• Title/Summary/Keyword: use for game

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Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

An Exploratory Study on Future Economic Activity of Digital Convergence Generation (디지털 컨버전스 세대의 미래경제활동 특성에 관한 연구)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.33-46
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    • 2011
  • This research focus on the economic activity as consumer and producer traits of future customers in the convergence age. We assess level of convergence for digital devices and services respectively by questionnaire survey and interview for 14 professions. And then, for evaluating convergence level and usage of digital services of each respondents, we conducted the questionnaire survey for 343 samples. Findings of our research hold that the group who showed higher level of convergence tends to use the socialized digital services more. Convergence generation were heavy users in appstore on smart-phone and wireless game and more participating. In digital service area, facebook/cyworld, twitter, UCC, portal, internet community in digital service. Convergence generation are global network communication, buying decision making activity, actively opinion expression, prosumer attitude, dependency on digital device, experience based purchase behavior, enthusiastic information sharing.

Self-consciousness Improvement Effect of Nonstructured Developmental Art Therapy on a Developmental Disordered Child -A Study on the Single Case- (비구조적 발달 미술치료를 통한 발달장애아의 자아의식 향상 효과 -단일사례를 중심으로-)

  • Kang, Young-Ja;Kang, Soung-A
    • Korean Journal of Human Ecology
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    • v.11 no.4
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    • pp.321-334
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    • 2002
  • This study is a non-structured developmental art-therapy case study having done 134 times of total treatments for a 12 years old girl, having extremely poor verbal communication ability and sociality comparing to her ability in perception and motion. I presumed the cause of this gap between perceptibility and the communication ability was a problem related to self-consciousness. To cure the problem, I provided treatment programs designed to use material which can create a stable and reliable environment and can give body experiences such as painting and play-dough. As the treatment programs progressed, I found she had changed gradually to lead the game by herself and to express her favorite colors and shapes. Also she became to be able to express her experience as a simple word and to response short answers for questions.

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A Framework for Electroencephalogram Process at Real-Time using Brainwave

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1202-1209
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    • 2011
  • Neuro feedback training using ElectroEncephalo Grams (EEGs) is commonly utilized in the treatment of Alzheimer's disease, and Attention Deficit Hyperactivity Disorder (ADHD). Recently, BCI (Brain-computer Interface) contents have developed, not for the purpose of treatment, but for concentration improvement or brain relaxation training. However, as each user has different wave forms, it is hard to develop contents controlled by such different wave. Therefore, an EEG process that allows the ability to transform the variety of wave forms into one standard signal and use it without taking a user's characteristic of EEG into account, is required. In this paper, a framework that can reduce users' characteristics by normalizing and converting measured EEGs is proposed for contents. This framework also contains the process that controls different brainwave measuring devices. In experiment a handling process applying the proposed framework to the developed BCI contents is introduced.

An Automatic and Scalable Application Crawler for Large-Scale Mobile Internet Content Retrieval

  • Huang, Mingyi;Lyu, Yongqiang;Yin, Hao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.10
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    • pp.4856-4872
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    • 2018
  • The mobile internet has grown ubiquitous across the globe with the widespread use of smart devices. However, the designs of modern mobile operating systems and their applications limit content retrieval with mobile applications. The mobile internet is not as accessible as the traditional web, having more man-made restrictions and lacking a unified approach for crawling and content retrieval. In this study, we propose an automatic and scalable mobile application content crawler, which can recognize the interaction paths of mobile applications, representing them as interaction graphs and automatically collecting content according to the graphs in a parallel manner. The crawler was verified by retrieving content from 50 non-game applications from the Google Play Store using the Android platform. The experiment showed the efficiency and scalability potential of our crawler for large-scale mobile internet content retrieval.

