• Title/Summary/Keyword: Function Game

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Depth Image Restoration Using Generative Adversarial Network (Generative Adversarial Network를 이용한 손실된 깊이 영상 복원)

  • Nah, John Junyeop;Sim, Chang Hun;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.614-621
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    • 2018
  • This paper proposes a method of restoring corrupted depth image captured by depth camera through unsupervised learning using generative adversarial network (GAN). The proposed method generates restored face depth images using 3D morphable model convolutional neural network (3DMM CNN) with large-scale CelebFaces Attribute (CelebA) and FaceWarehouse dataset for training deep convolutional generative adversarial network (DCGAN). The generator and discriminator equip with Wasserstein distance for loss function by utilizing minimax game. Then the DCGAN restore the loss of captured facial depth images by performing another learning procedure using trained generator and new loss function.

Effects of the Group Task-related Program Training on Motor Function and Depression for Patient with Stroke (과제 지향적 그룹 운동 프로그램이 뇌졸중 환자의 운동 기능과 우울증에 미치는 효과)

  • Chung, Jae-Hoon;Ko, Myung-Sook;Lee, Jung-Ah
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.1
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    • pp.25-34
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    • 2010
  • Purpose : The purpose of this study is to assess the effect for gait, balance, and depression for stroke patients by group task-related program training based motor learning theory. Methods : The subjects of this study were administrated to the 11 stroke patients (9 male, 2 female) by 5 weeks, 3 times per week, 15 times. The group task-related program training were performed gait, balance, treadmill, muscle strengthening, and game program. Each program took 7~10 minutes and total time took 60 minutes including moving time. The difference of program training were compared using the paired t-test. Results : The results of this study revealed that Fugl-Meyer motor assessment, Chedoke-McMaster Stroke assessment of lower extremity and Berg balance scale were significantly correlated. However, impairment item of Chedoke-McMaster Stroke assessment, spatio-temporal gait parameters, Timed up and go test, and depression item of Minnesota Multiphasic Personality Inventory were not significantly correlated. Conclusion : These results support that group task-related program could be a useful treatment to improve the balance skills and motor function of lower extremity for the chronic stroke patients.

One-Handled The Mobile One-Time Password Scheme (단일 제어 모바일 일회용 패스워드 기법)

  • Choi, Jong-Seok;Kim, Ho-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.6C
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    • pp.497-501
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    • 2012
  • While increasing online services with developing e-businesses, finance, game companies and others have employed OTP(One-Time Password) to overcome vulnerabilities of static passwords. Existing OTP technology has inconvenience that customers always possess reserved token since requiring the token to generate OTP. In order to supplement the issue we propose mobile OTP generated by mobile devices such as smart phones. Our mobile OTP scheme generates OTP by using a non-linear function based on pairing to eject the collision problem of S/Key scheme universally used to design OTP schemes. Our scheme based on a non-linear function over pairing can complements the collision problem and widely applied to finance and various services to increase security level of the services.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Performance Evaluation Model for Future Weapon Systems (미래무기체계의 성능평가모형)

  • 김의환;최규명;정창모;김종윤
    • Journal of the military operations research society of Korea
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    • v.23 no.2
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    • pp.15-24
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    • 1997
  • In this paper we suggested a performance evaluation model for future weapon systems. Weapon Performance Index(WPI) model transform the characteristics of alternatives as indices. We can easily obtain WPIs of alternatives with the model. The highest WPI recommended as the best solution. The performance elements in hierachy for future weapon systems are determined by systems engineering procedure. Priorities in hierachy can be determined through survey of experts engineering procedure. Priorities in hierachy can be determined through survey of experts and statistical analysis. Utility function is formulated as a probability model and utility score is predicted on the basis of historical data about the same category of weapon systems in the world. WPI is calculate from sum of product of priorities and utility scores. The model can be applied to trade-off analysis, cost and effectiveness analysis, war game model.

