• 제목/요약/키워드: pre-game period

검색결과 7건 처리시간 0.025초

1960년대 기계오락문화현상과 전(前)게임기의 맥락 (Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s)

  • 전경란
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.111-120
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    • 2015
  • 본 연구의 목적은 전(前)게임기의 사회문화적 맥락은 어떠했으며, 그것이 게임의 정체성 형성에 어떻게 작용했는지를 고찰하는 것이다. 게임은 그 존재양식이 처음부터 고정되어 일관된 정체성을 지니고 발전한 것이 아니다. 다양한 담론과 기술, 사회적인 요소와의 접합 과정에서 역사적으로 배태된 결과물이라 할 수 있다. 1960년대 회전당구를 비롯한 기계오락 장치는 도시 대중의 유흥을 위해 활발히 소비되었으며, 본격적으로 게임이 등장하기 전에 사행성 문제 및 병리적 현상으로서 사회적 긴장 관계를 형성하였다. 이들 기계오락은 1970년대 이후 전자오락으로 이어지는 흔적이 나타나는 등 현재 디지털 게임 문화의 흐름과 맞닿아 있다.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • 한국전문물리치료학회지
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    • 제23권4호
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    • pp.16-26
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    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.

중세 판타지 게임의 세계관 연구 (The World View of the Middle Ages Fantasy Game)

  • 서성은
    • 한국콘텐츠학회논문지
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    • 제9권9호
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    • pp.114-124
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    • 2009
  • 우리나라 온라인게임 중 약 73%가 중세배경의 세계관을 갖고 있다. 역사에서 암흑과 야만의 시기로 종종 점하되었던 중세 천년이 디지털 가상세계에서 새롭게 부활하고 있는 것이다. 첨단 테크놀로지로 시현되는 온라인게임에서 '중세'라는 전근대적인 세계가 빈번하게 등장하는 현상은 역설적 이며 의미심장하다. 본 연구는 이러한 문제의식에 기반해 온라인게임에서 중세 세계관이 등장하게 된 배경과 구현양상을 살펴보고자 했다. 이에 중세 판타지 게임의 등장은 현대인들의 전근대에 대한 탈출과 동경 때문이며, 이러한 중세 판타지 세계관은 게임 스토리텔링의 기반 서사와 퀘스트 스토리, 캐릭터 설정 등에 많은 영향을 끼치고 있음을 알 수 있었다. 자연과 초자연의 공존이라는 이중 구조는 중세 판타지 게임의 기반 서사를 설정하는데 중요한 축으로 작용하고 있으며, "목표설정-모험과 투쟁-목표달성"이라는 3단계의 추구서사(quest narrative)를 가진 중세 로망스문학은 중세 판타지 게임에 이르러 퀘스트 스토리에 반영되고 있다. 봉건제로 대표되는 중세의 엄격한 피라미드적 위계질서는 캐릭터 디자인에 의미 있는 메타포를 형성하고 있으며, 플레이어들은 이러한 수직적 구조 속에서 동시에 수평적 연대의식을 통해 온라인게임의 커퓨니티를 구성하고 있음을 확인할 수 있었다.

스마트폰의 동영상과 게임 사용이 대학생의 안구건조에 미치는 영향 (Influence of Cellular Phone Videos and Games on Dry Eye Syndrome in University Students)

  • 박정숙;최미정;마지은;문지현;문효정
    • 지역사회간호학회지
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    • 제25권1호
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    • pp.12-23
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    • 2014
  • Purpose: The purpose of this study is to investigate influence of cellular phone videos and games on dry eye syndrome in university students. Methods: A randomized comparison group pre-post design is used. Sixty university students were randomly assigned to either a video or a game group. Frequencies of blinking, dry eye symptoms scores and amounts of tears were measured. Thirty subjects watched cellular phone video programmes and the other 30 subjects played cellular phone games for 61 minutes. In addition, frequencies of blinking were measured three times during treatment, once immediately after a treatment and twice at an interval of 20 minutes after subsequent treatments. Results: Post-test scores of frequencies of blinking significantly decreased, dry eye symptoms scores including amounts of tears significantly increased greater than pre-test scores in both groups. But there were no significant differences between the groups. Frequencies of blinking were significantly different with respect to the time spent using cellular phone. In both groups, the lowest frequencies of blinking were shown after 40 minutes of cellular phone use. Conclusion: This study shows that using cellular phone has negative influence on dry eye syndrome and eyes require a resting period after cellular phone use over 40 minutes.

언플러그드 방식을 활용한 알고리즘 수행시간 분석이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과 (The Effect of Algorithm Execution Time Analysis using Unplugged Program on the Computational Thinking of Third Grade Students)

  • 김정아;오민우;양영훈;김태훈;김종훈
    • 정보교육학회논문지
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    • 제23권1호
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    • pp.19-27
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    • 2019
  • 본 연구에서는 알고리즘의 수행시간 분석에 초점을 맞춘 언플러그드 방식의 교육이 초등학교 3학년 학생들의 컴퓨팅 사고력 향상에 미치는 효과를 분석해보았다. 현직 초등교사 70명과 초등학교 3학년 학생 120명을 대상으로 실시한 요구분석 결과를 바탕으로, ADDIE 모형의 절차에 따라 언플러그드 교육프로그램을 개발하였다. 개발한 교육프로그램으로 초등학교 3학년 학생 24명에게 총 6일 동안 36시간의 수업을 진행하였고, 같은 시간 동안 보드게임 교육을 받은 24명의 학생들과 사전 사후 비교 검사를 통해 효과를 분석하였다. 분석 결과, 알고리즘의 수행시간 분석에 초점을 맞춘 언플러그드 방식의 교육은 초등학교 3학년 학생들의 컴퓨팅 사고력에 긍정적인 효과를 미치는 것으로 확인되었다.

