• Title/Summary/Keyword: use for game

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

  • Park, Jeong Sook;Choi, Mi Jung;Ma, Ji Eun;Moon, Ji Hyun;Moon, Hyo Jeong
    • Research in Community and Public Health Nursing
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    • v.25 no.1
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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.

Video Highlight Prediction Using GAN and Multiple Time-Interval Information of Audio and Image (오디오와 이미지의 다중 시구간 정보와 GAN을 이용한 영상의 하이라이트 예측 알고리즘)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.143-150
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    • 2020
  • Huge amounts of contents are being uploaded every day on various streaming platforms. Among those videos, game and sports videos account for a great portion. The broadcasting companies sometimes create and provide highlight videos. However, these tasks are time-consuming and costly. In this paper, we propose models that automatically predict highlights in games and sports matches. While most previous approaches use visual information exclusively, our models use both audio and visual information, and present a way to understand short term and long term flows of videos. We also describe models that combine GAN to find better highlight features. The proposed models are evaluated on e-sports and baseball videos.

A Study on the Property Values of News Articles and Copyright Infringement (보도기사의 재산권적 가치와 무단전재를 통한 저작권 침해에 관한 연구)

  • Kim, Gyong-Ho
    • Korean journal of communication and information
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    • v.39
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    • pp.324-354
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    • 2007
  • Facts, which constitute news, are as free as air. When they are transformed into news via labor and capital investment of a news organization, the news is deemed to have property values, and the media can claim exclusive rights over the news. The copyright law protects the originality of a work, the uniqueness of reporter's analysis, the selection of words, the arrangement of materials, and the emphasis given on particular points. The name of the game of copyright infringement lies in the infringement of the similarity of the method of expression, not the infringement of the subject. Even though news articles convey information by specifying factual elements of an event or accident, they still have some originality. The judgement that news articles lack of originality is inconsistent with the purpose of the copyright law. Therefore, the law should be amended to articulate that the unauthorized use of news articles without a proper citation shall be the subject of legal action, and courts should decide related cases accordingly.

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Sliding Factor Development on Mechanical Emotion in Mobile Phone of Slide Type

  • Lee, Jaein;Byun, Jungwoong;Jeong, Jaehwa;Lim, C.J.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.757-764
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    • 2012
  • Objective: The aim of this study is to find the optimal values of sliding factors which influence the mechanical emotion of users when they use sliding type mobile phones. Background: There are various researches that study the emotion of using mobile phones. They focus the correlation between emotion words and design factors and use the commercial products by the subjects in the experiment. However, it has a limit in finding the optimal point of emotional factors because we can search the restricted values in the mass production of the products. Therefore, we will find the optimal points by realizing the full range of the user's mechanical emotion. Method: First, we need to get the detailed factors which can describe the mechanical emotion in sliding up and down the mobile phone. Next, we find the control factors by considering the correlation between the factors of the sliding emotion and the possibility of quantitative design. To find the optimal points on the control factors, we make a sliding evaluation system which can help users feel the sliding mechanical emotion by realizing control factors. Finally, we find the optimal points by doing the experiment the system being used. Results: The critical values of the factors which are the main variables of this study are Open Max Force and Dead point Ratio. The optimal point of the Open Max Force is 200~250g/f, and the Dead point Ratio is 40~50%. Conclusion: In this study we develop the sliding evaluation system to realize the control factors of the sliding type phone and find the optimal values of the critical factors. Application: The results can be used as the criteria for designing sliding type phone.

A Study on the contact to lascivious computer programs and sexual attitude and behaviour by the grade of middle school students in Pusan and Kimhae area (부산 . 경남지역 중학교 남학생의 학년에 따른 컴퓨터 음란물 접촉실태에 관한 연구)

