• Title/Summary/Keyword: 흥미유지

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A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.

The Structural Relationship Among eCRM Establishment Affected Factors (E-CRM 구축 영향 요인간의 구조적 관계)

  • Kim, Jong-Ho;Sin, Yong-Seop
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.629-648
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    • 2005
  • 본 연구는 eCRM 활용을 위한 운영 속성별 모델의 한 형태인 인터넷 콘텐츠를 기반으로 하여 그 특성을 파악하고, 이들 특성들에 의해 고객들이 사이트를 탐색하는 동안 경험하게 되는 플로우가 방문빈도 및 방문지속성인 고객밀착도에 어떠한 영향을 주는지 또한 고객밀착도가 eCRM의 활용에 어떠한 영향을 미칠 수 있는지에 대해서 연구하고자 하였다. 연구결과 콘텐츠 특성 요인 중 탐색의 편리성 및 디자인이 고객밀착도에 유의적인 영향을 미쳤다. 이는 인터넷 밀착도를 높이기 위해서는 인터페이스 중 탐색의 편리성과 콘텐츠의 디자인을 높게 지각할수록 고객의 방문빈도 및 지속성이 증가한다는 점을 시사하고 있다. 또한 콘텐츠 특성과 플로우 관계검증 결과 유의하게 결과가 도출되었다. 이는 콘텐츠가 가지고 있는 독특한 특성이 고객들로 하여금 흥미성, 새로움 추구 및 자발성을 이끌어 내야한다는 점을 시사한다. 플로우와 고객 밀착도와의 관계를 검증한 결과 유의적인 영향을 나타냈다. 이는 고객들이 사이트를 탐색하는 동안 플로우의 경험을 많이 할수록 밀착도인 방문빈도 및 방문 지속성이 높아진다는 점을 시사하고 있다. 마지막으로 고객밀착도와 eCRM 활용요인과의 관계를 검증한 결과 밀착도는 eCRM 활용요인인 고객유지(충성도), 신규고객확보(구전효과), 소비자 개발(고객 생애가치)에 모두 유의적인 결과를 보였다. 그러므로 eCRM을 활용하기 위해서는 인터넷 콘텐츠의 전반전인 고객밀착도를 제고할 수 있는 방안을 적극적으로 모색해야 한다.

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A Study on Selective Control System for Web-Based Courseware Design (웹기반 코스웨어 설계를 위한 선택형 학습통제방식)

  • Kim, Mi-Kyung;Kang, Yun-Hee;Lee, Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.119-128
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    • 2006
  • The web based coursewares that are operating currently can not support individual studying capabilities appropriately. To solve this problem, this paper can provide individual students with a tool that makes contents of lessons to be organized according to study subjects, study objective, and study scope by students. And it is designed for study contents to be condensed into a courseware and be operated in a courseware. Also this method can continuously stimulate a study motivation by providing selective control system without a predefined linear study plan. And it also can have the contents of study coincide with their interests and needs. Therefore this method maximizes accomplishments for the study contents and satisfaction for way of study.

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Implement Concentration Neuro-Feedback Game using Gun-Shooting Game (건-슈팅 게임을 응용한 집중력 뉴로피드백 게임 구현)

  • Kim, Hyung-Min;Lee, Daniel-Juhun;Park, So-Youn;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.285-290
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    • 2020
  • Neuro-feedback is a technology that can identify your brain state and you can intentionally change your brain state. People with attention deficit and hyperactivity disorder need this technology but existing neuro-feedback training has a problem, which is not interesting and maintains a static state for a long time. In this paper, we proposed and implemented a neuro-feedback game that combines neuro-feedback and gun-shooting games to enhance concentration training. The neuro-feedback game has been implemented with the design of EEG measurement system, game controller and gamesoft. We hope that this study will be useful for people suffering from attention deficit and hyperactivity disorder.

