• Title/Summary/Keyword: use for game

Search Result 906, Processing Time 0.023 seconds

The Current Statues and Cause of Dietary Supplement Use in Elite Athletes (우수선수들의 운동영양 보조물 이용 현황과 원인)

  • Kim, Jong-Kyu;Lee, Nam-Ju;Lee, Mi-Sook
    • 한국체육학회지인문사회과학편
    • /
    • v.51 no.3
    • /
    • pp.427-435
    • /
    • 2012
  • The purpose of this review study is to examine current status of dietary supplement use to enhance athletic performance capacity in elite athletes based upon anti-doping education, sports type, athletic performance capacity, gender, and age. Several previous review studies have focused on the biochemistry characteristics and intake incidence of dietary supplements and those studies have not showed enough evidence of the reason why elite athletes usually take dietary supplements. Anti-doping education may increase the incidence of dietary supplement use in elite athletes because of increasing expertise of dietary supplements. It would be expected that increased incidence of long-term dietary supplement use may induce positive effects on the body having potential effects on athletic performance capacity, although a trace of nutrients may not directly effect on the outcome of the game. Moreover, it seems that the difference of dietary supplement use based upon gender and age may come from sports type and the difference of dietary supplement intake reason may come from health and body condition maintenance rather than athletic performance capacity when considering dietary supplement use items based upon intake reasons. Most elite athletes consume at least over 2 dietary supplement items in a long period of time rather than 1 dietary supplement item in a short period of time; however, the scientific evidence of dietary supplement use seems to be insufficient. Therefore, further experimental approach studies concerning dietary supplement effects would be needed.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
    • /
    • v.2 no.1
    • /
    • pp.45-55
    • /
    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

  • PDF

Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke (작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰)

  • Kwon, Jae-Sung;Yang, No-Yul
    • Therapeutic Science for Rehabilitation
    • /
    • v.1 no.2
    • /
    • pp.35-40
    • /
    • 2012
  • The purpose of this review was to investigate feasibility of intensive virtual reality training to improve upper extremity function with brain plasticity of individuals with stroke through the literature. The recovery of the paretic upper extremity depends on regularity and intensity of training as use-dependent plasticity. In resent, virtual reality program has been widely used in the occupational therapy field of augmented stroke rehabilitation. There is a growing body of evidence that virtual reality training of the paretic extremity induces brain plasticity associated with motor improvement. In terms of therapeutic feasibility to improve paretic upper extremity, recent research has explored several important factors of virtual reality training for recovery of upper extremity motor function. These factors include high repetition intensity, high motivation like type of game, enhanced multisensory feedback regarding performance, and interactive task-oriented training. Therefore, occupational therapy combined with intensive and repetitive virtual reality training will enhance recovery of upper extremity motor function after stroke.

Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
    • /
    • v.14 no.1
    • /
    • pp.363-370
    • /
    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

The Guessing Model Revisited: A Case Study of a Korean Young Learner

  • Yim, Su Yon
    • English Language & Literature Teaching
    • /
    • v.17 no.3
    • /
    • pp.273-290
    • /
    • 2011
  • This paper presents a case study involving one Korean primary school student and people around him in order to explore the reading process in English of a young Korean EFL learner and to investigate the social context in which his reading takes place. Six participants were included in the study (one primary school student and five adult participants). The student participant was asked to read a text in English and translate what he read into Korean and the teacher participants were asked to listen to the student's reading. Semi-structured interview was used to collect data from the student as well as five adult participants (his private tutor, his parent, his state school teacher, and two other state school teachers). The analysis reveals four characteristics of the way a young EFL learner approaches reading: word-by-word reading, disconnected word recognition, selective use of cues, and lack of awareness of difficulties. The four characteristics of Kilsu's reading suggest that reading can become a wild guessing game for young foreign learners, if they give selective attention to unimportant cues while reading. The pedagogical implications of this study are also discussed to help teachers designing reading lessons for young learners.

