• 제목/요약/키워드: Function Game

검색결과 448건 처리시간 0.029초

Feasibility of Using the Nintendo Wii Game for a Dimentia (닌텐도 위 게임의 치매 재활 사용 가능성 연구)

  • Lee, Jin-Ho;Kang, Jong-Ho;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • 제6권2호
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    • pp.225-233
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    • 2011
  • Purpose: This study evaluated the feasibility of using Nintendo Wii games for improving cognition, balance, function in patients with dementia. Methods: A total 30 dementia patients were randomly assigned into the experimental group(n=15) and control group(n=15). All subjects performed a general therapeutic exercise, and 30-minute sessions of the table tennis and fencing game of Nintendo Wii were conducted with experimental group 3 times a week for 8 weeks. The intervention effects were measured by using MMSE-K, BBS, and FIM. The results were analyzed by using repeated measure ANOVA. Results: The MMSE-K and BBS scores showed significant differences. A significant interaction was observed between the experimental group and the control group in MMSE-K. The final MMSE-K and BBS scores for the experimental group were significantly higher than those for the control group. However, there was no difference in the FIM scores. Conclusion: We suggest that Nintendo Wii games are effective in cognㅇition and balance improvement in dementia patients. Future research on a variety of programs in needed.

Tradeoff between Energy-Efficiency and Spectral-Efficiency by Cooperative Rate Splitting

  • Yang, Chungang;Yue, Jian;Sheng, Min;Li, Jiandong
    • Journal of Communications and Networks
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    • 제16권2호
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    • pp.121-129
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    • 2014
  • The trend of an increasing demand for a high-quality user experience, coupled with a shortage of radio resources, has necessitated more advanced wireless techniques to cooperatively achieve the required quality-of-experience enhancement. In this study, we investigate the critical problem of rate splitting in heterogeneous cellular networks, where concurrent transmission, for instance, the coordinated multipoint transmission and reception of LTE-A systems, shows promise for improvement of network-wide capacity and the user experience. Unlike most current studies, which only deal with spectral efficiency enhancement, we implement an optimal rate splitting strategy to improve both spectral efficiency and energy efficiency by exploring and exploiting cooperation diversity. First, we introduce the motivation for our proposed algorithm, and then employ the typical cooperative bargaining game to formulate the problem. Next, we derive the best response function by analyzing the dual problem of the defined primal problem. The existence and uniqueness of the proposed cooperative bargaining equilibrium are proved, and more importantly, a distributed algorithm is designed to approach the optimal unique solution under mild conditions. Finally, numerical results show a performance improvement for our proposed distributed cooperative rate splitting algorithm.

Reducing Search Space of A* Algorithm Using Obstacle Information (장애물 정보를 이용한 A* 알고리즘의 탐색 공간의 감소)

  • Cho, Sung Hyun
    • Journal of Korea Game Society
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    • 제15권4호
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    • pp.179-188
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    • 2015
  • The A* algorithm is a well-known pathfinding algorithm. However, if the information about obstacles is not exploited, the algorithm may collide with obstacles or lead into swamp areas unnecessarily. In this paper, we propose new heuristic functions using the information of obstacles to avoid them or swamp areas. It takes time to process the information of obstacles before starting pathfinding, but it may not cause any problems most of cases because it is not processed in real time. We showed that the proposed methods could reduce the search space effectively through experiments. Furthermore, we showed that heuristic functions using obstacle information could reduce the search space effectively without processing obstacle information at all.

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • 제23권4호
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    • pp.71-80
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    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

On eBay's Fee Structure from a Channel Coordination Perspective

  • Chen, Jen-Ming;Cheng, Hung-Liang;Chien, Mei-Chen
    • Industrial Engineering and Management Systems
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    • 제9권2호
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    • pp.97-106
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    • 2010
  • Can eBay.com's fee structure coordinate the channel? It's a critical strategic problem in e-commerce operations and an interesting research hypothesis as well. eBay's fees include three parts: monthly subscription fee, insertion fee, and final value fee (i.e., a revenue sharing portion), which represent a generic form of revenue sharing fee structure between the retailer and the vendor in a supply chain. This research deals with such a channel consisting of a price-setting vendor who sells products through eBay's marketplace exclusively to the end customers. The up- and down-stream channel relationship is consignment-based revenue sharing. We use a game-theoretic approach with assumption of the retailer (i.e., eBay.com) being a Stackelberg-leader and the vendor being a follower. The Stackelberg-leader decides on the terms of revenue sharing contract (i.e., fee structure), and the follower (vendor) decides on how many units to sell and the items' selling price. This study formulates several profit-maximization models by considering the effects of the retail price on the demand function. Under such settings, we show that eBay's fee structure can improve the channel efficiency; yet it cannot coordinate the channel optimally.

On the wave propagations of football game ball after contacting with the player foot

  • Lei Sun;Cancan Wei;Fei Liu;Lijun Wang;Bo Ren
    • Geomechanics and Engineering
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    • 재33권6호
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    • pp.529-542
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    • 2023
  • Wave propagation with high transverse deflection could affect the stability of the ball in its trajectory. For low stiffness balls similar to soccer and volleyball balls, the waves are more noticeable in comparison to other balls like ping-pong ball. On the other hand, the soccer balls are under heavy impact loads from shoots and contacting different objects in the field. The maximum recorded speed of a soccer ball after kicking is the 211 km/hr and the average maximum speed is around 112 km/hr. Therefore, in such speeds the aerodynamic forces become important which are directly related to geometrical shape of the ball. In this regard, the wave propagation in soccer ball is examined in the current study using large deformation shear deformable formulations. Classical relations of stress-strain components are taken into consideration along with minimum total energy principle. The final derived relations were solved by using harmonic differential quadrature method. The results are generally presented ion term of phase velocity as function of different influencing parameters of the materials, geometry and mass of the ball.

An Analysis of Price Competition between Two Ports using Game Model (게임모형을 이용한 두 항만간 가격경쟁에 관한 연구)

  • Kim, Tae-Gi;Park, Gyei-Kark
    • Journal of Korea Port Economic Association
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    • 제25권3호
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    • pp.251-268
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    • 2009
  • This study analyzes price competition between two ports theoretically using a game model. We considered two cases: in Case I, consignors are located in a given position, and in Case II, consignors are distributed uniformally between two ports. The results are as follows. In Case I, the higher consignors' preferences for quality are, the more two ports' prices increase. As the locations of consignors are closer to Port H, the price of Port H increases and that of the low quality port(Port L) decreases. In addition, when transportation cost increases, the price of Port L decreases and the price of Port H tends to increase. If the quality of Port H improves, the price of the port H increases but the price of Port L is not clearly determined. In Case II, the higher consignors' preferences for quality are, the more two ports' prices increase. As transportation cost increases, the prices of both ports decrease but the price of Port L decreases twice as fast as that of Port H. In addition, if the quality of Port H improves, the price of Port H increases but the price of Port L decreases when transportation cost is high.

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Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제18권11호
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • 제28권5호
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

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
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    • 제1권2호
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    • pp.35-40
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    • 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.