• Title/Summary/Keyword: GAME

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A Study of Artificial Intelligence Learning Model to Support Military Decision Making: Focused on the Wargame Model (전술제대 결심수립 지원 인공지능 학습방법론 연구: 워게임 모델을 중심으로)

  • Kim, Jun-Sung;Kim, Young-Soo;Park, Sang-Chul
    • Journal of the Korea Society for Simulation
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    • v.30 no.3
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    • pp.1-9
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    • 2021
  • Commander and staffs on the battlefield are aware of the situation and, based on the results, they perform military activities through their military decisions. Recently, with the development of information technology, the demand for artificial intelligence to support military decisions has increased. It is essential to identify, collect, and pre-process the data set for reinforcement learning to utilize artificial intelligence. However, data on enemies lacking in terms of accuracy, timeliness, and abundance is not suitable for use as AI learning data, so a training model is needed to collect AI learning data. In this paper, a methodology for learning artificial intelligence was presented using the constructive wargame model exercise data. First, the role and scope of artificial intelligence to support the commander and staff in the military decision-making process were specified, and to train artificial intelligence according to the role, learning data was identified in the Chang-Jo 21 model exercise data and the learning results were simulated. The simulation data set was created as imaginary sample data, and the doctrine of ROK Army, which is restricted to disclosure, was utilized with US Army's doctrine that can be collected on the Internet.

Analysis of Overseas Research Trends Related to Artificial Intelligence (AI) in Elementary, Middle and High School Education (초·중·고 교육분야의 인공지능(AI) 관련 해외 연구동향 분석)

  • Jung, Young-Joo;Kim, Hea-Jin
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.313-334
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    • 2021
  • This study aimed to analyze AI research trends related to elementary, middle, and high school education. To this end, the related literature was collected from the SCOPUS database and the publication period of the collected literature was from 1974 to March 2021, with 154 journal papers and 571 conference papers. Research trends were analyzed based on the co-occurrences analysis technique of 4,521 words of author keyword and index keyword included in these papers. As a result of the analysis, big data, data mining, data science and deep learning were found as the latest research trends with machine learning and there was a difference between elementary, middle and high school education. It can be seen that elementary school had a lot of robot-related research, middle school had a lot of game and data-related research, and high school had various and in-depth research. In discussion, we mapped the top 50 words common to elementary, middle, and high schools with the 'Artificial Intelligence Basics' curriculum of Korean Government and '5 Big Ideas' of the United States Government so that AI research can be viewed at a glance.

Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.89-97
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    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.

A Comparative Study on the Characteristics of Crimes in Quarterly according to the Corona 19 Pandemic Period (코로나19 감염병 유행 시기에 따른 분기별 범죄특성 비교분석)

  • Oh, Seiyouen;Kim, Hakbum
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.674-683
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    • 2021
  • Purpose: The purpose of this study is to examine the changes in the pattern of crimes caused by the spread and slowdown of coronavirus infections and to devise preventive and countermeasures against various crimes in the future. Method: In order to find out the characteristics of each crime in the non-face-to-face and face-to-face environment, the results of previous prior research and data officially released by the National Police Agency and the prosecution office were compared and analyzed. Result: In the early epidemic of infectious diseases, overall crime has decreased, and civil life-related crimes and crimes targeting the socially disadvantaged are increasing. In the second half of the infectious disease, unlike the first half, the prolonged corona caused the economic recession and unemployment, deepening the damage from illegal private finance and significantly increasing illegal gambling game crimes. Conclusion: According to the time of the outbreak of the COVID-19 pandemic, the quarterly crime characteristics showed that there was a difference in crime type and crime increase and decrease rate, and that crime response measures should be changed accordingly.

Analysis of Emotions of Anti-Korea and Anti-Japan in International Soccer Games of Korea vs. Japan (한국과 일본 간 축구경기와 반일·반한 감정의 관계)

  • Lee, Jong-Kil;Lee, Kong-Joo;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.463-473
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    • 2019
  • This study aimed to investigate the relationship between soccer games of Korea vs. Japan and emotions of anti-Japan and anti-Korea, empirically. For that, this study selected 2,400 comments from Naver and 5CH where people could write their SNS comments on EAFF E-1 football championship 2017. The study results got by frequency analysis and one-way ANOVA were as follows. First, Korean showed amity with own team and hostility to the opponents, and stronger hostility toward Japan. Japanese showed hostility to own team, and it was especially strong when vs. Korea. Second, Korean showed stronger hostility toward Japan than others. Japanese showed stronger hostility to own team when vs Korea. From those results, this study could conclude that soccer games of Korea vs. Japan could be a field to express those emotions rather than effect on the emotions of anti-Korea and anti-Japan. By the empirical method of this study on the emotions of anti-Japan and anti-Korea unlike advance studies, this could receive favorable evaluation.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

The Effect of Natural Disaster Safety Education on Young Children's Safety Problem-solving Abilities and Eco-friendly Attitudes (자연재해 안전교육이 유아의 안전문제해결사고 및 환경 친화적 태도에 미치는 영향)