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Tasks of Conflicting Desires : Inclusion of Executive Level in the Analysis of Preschooler's Task Performance Ability (실행수준을 고려한 갈등소망 과제 개발 및 유아의 갈등소망 과제수행능력 분석)

  • Kim, Jin Kyung;Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.29 no.6
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    • pp.177-191
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    • 2008
  • Prior studies were limited in the comparison of false belief tasks with desire tasks due to lack of consideration of level of executive functions. To compensate for this, executive functions were included in new preference-related and game-related tasks of conflicting desire. These tasks were administered to 246 preschoolers ranging from 2.5 to 4 years of age. Statistical analysis was by one-way ANOVA and repeated measures ANOVA. Results showed significant main effects depending on age and task type. Younger children lacked ability of executive function, such as inhibition and working memory. Older preschoolers averaged better scores on task performance, showing that it is difficult for younger children to control their own desires and select the contradicted view.

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A SOLUTION CONCEPT IN COOPERATIVE FUZZY GAMES

  • TSURUMI, Masayo;TANINO, Tetsuzo;INUIGUCHI, Masahiro
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.669-673
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    • 1998
  • This paper makes a study of the Shapley value in cooperative fuzzy games, games with fuzzy coalitions, which enable the representation of players' participation degree to each coalition. The Shapley value has so far been introduced only in an class of fuzzy games where a coalition value is not monotone with respect to each player's participation degree. We consider a more natural class of fuzzy games such that a coalition value is monotone with regard to each player's participation degree. The properties of fuzzy games in this class are investigated. Four axioms of Shapley functions are described and a Shapley function of a fuzzy fame in the class is given.

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The Optimum Strategy for Favorable Situation in Discrete Red & Black (이산형 적흑게임에서 유리한 경우의 최적전략)

  • 석영우;안철환
    • Journal of the military operations research society of Korea
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    • v.30 no.1
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    • pp.70-80
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    • 2004
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0<f<N. You win back your stake and as much more with probability p and lose your stake with probability, q = 1-p. In this study, we consider optimum strategies for this game with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p>$\frac{1}{2}$ is to play timidly, which is to bet 1 all the time. This is called as Timid1 strategy. In this paper, we perform the simulation study to show that the Timid1 strategy is optimum in discrete red and black when p>\frac{1}{2}.

A Case Study for Finding an Efficient M&S Meta Model through Sequential Response Surface Methodology (축차적 반응표면 분석을 통한 M&S 메타모형 구축에 관한 사례 연구)

  • Kim, Sang-Ik;Kim, Yong-Dai;Lim, Yong-Bin;Choi, Ki-Heon;Kim, Jeong-Eun
    • Journal of Korean Society for Quality Management
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    • v.40 no.1
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    • pp.49-59
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    • 2012
  • In computer simulation models the output from the computer code is often deterministic, i.e., running the code twice with the same values for the input variables would give the same output. It is discussed why the response surface method with polynomial approximation for the true response function is a good approximation to the computer experiments model. A sequential strategy to find the proper reduced quadratic polynomial model is illustrated with a case study in the military war game computer simulation model.

A Study on the Model of Competitive Electricity Market Considering Emission Trading (온실가스 배출권 거래제도를 고려한 경쟁적 전력시장 모형 연구)

  • Kim, Sang-Hoon;Lee, Kwang-Ho;Kim, Wook
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.58 no.8
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    • pp.1496-1503
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    • 2009
  • The United Nations Framework Convention on Climate Change (UNFCCC) is an international environmental treaty to stabilize greenhouse gas concentrations in the atmosphere. In order to fulfil the commitments of the countries in an economically efficient way, the UNFCCC adapted the emission trading scheme in the Kyoto Protocol. If the UNFCCC's scheme is enforced in the country, considerable changes in electric power industry are expected due to the imposed greenhouse gas emission reduction. This paper proposes a game theoretic model of the case when generation companies participate in both competitive electricity market and emission market simultaneously. The model is designed such that generation companies select strategically between power quantity and greenhouse gas reduction to maximize their profits in both markets. Demand function and Environmental Welfare of emission trading market is proposed in this model. From the simulation results using the proposed model the impact of the emission trading on generation companies seems very severe in case that the emission prices are significantly high.