 미치는 영향: 사전연구)

  • An, Chang-man;Roh, Jung-suk;Kim, Tack-hoon;Choi, Houng-sik;Choi, Kyu-hwan;Kim, Gyoung-mo
    • Physical Therapy Korea
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    • v.26 no.3
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    • pp.57-66
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    • 2019
  • Background: Visual and somatosensory integration processing is needed to reduce pusher behavior (PB) and improve postural control in hemiplegic patients with acute stroke. Objects: This study aimed to investigate the effects of game-based postural vertical training (GPVT) on PB, postural control, and activity daily living (ADL) in acute stroke patients. Methods: Fourteen participants with acute stroke (<2 months post-stroke) who had PB according to the Burke lateropulsion scale (BLS) (score>2) were randomly divided into the GPVT group ($n_1=7$) and conventional postural vertical training (CPVT) group ($n_2=7$). The GPVT group performed game-based postural vertical training using a whole-body tilt apparatus. while the CPVT group performed conventional postural vertical training to reduce PB (30 minutes/session, 2 times/day, 5 days/week for 3 consecutive weeks). The BLS was evaluated to assess the severity of PB. And each subject's postural control ability and ADL level were assessed using the postural assessment scale for stroke (PASS), balance posture ratio (BPR), and Korean-modified Barthel index (K-MBI). Outcomes were measured pre- and post-intervention. Results: Comparison of the pre- and post-intervention assessment results showed that both interventions led to the following significant changes: decreased severity of PB scores and increased PASS, BPR, and K-MBI scores (p<.05). In particular, statistical analysis between the two groups, the BLS score was significantly decreased in the GPVT group (p<.05). And PASS, BPR, and K-MBI scores were significantly improved in the GPVT group than in the CPVT group (p<.01, respectively). Conclusion: This study demonstrated that GPVT lessened PB severity and improved postural control ability and ADL levels in acute stroke patients.

Gesture Classification Based on k-Nearest Neighbors Algorithm for Game Interface (게임 인터페이스를 위한 최근접 이웃알고리즘 기반의 제스처 분류)

  • Chae, Ji Hun;Lim, Jong Heon;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.874-880
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    • 2016
  • The gesture classification has been applied to many fields. But it is not efficient in the environment for game interface with low specification devices such as mobile and tablet, In this paper, we propose a effective way for realistic game interface using k-nearest neighbors algorithm for gesture classification. It is time consuming by realtime rendering process in game interface. To reduce the process time while preserving the accuracy, a reconstruction method to minimize error between training and test data sets is also proposed. The experimental results show that the proposed method is better than the conventional methods in both accuracy and time.

A Design Consideration Element and Serious Game for Disabled person (장애인을 위한 기능성 게임 및 디자인 고려 사항)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.81-87
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    • 2011
  • This Serious Game is on the issue for its positive role recently. A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This Paper described trend and classification of Serious Game, and proposed design consideration element for disabled person, and proved the result through question investigation.

Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.479-486
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    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

The software design for the aircraft and the similar game environment construction (항공기와 유사한 게임 개발환경 구축을 위한 소프트웨어 설계)

  • Kim, Hyo-gwan;Han, Gyu-Seok;Jang, Won;Choi, Min-Hyung;Choi, Young-Gyu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.2
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    • pp.101-104
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    • 2013
  • The actual aircraft flight training can be done, but falls pilots primary flight training skills to the many risks and costs are formidable. It also requires considerable skill to follow at a higher risk of flight training is the same. These things through software simulation training can reduce the risk and cost of the expected risk situations such as virtual reality development and has the advantage that you can try. In this paper, the characteristics and actual aircraft flight dynamics of the considered armed ballistics software platform for game development by designing a student wants to become a pilot in the aircraft is to help you understand.

A Study on the Wrestler(Korea's Traditional Wrestler)'s Injury (씨름선수 상해에 관한 연구)

  • Lee Chul-In;Park Sung-Soon;Park Rae-Joon
    • The Journal of Korean Physical Therapy
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    • v.11 no.3
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    • pp.159-175
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    • 1999
  • The purpose of this study lies in providing the basic materials for wrestlers' control of health and physical strength, the preventive, measure for injury during a practice or a game and the scientific training method for upgrading competitive power in a game. The result of analyzing the occurring tendency and therapeutical actions and attitude of sports injury, taking the 258 wrestlers from a high school, an university and pro-team as the object of study through a questioning sheet are like following. 1. Among every wrestlers' causes of injury, the main cause was a physical collision occupying $\50\%$, and an excessive training occupied $30\%$. on the contrary, the unsatisfied wrestler's cause of injury was a shortage of mental concentration and a burden of weight, occupying each $19\%$ and $17\%$. Therefore in order to prevent the injury, you should take care of especially in time of physical collision in a practice or a grme and prevent an excessive training. 2. The seasion with the most frequent occurrence of injury is the winter$(78\%)$, and in the spring and summer$(5.5\%)$, the frequency of occurrence of injury is very low. In the meantime, considering by occurring time, during a practice$(95\%)$ the injury occurs most frequently and during a game$(5\%)$ occure least frequently. Therefore, in order to reduce the injury, you should warm up sufficiently before the training and the practice and concentrate all of you attention and mind. 3. The injury occurs most highly in the afternoon hours occupying about $80\%$, and a little in the dawn and morning hours but in the contrary rarely in the night. 4. As the wrestler's injury type, the injury on muscles and tendons occupies the most to take $65\%$ of the whole injuries.

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Extended Script Structure for Advertisement Game Development (광고형 게임 개발을 위한 확장 스크립트 구조)

  • Park, Jung-Yong
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.53-60
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    • 2007
  • This paper proposes the knowledge structure of an extended script for advertisement style game embodiment. This approach is able to allow for developing game and advertisement module. Research to reconsider contradictory awareness about existent game have been evolving from game education system, advertisement style game and simulation game for training and so on. In this paper, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. And we describes with mathematical structure for proposed situation structure. Game unfolding utilizes with causality. Game reflects situation of a spatiotemporal real world. For this goal, we applied extended script to game world. Advertisement style module progresses by method to provide company's advertisement to user while game is gone. The advantage of proposed method are able to allows for novice to effectively insert banner image, video and so on into advertisement module. The proposed method was implemented in the "Shooting BaDuk" among games.

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Development of a SRP(Stress Relaxation Program) Game using HRV(Heart Rate Variability) (심장박동수 변이성을 이용한 스트레스 이완용 게임개발)

  • Choi, Sam-Ha;Joe, Young-Sin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.77-83
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    • 2002
  • Cases of applying game in the medical area are increasing thesedays. This game has been developed to prevent disease in self-nervous system through the control of respiration after monitoring the mental stress and physical stress from the heart rate variability (HRV) of the game user. The game is a kind of a stress relaxation program (SRP) designed not to avoid boring or rejecting mind of users by traditional simple training of continuous repetition, but to increase interaction which is a unique feature of games.

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Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.