  • 손혜숙;김혜옥;김대환;이종태
    • Korean Journal of Health Education and Promotion
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    • v.16 no.2
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    • pp.55-66
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    • 1999
  • To evaluate the status of the contact to lascivious computer programs and sexual attitude and behaviour by the grades of middle school boy students, the questionnaire survey was done on 715 students of five middle schools in Pusan and Kimhae area from December 15 to December 24, 1997. The data were analyzed by PC SAS; $X^2$ -test. The level of significance was 0.05. 404 students (56.5%) had a personal computer in their home. 516 students(72.2%) have experienced of using a computer program. 294(57%) of them usually played a game with computer. 514 students(71.9%) had experiences of the contact to a lascivious computer program, which increased with the grades of the students(p〈0.05). The first exposure to a lascivious program was when they were elementary school students in 24.6% of first grade middle school student, 13.8% of second grade, and 11.3% of 3rd grade students. 92% of the students was introduced to first contact through their friends. 63.7% of them watch the program at their friends home. The most common drives to contact to a lascivious programs were curiosity (53%). Sexual desire was a higher drive in third grade students (20.6%) than lower grades. After contacting to a computer lascivious program, desire of masterbation was more frequent in lower grade students. and feeling disgust was more frequent in higher grade students (p〈0.05). Frequence of masterbation or sexual intercourse was higher in high grade students(p〈0.05) In conclusion, distribution and popular use of computer attributes to the increased exposure to lascivious programs and lowering the age of first exposure. There was the difference according to the grades in the feeling and sexual behaviour after contacting to computer lascivious program. Appropriate methods to protect young students to contact a lascivious program should be sought. The use of computer should be educated in elementary school students accompanied by proper sex education.

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Development of a New Training System for the Improvement of Equibrilium Sense (평형 감각 증진을 위한 새로운 훈련 장치의 개발)

  • Lee Jung Ok;Park Young Gun;No Pang Hwang;Hong Chul Un;Kim Nam Gyun
    • Journal of Biomedical Engineering Research
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    • v.25 no.6
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    • pp.465-469
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    • 2004
  • We propose a new training system for the improvement of equilibrium sense using unstable platform. This system consists of unstable platform, computer interface and various softwares. The unstable platform was a simple structure of elliptical-type which included tilt sensor and wireless RF module. To evaluate the effort of balance training, we measured the parameters such as the moving time to the target and duration to maintain cursor in the target of screen. Balance training was carried out for two weeks and we classified the subjects into two groups by the training program. As a result, the moving time was reduced and duration time was lengthened through the repeating training of equilibrium sense using training program of sine curve trace(SCT) and Block game. Especially, there was remarkable improvement at direction which was too difficult for the subjects to balance their body. It was showed that this system had an effort on improving equilibrium sense and might be applied to clinical use as an effective balance training system.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Influence of Serendipity caused by Interaction towards User Experience in Mobile Application (모바일 애플리케이션에서 인터랙션으로 인한 세렌디피티가 사용자 경험에 미치는 영향)

  • Cho, In-Seong;Seo, Ji-Hee;Lee, Minju;Hur, So-Im;Lee, Yoon-Ji;Lee, Hyoseon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.59-74
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    • 2015
  • When product or service provides unexpectedness the user would be satisfied, and lately some mobile applications and web services provide those unexpectedness. However, unexpectedness itself can make negative effects such as decrease of the ease of use, still studies about mobile application are focused on satisfaction from the usability. Therefore, we would study experimentally user experience changes caused by unexpectedness using serendipity in mobile application UX, and observe how those changes to affect to user satisfaction. In other words, we observed the relationship between factors such as the unexpectedness caused by interactions of mobile application, the serendipity provided game, perceived newness, perceived ease of use, perceived usability, and satisfaction. As a result, the serendipity has positive effect to the perceived newness and negative effect to the perceived ease of use, and perceived newness and perceived ease of use affect to perceived usability positively, and all three factors are have positive effects to the use satisfaction.

Developing and Adapting an Emotion Model Using Colors for an Emotion Expression (감정표현의 직관성을 향상시키기 위한 색상을 이용한 감정모델의 개발과 적용)

  • Yeo, Ji-Hye;Chung, Myung-Bum;Ham, Jun-Seok;Park, Jun-Hyoung;Ko, Il-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.152-157
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    • 2008
  • The human uses the optic plentifully that an emotion the human knowledge. by the light it perceives the object and we live middle of color together. The color is close relation in our life. against a color from in many the optic information it is sensitive and it accepts. Therefore if expresses a emotion with color, human knowledge there is a probably of accepting intuition. The purpose of this dissertation to The emotion expression which uses a hue and the hue which leads the relationship research of emotion. In emotional circle of Plutchik, It selects the emotion where becomes the basic and the hue which similar has an impression and feature from the Harris of Moses Harris it searches emotion to use a hue circle with the method which it makes the emotion it expresses. Examines satisfaction of hue and emotion for emotion expression. The magnetic pole of emotion continuously comes in, There must be it will be able to confirm change of many emotion as a real-time. The shooting game the magnetic pole of multi emotion continuously comes in, Because it will be able to confirm the change of emotion as a real-time, suitable the applies for the research of emotion expression Consequently, The application it tried with character hue of shooting game.

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