A Learning AI Algorithm for Poker with Embedded Opponent Modeling

  • Kim, Seong-Gon;Kim, Yong-Gi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.3
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    • pp.170-177
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    • 2010
  • Poker is a game of imperfect information where competing players must deal with multiple risk factors stemming from unknown information while making the best decision to win, and this makes it an interesting test-bed for artificial intelligence research. This paper introduces a new learning AI algorithm with embedded opponent modeling that can be used for these types of situations and we use this AI and apply it to a poker program. The new AI will be based on several graphs with each of its nodes representing inputs, and the algorithm will learn the optimal decision to make by updating the weight of the edges connecting these nodes and returning a probability for each action the graphs represent.

Creative Ideation Using a Structured Approach - Focused on a Comparative Results of SIT and BS (구조화된 접근법을 이용한 창의적 발상에 관한 연구 - SIT와 BS의 결과비교를 중심으로)

  • Chung, Won-il;Kim, Kwang-Pil;SONG, HAEGEUN
    • Journal of Engineering Education Research
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    • v.22 no.4
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    • pp.3-11
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    • 2019
  • The purpose of this study is to introduce a modified CPS(Creativity Problem Solving) procedure as a new method for comparative analysis of creative techniques such as SIT(Systematic Inventive Thinking) and Brainstorming(BS) techniques. For this, a new sports game is employed as a case study. The results show that the ideas from SIT are more creative in terms of originality and practicality than those of BS. Several considerations for effective practical use of the proposed method are discussed in this study.

The effect of Task-Technology Fit on Smart-Phone Depedency (과업-기술적합성이 스마트폰 의존도에 미치는 영향)

  • Lee, Yun-Hee;Shin, Seong-Yoon;Lee, Hyun-Chang;Lee, Sang-Won;Kim, Do-Goan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.177-179
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    • 2014
  • Unlike using smart-phone for music, game, information searching, shopping, using smart-phone for tasks may be forced in the task environment. Therefore, attitude, usefulness, and easy of use of technology on information technology adoption mode can not fully explain using smart phone for tasks. To explain using smart phone for tasks, this paper is based on the theory of task and technology fit(TTF) that TTF influences the usage performance of technology.

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Robot's Motivational Emotion Model with Value Effectiveness for Social Human and Robot Interaction (사람과 로봇의 사회적 상호작용을 위한 로봇의 가치효용성 기반 동기-감정 생성 모델)

  • Lee, Won Hyong;Park, Jeong Woo;Kim, Woo Hyun;Lee, Hui Sung;Chung, Myung Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.5
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    • pp.503-512
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    • 2014
  • People would like to be socially engaged not only with humans but also with robots. One of the most common ways in the robotic field to enhance human robot interaction is to use emotion and integrate emotional concepts into robots. Many researchers have been focusing on developing a robot's emotional expressions. However, it is first necessary to establish the psychological background of a robot's emotion generation model in order to implement the whole process of a robot's emotional behavior. Therefore, this article suggests a robot's motivational emotion model with value effectiveness from a Higgins' motivation definition, regulatory focus theory, and Circumplex model. For the test, a game with the best-two-out-of-three rule is introduced. Each step of the game was evaluated by the proposed model. As the results imply, the proposed model generated psychologically appropriate emotions for a robot in the given situation. The empirical survey remains for future work to prove that this research improves social human robot interaction.

Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion (크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가)

  • Kim, Mi-yeon;Jeon, Mi-yeon;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.417-420
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    • 2013
  • Teaching and learning through games which arouses interest in learning not only lessens a burden of a learner but also labors for Academic Achievement. and for the sake of enhancing convergence of thinking and problem solving abilities as well as raising interest and understanding in science and technology, Steam teaching which is mainly made of research and experimental activities is emphasized on. This paper which makes use of crayon physics has developed Steam program it was mainly applied to science for the first year of junior high school [strength and motion] which for learners of each team is made of four steps eight time in total. At each step learners can understand principle of strength and motion, especially at the step of finding principle of science through games can personally solve the game in cooperation with the leaners of a team and find principle of strength and motion which is to be applied to solving the game. By personally designing and making new games learners can enhance the ability of convergence of thinking. It is expected that the program developed in this paper can enhance imaginativeness of thinking and interest in science which lead to affirmative changes.

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