The Property of Software Optimal Release Time Based on Log Poission Execution Time Model Using Interval Failure Times (고장 간격 수명 시간을 이용한 로그 포아송 실행 시간 모형의 소프트웨어 최적방출시간 특성에 관한 연구)

  • Sin, Hyun-Cheul;Kim, Hee-Cheul
    • Convergence Security Journal
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    • v.10 no.1
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    • pp.55-61
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    • 2010
  • It is of great practical interest to deciding when to stop testing a software system in development phase and transfer it to the user. This decision problem called an optimal release policies. In this paper, because of the possibility of introducing new faults when correcting or modifying the software, we were researched release comparative policies which based on infinite failure NHPP model and types of interval failure times. The policies which minimize a total average software cost of development and maintenance under the constraint of satisfying a software reliability requirement can optimal software release times. In a numerical example, applied data which were patterns, if intensity function constant or increasing, decreasing, estimated software optimal release time.

Improving Web Personalization Service Using Web Mining and Collaborative Filtering (웹 마이닝과 협력적 정보 여과를 이용한 개인화 서비스의 성능 개선 방안)

  • 이치훈;고세진;김용환;이필규
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.63-65
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    • 2000
  • 웹 개인화 기술의 발달은 많은 업체들이 기존 고객의 유지와 신규 고객의 확보를 위한 수단을 제공하였다. 현재의 개인화 기술은 크게 내용 기반 그리고 협력적 정보 여과 방식에 기반한 기술로 나뉘어질 수 있다. 내용 기반 정보 여과 방식에 기반한 개인화 기술은 멀티미디어 정보로 표현된 대부분의 웹 오브젝트(페이지, 이미지, 동영상, 사운드, 상품 등)에는 적용하기 어렵고, 협력적 정보 여과방식은 Cold Start Problem과 단일 도메인내에서의 개인화 서비스만이 가능하다는 문제점이 있다. 본 논문에서는 협력적 정보 여과 방식과 데이터 마이닝 기술 중의 연관 규칙 생성 방법을 혼합한 웹 개인화 시스템을 제안한다. 다양한 멀티미디어 형태로 표현되는 웹 오브젝트의 내용 분석이 어려우므로, 각각의 오브젝트를 하나의 아이템으로 인식하고 개인화 서비스를 시도하는 협력적 정보 여과 방식을 채택하였다. 협력적 정보 여과의 결과로 발견된 도메인별 유사 사용자의 웹 오브젝트 사용 정보를 연관 규칙 생성 알고리즘에 적용하여 오브젝트간의 연관성을 발견한다. 발견된 오브젝트간의 연관성은 서로 다른 정보 도메인의 오브젝트가 현재 사용자에게 흥미있는 것인가를 예측할 수 있는 자료로서 사용될 수 있다. 협력적 정보 여과 방식에 의해 생성된 오브젝트의 선호도값과 오브젝트 연관성 정보를 비교하여 사용자에게 개인화된 웹 서비스를 제공한다.

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A Study on Application of Mathematics History of Chosun Dynasty to a Quadratic Equation of Middle School (중학교 이차방정식 단원에서 조선시대(朝鮮時代) 수학사(數學史)의 활용에 대한 연구)

  • Shim, Sang-Kil
    • Journal for History of Mathematics
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    • v.22 no.2
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    • pp.117-130
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    • 2009
  • This study shows how to use effectively construction and solution of the quadratic equation developed by mathematicians such as Gyung Sun-jing, Hong Jung-ha, Hong Dae-yong, Lee Sang-hyuk, and Nam Byung-gil through mathematics history of Chosun Dynasty. Mathematics history of Chosun Dynasty can be used in order to enhance comprehension and increase interest in an introduction to the quadratic equation. It also can be used to help motivate middle school students to solve the quadratic equation with much interest during the development phase, and develope conceptual thinking and reflective thinking in the practical phase.