중학교 "환경" 교과의 교수.학습 및 평가 방법 연구 (A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School)

  • 남상준
    • 한국환경교육학회지:환경교육
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    • 제7권1호
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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동적 $[^{11}C]Raclopride$ 뇌 PET의 움직임 보정이 선조체 내인성 도파민 유리 정량화에 미치는 영향 (Effects of Motion Correction for Dynamic $[^{11}C]Raclopride$ Brain PET Data on the Evaluation of Endogenous Dopamine Release in Striatum)

  • 이재성;김유경;조상수;최연성;강은주;이동수;정준기;이명철;김상은
    • 대한핵의학회지
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    • 제39권6호
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    • pp.413-420
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    • 2005
  • 목적: 수용체 결합능 정량화를 위해서는 방사성추적자의 동태를 충분히 관찰하기 위해서 보통 뇌 PET 영상을 60-120분 정도 얻어야 한다. 이처럼 장기간 PET 영상을 얻게 되는 경우 보통 피험자의 수의적/불수의적 움직임을 피할 수 없고 이러한 피험자의 머리 움직임은 재구성된 PET 영상의 공간해상도를 저하시키고 측정된 방사능 농도의 정확성을 떨어뜨리는 요인이 된다. 이 연구에서는 동적 영상 정보만을 이용하여 피험자의 머리 움직임을 보정할 수 있는 방법을 개발하고 이를 피험자의 움직임이 불가항력적인 뇌활성화 도파민 D2 수용체 영상에 적용하여 움직임 보정이 리간드 결합능 및 외부 자극에 의한 도파민 유리(release) 정량화에 미치는 영향을 평가하였다. 대상 및 방법: 4명의 정상인 자원자에서 비디오 게임에 의한 도파민 유리를 평가하기 위한 실험으로 순간+연속 주입법을 이용하여 얻은 $[^{11}C]raclopride$ PET 영상을 이용하였으며 실제로 도파민 유리를 계산하기 위해서 필요한 프레임들만을 선별해서 영상 정합 기법을 적용하였다. 즉, $[^{11}C]raclopride$을 투여한 후 선조체에서의 리간드의 특이적 결합이 항정상태(steady state)에 최초로 도달하는 과제 수행 전 (30-50 분) 영역과, 비디오 게임 과제에 의해 도파민이 유리된 후 다시 항정상태에 도달하는 70-90분, 비디오 게임을 멈춘 후 다시 항정상태에 도달하는 110-120 분 데이터에만 움직임 보정 기법을 적용하는 방식이다. 각 항정상태 구간은 보통 2-4개의 프레임으로 구성되므로 먼저 이들 프레임들간의 영상정합을 수행(intra-condition registration)하여 평균 영상을 만들고 이들 평균 영상들을 정합하여 최종적으로 움직임 보정(inter-condition registration)을 하였다. 게임 수행 전후의 도파민유리를 평가하기 위하여 머리 움직임 보정 전후의 게임 과제 수행 전후의 결합능 백분율 변화를 구하였으며 각 조건에 대한 결합능 파라미터 영상을 구하고 움직임 보정 전후의 결합능 영상의 화소별 차이를 SPM2를 이용한 t-test(쌍체 검정)로 알아보았다. 결과: 움직임 보정 전후의 영상을 비교하였을 때, 움직임 보정 전 영상에서, 게임 수행시 영상이 게임을 위한 스크린 위치에 따른 시야 변동으로 게임 수행전 영상에 비하여 앞쪽 아래로 기울어져 있음을 알 수 있었으며 이러한 경향은 대상 피험자 모두에서 관찰되었다. 보정 전 영상으로부터 측정된 비디오 게임에 의한 도파민 유리는 putamen에서 29%, caudate head에서 57%, ventral striatum에서 17% 였으나, 보정 후 영상으로부터 구한 도파민 유리는 이들 영역에서 각각 3.9%, 14,1%, 0.6%로 움직임 보정을 하지 않은 경우 선조체 모든 구소물에서 결합능 감소, 즉 게임에 의한 도파민 유리가 과대평가됨을 알 수 있다. SPM 분석결과에서도 움직임을 보정하지 않은 영상을 이용한 경우, 선조체 구조물에서의 결합능 감소와 움직임에 의한 영상강도 저하가 복합적으로 영향을 주어 결합능 차이가 매우 유의하게 평가되었으나 움직임 보정 후 영상을 이용하여 비교한 경우, 결합능 변화가 선조체 영역에서 국한되어 나타나며 그 유의성이 움직임 보정 전에 비하여 낮음을 알 수 있었다. 결론: 뇌활성화 과제 수행시에 동반되는 피험자의 머리 움직임에 의하여 도파민 유리가 과대평가되었으며 이는 이 연구에서 제안한 영상정합을 이용한 움직임 보정기법에 의해서 개선되었다.