• Title/Summary/Keyword: 추격행동

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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.

The Effect of Gambling Characteristics on the Future Gambling Participation Intention among Middle School Students (중학생의 도박특성이 향후 도박참여의향에 미치는 영향)

  • Park, Wan-Kyeong;Lee, Soo-Bi
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.435-445
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    • 2021
  • Recently, gambling problem of youth has seriously increased. the aim of this study is to investigate the effect of sociodemographic and gambling characteristics on the future gambling participation intention among middle school students. Analysis through chi-square test and logistic regression was conducted using data from 10,228 middle school students collected in the 2018 Survey on Youth Gambling problems given from Korea center on Gambling problems. The research findings were as follows. First, among the demographics factors, sex, grade, allowance and parents-children communication showed significant difference on future gambling participation intention. Second, among the gambling factors, awareness of gambling seriousness and spending, frequency, time, cost, chasing behavior, problem gambling level showed significant difference on future gambling participation intention. Third, grade, awareness of gambling seriousness, gambling frequency, chasing behavior, problem gambling predicted the occurrence of future gambling participation intention. Based on these results, the present study suggests the prevention and intervention of gambling problem among middle school students.

Post Catch-up Innovation and Integrated Innovation Policy (탈(脫)추격형 혁신과 통합적 혁신정책)

  • Seong, Ji-Eun;Song, Wi-Chin
    • Journal of Science and Technology Studies
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    • v.10 no.2
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    • pp.1-35
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    • 2010
  • This study analyzes the necessity of integrated innovation policy for post catch-up innovation. The integrated innovation policy solidifies its position as an infrastructure innovation policy which forms the foundation of all kinds of policies. The Korean government is currently under the pressure of planning technologies and policies that do not allow any easy imitation or copy of other advanced countries, which in turn reveals various limits of the existing policy framework. Integrated innovation policy for post catch-up innovation involves a continual process demanding changes in political, organizational and procedural activities. To ensure long-term and cross-sectoral innovation policy, overall changes and improvements in policy and its implementation are needed in terms of political commitments, governance systems, policy instruments and monitoring, and evaluation systems.

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Implementation Strategies of Corporate Entrepreneurship Using the Concept of the Innovation Value Chain (혁신가치사슬 개념을 이용한 사내기업가정신 추진전략)

  • Kim, J.S.;Min, S.J.
    • Electronics and Telecommunications Trends
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    • v.30 no.4
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    • pp.203-211
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    • 2015
  • 세계경제가 저성장 국면에 들어서고 우리나라 기업들의 탈 추격(post-catch up) 전략모색이 요구되는 상황에서 사내기업가정신이 기업의 급진적 혁신을 위한 대안으로 주목받고 있다. 그러나 국내에서 사내기업가정신이 기업의 전체 혁신에 미치는 효과는 상대적으로 미미한 것으로 보인다. 사내기업가정신은 기존 기업 내에서 혁신을 통한 새로운 성장동력을 제공하는 기업가적 행동으로, 혁신 프로세스를 내포하고 있다. 따라서 기업 내부에서 사내기업가정신을 확산시키기 위해서는 혁신을 관리하는 관점에서 접근하는 것이 바람직하다. 본고에서는 사내기업가정신 제도의 국내외 운영현황을 분석하고 혁신가치사슬 개념을 적용하여 사내기업가정신 프로세스상 문제점을 진단하고 이를 개선하기 위한 프레임워크를 제시하였다.

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Learning Multi-Character Competition in Markov Games (마르코프 게임 학습에 기초한 다수 캐릭터의 경쟁적 상호작용 애니메이션 합성)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.9-17
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    • 2009
  • Animating multiple characters to compete with each other is an important problem in computer games and animation films. However, it remains difficult to simulate strategic competition among characters because of its inherent complex decision process that should be able to cope with often unpredictable behavior of opponents. We adopt a reinforcement learning method in Markov games to action models built from captured motion data. This enables two characters to perform globally optimal counter-strategies with respect to each other. We also extend this method to simulate competition between two teams, each of which can consist of an arbitrary number of characters. We demonstrate the usefulness of our approach through various competitive scenarios, including playing-tag, keeping-distance, and shooting.

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Implementation of Natural Behavior Patterns of Monster based on Energy Model (에너지 모델 기반으로 한 몬스터의 자연스러운 행동 패턴 구현)

  • Lee, Jae Moon;Lim, Seong Kyu
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.87-96
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    • 2014
  • In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed 'Jungle Master' game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.