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A Study on Serious Game Contents for Silver Generation (실버세대를 위한 기능성 게임 콘텐츠에 관한 연구)

  • Lee, Hyun-Cheol;Joo, Jae-Hong;Yang, Yong-Dae;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.200-203
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    • 2009
  • 최근 전 세계적으로 노인 인구가 차지하는 비중이 갈수록 증가하고 있어 세계적으로 고령화는 미래에 우리가 직면하게 될 가장 큰 사회적인 문제로 대두되고 있다. 고령화 사회에 삶의 질을 향상하기 위해서는 고령자가 주체가 되어 생활환경의 설계를 위한 실버 운용 시스템의 구조적 변화의 방향성을 제시 할 필요가 있다. 이 과정에서 요구되는 사회적 커뮤니티는 실버세대에게 자신감과 즐거움을 제공하고, 삶의 질을 높이는데 중요한 역할을 할 것이며 기능성 게임 콘텐츠는 실버세대의 커뮤니티에 중요한 역할을 할 것이다. 본 논문에서는 실버 세대의 여가 활용과 건강 유지를 위해 조작이 용이한 인터페이스 기술을 이용한 기능성 게임 콘텐츠인 두더지 밟기 게임을 제안한다. 제안 방법은 단순한 UI와 무선 인터페이스 기술을 활용함으로써 게임 조작의 용이성을 확보할 수 있고 근력강화, 균형성 및 유연성 기능과 더불어 재미와 흥미를 유발할 수 있도록 하였다.

Teachers' Recognitions on Experiment and Practice for Home Economics area of a Technology and Home Economics curriculum in Middle School (중학교 기술.가정 교과 중 가정 영역의 실험 실습에 대한 교사의 인식)

  • Lee, Joo-Hee;Shin, Hye-Won
    • Journal of Korean Home Economics Education Association
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    • v.19 no.1 s.43
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    • pp.81-97
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    • 2007
  • This study investigated the Present status of laboratories for experiment and practice, and analyzed teachers' recognitions on experiment and practice for Home Economics area of a Technology and Home Economics curriculum according to majors of teachers. Questionnaires were mailed to middle school teachers who taught home economics part and they answered on the web. 220 replies were used for the final analysis. The findings were as follows: First, the facilities and teaching equipments of laboratories for home economics area were inferior, especially, for clothing and textiles part and housing part. Second, teachers recognized necessity to conduct experiment and practice highly. Food life part scored the highest, while housing part scored the lowest. Teachers who majored in home economics recognized more necessities of experiment and practice than teachers who didn't majored in home economics. Third, they recognized level of experiment and practice to be suitable to students, but 'maintenance and repair of housing' section was relatively less suitable than other sections. Fourth, 'making clothes and recycling' section was recognized to have the least suitability in quantities and hours of experiment and practice lesson, because of too much contents and lack of lesson hours. Fifth, teachers recognized that students were more interested in 'the basis of food preparation and practice' section, but they are less interested in 'maintenance and repair of housing' section. Sixth, teachers recognized that contents of experiment and practice were very useful to the real life. 'The basis of food preparation and practice' section was the most useful, while 'maintenance and repair of housing' section was the least useful. Seventh, experiment and practice lessons for food life part were put in practice very well, followed by the order of clothing and textiles part and housing part. Teachers who majored in home economics usually took more experiment and practice lessons than teachers who didn't major in home economics.

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Effect of School-based Sex Education: the Improvement of Sex related Knowledges and Attitudes of Rural High School Women Students (농촌 여자고등학생의 성교육 전과 후의 성관련 지식 및 태도의 변화)

  • Kim, Seok-Beom
    • Journal of agricultural medicine and community health
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    • v.26 no.1
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    • pp.105-114
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    • 2001
  • This study was conducted to analyze the change of sex-related knowledges and attitudes of female students after sex education intervention at rural high school. After conducting a pre-survey on 119 subjects of 1st and 2nd grade female students in two rural high schools in November 1999, 150 minute-sex education was provided for the students by health professional from health center. Two follow-up survey were conducted in one month and six months later to evaluate the effect of sex education. The score of knowledge of AIDS was increased from 8.46 in pre-education to 11.90 in one month and 11.87 in six month later. The positive attitude toward the pre-marage sexual relationship was changed from 16.9% in pre-education to 14.4% in one month and 23.5% in six month later. The opinion for the heterosexual intercommunion during school age was not changed by sex education intervention and the subjects were pro for the making male friends during their school period. The subjects were more understood that AIDS patient should be treated humanly and they recognized that the mode of disease transmission and how to prevent the disease. To maintain the effect of sex education, the continuous and regular educational intervention and team approach from school and health professional should be necessary.

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