• Title/Summary/Keyword: game analysis method

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Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.

A Study on the Visual Attention of Sexual Appeal Advertising Image Utilizing Eye Tracking (아이트래킹을 활용한 성적소구광고 이미지의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.207-212
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    • 2020
  • This study analyzes the Soju(Korean alcohol) advertisement image, which is relatively easy to interpret subjectively, among sexual appeal advertisements that stimulate consumers' curiosity, where the image is verified through AOI (area of interest) 3 areas (face, body, product), and eye-tracking, one of the psychophysiological indicators. The result of the analysis reveals that visual attention, the interest in the advertising model, was higher in the face than in the body shape. Contrary to the prediction that men would be more interested in body shape than women, both men and women showed higher interest in the face than a body. Besides, it was derived that recognition and recollection of the product were not significant. This study is significant in terms of examining the pattern of visual attention such as the gaze point and gaze time of male and female consumers on sexual appeal advertisements. In further, the study looks forward to bringing a positive influence to the soju advertisement image by presenting the expression method that the soju advertisement image should pursue as well as the appropriate marketing direction.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
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    • v.11 no.3
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    • pp.338-345
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    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

An Analysis of Global Gamification Cases in CS Education (해외 CS 교육 게이미피케이션 사례 분석)

  • Kang, Seungheon;Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.39-50
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    • 2017
  • Gamification in education widely used in the field of computer science (CS). The purpose of this study is to analyze the pre-studies of gamification cases in CS education and suggest the direction of CS education. For the study, an empirical research method was applied. Through keyword search, 1220 pre-studies were collected, among which 55 were compressed through the first and second extraction processes. In the results section, this study summarized the presented year, applied subject, subject of education, results and limitations. Additional study not only will analyze gamification of CS Education and compare with this study's results, but it will suggest the development direction of gamification in CS education in Korea.

Prediction model analysis of 2010 South Africa World Cup (2010 남아공 월드컵 축구 예측모형 분석)

  • Hong, Chong-Sun;Jung, Min-Sub;Lee, Jae-Hyoung
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.6
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    • pp.1137-1146
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    • 2010
  • There are a lot of methods to predict the result of a game and many forecasting researches have been studied. Among many methods, if a statistical model including some realistic random variables is used to forecast, more accurate prediction could be expected than any others. In this work, Bradley-Terry model is considered to predict results of 2010 South Africa World Cup games via paired comparison method. This prediction model includes some random variables which affect the results of games. The worth parameters for each country in this model are convergence values obtained by using Newton-Raphson algorithm. With this model, we can forecast top 16 among 32 countries and up to who will win the victory. Final results of 2010 South Africa World Cup games are compared with this prediction and discuss further works.

Analysis of Behaviour of Prey to avoid Pursuit using Quick Rotation (급회전을 이용한 희생자의 추격 피하기 행동 분석)

  • Lee, Jae Moon
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.27-34
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    • 2013
  • This paper analyzes the behaviour of a prey to avoid the pursuit of a predator at predator-prey relationship to be appeared in the collective behavior of animals. One of the methods to avoid the pursuit of a predator is to rotate quickly when a predator arrives near to it. At that moment, a critical distance and a rotating angular are very important for the prey in order to survive from the pursuit, where the critical distance is the distance between the predator and the prey just before rotation. In order to analyze the critical distance and the rotating angular, this paper introduces the energy for a predator which it has at starting point of the chase and consumes during the chase. Through simulations, we can know that the rotating angle for a prey to survive from the pursuit is increased when the critical distance is shorter and when the ratio of predator's mass and prey's mass is also decreased. The results of simulations are the similar phenomenon in nature and therefore it means that the method to analyze in this paper is correct.

A study on the Color Analysis to he a Beautiful Face Conference Work - Focused on a Work of the Competition After 1980 - (미용대회 작품헤어 컬러분석 - 1980년대 이후 대회작품을 중심으로 -)

  • You, Ok-Lee;Paik, Sun-Young
    • Journal of the Korean Society of Fashion and Beauty
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    • v.5 no.4
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    • pp.149-157
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    • 2007
  • Hair style was mean of visual symbol that display position or wealth about human life. Also, have spoken for cultural value as human body plastic art that speak for the age. I wished to study about modeling of hair style and interrelationship of color by analyzing systematically laying stress on color through contest creation work consisted in beauty art congress. Urpose of this study is as following. First, examines domestic' outside great council work head change by era, and studies Hair Work's change in work head. Second, Hair Color's change that appear in domestic' outside contest work head studies effect that get in work. Method of study runs parallel literature study and supporting research, utilized domestic' outside literature, connection paper, magazine, picture data etc. To literature study, and work picture data examined laying stress on work that is choosesed picture dataworld beauty use association (OMC) data etc. that appear in domestic' outside beauty art magazine to examine closely specification and stability of beauty art game style and participates in domestic and world beauty art contest. In this study, domestic' characteristic, and effect that collar gets in work head of collar that collects outside contest participating in an athletic contest hair style by ($1981{\sim}$until present) by year and appears in contest work head and in work since analyzing study forward $2007{\sim}2008$ year direction of collar. First, stream of whole color of the 1980s Brown gave highlight color point partially to basis, and was consisted of creative style and do Gold base color on the whole in Hair by Night item. Second, various Hair color was popularized in the 199Os, and Tuton's color appeared in beauty art game work, and I contributed to improve technique that step-up gradation color appears and does technique to highlight in neon orange in creative style and Hair by Night item by entrance on the stage of neuter gender color.

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A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.3
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.

Cyber Security Risk Evaluation of a Nuclear I&C Using BN and ET

  • Shin, Jinsoo;Son, Hanseong;Heo, Gyunyoung
    • Nuclear Engineering and Technology
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    • v.49 no.3
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    • pp.517-524
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    • 2017
  • Cyber security is an important issue in the field of nuclear engineering because nuclear facilities use digital equipment and digital systems that can lead to serious hazards in the event of an accident. Regulatory agencies worldwide have announced guidelines for cyber security related to nuclear issues, including U.S. NRC Regulatory Guide 5.71. It is important to evaluate cyber security risk in accordance with these regulatory guides. In this study, we propose a cyber security risk evaluation model for nuclear instrumentation and control systems using a Bayesian network and event trees. As it is difficult to perform penetration tests on the systems, the evaluation model can inform research on cyber threats to cyber security systems for nuclear facilities through the use of prior and posterior information and backpropagation calculations. Furthermore, we suggest a methodology for the application of analytical results from the Bayesian network model to an event tree model, which is a probabilistic safety assessment method. The proposed method will provide insight into safety and cyber security risks.