  • PDF

A Study on information & communication ethics education method for elementary school students (초등학생의 정보통신윤리교육 방안 연구)

  • Kim, Jeong-Rang;Min, Kyung-Min;Ma, Dai-Sung
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.2
    • /
    • pp.225-233
    • /
    • 2002
  • Students are getting more opportunities to use the internet at school and home with the development of information & communication technology and the spread of computers. It can be used for education; otherwise, it also has some negative side effects, such as, the circulation of unsound information, game addiction, the misuse and overuse of information. Information communication ethics education is needed to protect students from those negative side effects in cyber space. This paper presents the systematic education contents and ways to teach correct information communication ethics education form the results of questionaires to students, teachers and parents, and other related study.

  • PDF

Development of an Item Based Learning System In Mobile Environment (모바일 환경에서 문제은행에 기반한 학습 시스템의 개발)

  • Jang Moo-Soo;Song Hee-Heon;Kang Oh-Han
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.9 no.3
    • /
    • pp.46-54
    • /
    • 2004
  • As a consequence of expansion in information technology, various services continually have been provided us through the internet in these days. Since the beginning of the mobile service, contents for its service actively have been developing now; there fore, the existing internet service system is gradually changing into the wireless mobile service system. However, mobile service now in use is mostly for entertainment such as bell sound, game and so on. The existing contents are very insufficient to satisfy the education. In this thesis, we have developed new mobile contents that are combined with Item Pool System. Students can connect to the learning contents by using the mobile device in anywhere and anytime in order to promote the efficiency of study.

  • PDF

Implementation of Smartphone Games Combining Motion Recognitions and Mutual Communications of Terminals (단말기 동작인식과 상호 통신을 결합한 스마트폰 게임의 구현)

  • Lee, Soong-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.16 no.9
    • /
    • pp.2064-2071
    • /
    • 2012
  • The generalization trend of smart phones have brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm including basic frameworks and algorithm for the games combining the motion recognitions and mutual communications on the smartphones and finally presents the details of its implementation and results.

A Survey on Spectrum Sharing in Cognitive Radio Networks

  • Xu, Tangwen;Li, Zhenshuang;Ge, Jianhua;Ding, Haiyang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.11
    • /
    • pp.3751-3774
    • /
    • 2014
  • With the rapid development of wireless communication, the confliction between the scarce frequency resources and the low spectral efficiency caused by the stationary spectrum sharing strategies seriously restricts the evolution of the future mobile communication. For this purpose, cognitive radio (CR) emerges as one of the most promising inventions which can overcome the spectrum shortage. As the key technology and main objective of CR, spectrum sharing can make full use of the limited spectrum, alleviate the scarcity of frequency resources and improve the system utilities, playing thereby an important role in improving the system performance of cognitive radio networks (CRNs). In this survey, the spectrum sharing in CRNs is discussed in terms of the sharing process, mainstream sharing technologies and spectrum sharing models. In particular, comparisons of different spectrum sharing strategies are concluded, as well as that of different spectrum sensing schemes in sharing procedure. Moreover, some application examples of the spectrum sharing in CRNs, such as smart grid, public safety, cellular network and medical body area networks are also introduced. In addition, our previous related works are presented and the open research issues in the field of spectrum sharing are stated as well.

Electromagnetic Forces Measurement of Various Electric Appliances and Places (각종 전기기기 및 장소에서의 전자파 측정)

  • Kim, Deok-Won;Ryu, Chang-Yong;Kim, Su-Chan;Yoon, Hyung-Ro
    • Proceedings of the KOSOMBE Conference
    • /
    • v.1995 no.05
    • /
    • pp.179-182
    • /
    • 1995
  • Although air, water, and noise pollutions have been widely recognized, electromagnetic forces(EMF) hazard has been rarely recognized as a pollution and very little studies has been done in this country. Thus, in this study electromagnetic forces radiated by various home appliances, once machines, and communication equipments were measured and so were several places radiating strong EMF such as subway stations and electric substations. Among the home appliances microwave oven senates lots of magnetic field and microwaves, and electric mattress does strong magnetic field. In video game room strong magnetic and considerable electric fields were measured. It was observed strong magnetic field inside of electric powered train and very strong magnetic and electric fields on some platforms. Hand-phone and car-phone radiate very hazardous level of microwaves to brain and that they rapidly come into wide use. In this study data base for various electric machines and places radiating strong EMFs were constructed and could be used for future epidemiological studies.

  • PDF