  • Lim, Eun Ok;Kim, Ji Eun
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.227-245
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    • 2018
  • Objective: In this study, educational activities were organized to emphasize the importance of natural disaster safety education by reflecting the recent rapid increases in natural disasters. The study focused on story-sharing, art, and game activities to effectively conduct natural disaster safety education for four-year-old children, and in doing so, aimed to improve the children's safety problem-solving abilities and eco-friendly attitude. Methods: Based on the types of natural disasters that are handled by the Ministry of Public Administration and Security and the Chungcheongbuk-do Office of Education, earthquakes, yellow dust, heat waves, floods, typhoons, bolts of lighting, fires, snowstorms, and global warming were included as the study's educational contents, and a total 20 sessions of natural disaster safety education activities were planned. For the subjects, 20 four-year-old children at K Kindergarten attached to a school were selected as an experimental group and 20 four-year-old children at N Kindergarten attached to a school were selected as a control group. Both kindergartens were located in C City, Chungcheongbuk-do. The experimental group was instructed to perform the study's education activities, whereas the control group only carried out general activities based on the Nuri Curriculum's subjects of daily life. Results: As a result, the children in the experimental group, who received the natural disaster safety education, improved their safety problem-solving abilities and eco-friendly attitude when compared to those in the control group. This outcome proved that the natural disaster safety education conducted by the present study offers educational activities that can positively affect improvements in children's safety problem-solving abilities and eco-friendly attitude. Conclusion/Implications: Therefore, the present study is likely to provide concrete information to teachers who plan to conduct natural disaster safety education in the actual early childhood education field.

Exploratory Study on the Relationship between Lifestyles and Inattention, Hyperactivity/Impulsivity, Internet Overuse in Elementary and Middle School Students (초·중학생의 생활양식과 주의력 결핍, 과잉행동/충동성, 인터넷 과다사용 간 관계에 관한 탐색적 연구)

  • Yang, Mo-Huun;Kang, Eun-Jin;Lee, Dong-Hun
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.171-187
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    • 2018
  • The purpose of this study is to investigate the lifestyle factors influencing behavioral problems such as Inattention, hyperactivity/impulsivity, and internet overuse in elementary and middle school students. Data from 889 elementary school students and 676 middle school students were used and teacher reporting on students' attention deficit and hyperactivity and impulsivity symptoms was also included in the analysis. Lifestyle included opportunities for family interaction, sleep, watching TV, playing Video games, eating breakfast, eating junk food, and private education. As a result of stepwise regression analysis, Video games, junk foods, and family interactions significantly predicted the inattention of elementary and middle school students. Video games, TV, junk foods, and family interactions significantly predicted elementary school students' hyperactivity and impulsivity, but the lifestyle variables hardly accounted for the hyperactivity/impulsivity of middle school students. Video game, and family interactions significantly predicted Internet overuse for both elementary and middle school students. Current study suggest that family interaction opportunities and the use of video games, TV and junk food should be considered to intervene in behavior problems.

Influence of Smartphone usage Types and Excessive Expectation for Smartphone on Adolescents' Smartphone Overdependence (스마트폰 사용유형과 스마트폰에 대한 과도한 기대가 청소년의 스마트폰 과의존에 미치는 영향)

  • Bae, Sung-Man
    • Informatization Policy
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    • v.25 no.4
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    • pp.65-83
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    • 2018
  • This study examined the effects of smartphone usage types and excessive expectation for smartphone on adolescents' smartphone overdependence. It utilized the data of 3,454 adolescents (1,758 males and 1,696 females), aged between 13 and 19 from a smartphone overdependence survey of the National Information Society Agency. As a result of the hierarchical multiple regression analysis, age and household income had a negative effect on smartphone overdependence. Weekly smartphone usage time positively affected the serious consequences (sub-factor of smartphone overdependence). Among the different types of smartphone usage, information seeking, SNS, gaming, and the excessive expectation for smartphones had positive impact on smartphone overdependence. Smartphone usage for leisure seeking did not affect smartphone overdependence, but it negatively influenced serious consequences. Messenger use did not affect smartphone overdependence, but the use had a positive effect on salience, and a negative effect on serious consequences. The results of this study suggest that it is necessary to identify the types of smartphone use as well as the usage time to understand the smartphone dependence of adolescents. In addition, it seems necessary to recognize and correct the irrational excessive expectation for smartphone in order to prevent dependence and implement effective interventions.

Women's Field Hockey Pass Analysis using Social Network Theory (사회연결망 이론을 활용한 여자필드하키 패스분석)

  • Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Park, Jong-Chul
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.471-477
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    • 2019
  • The purpose of this study is to analyse the attacking pattern of the key player through plenty of passes on field hockey between the winning games and losing ones through the preliminary game and the tournament. It has shown that the Korean women national team on field hockey is analysed all the passes through the sportscode for the 6 games of the World-League Final, and is investigated the centrality through the social network analysis using the R analytic software. The result is followed : First, It has shown three tendencies on the preliminary games that it has shown a lower Degree-Centrality, a same with Closeness, and a higher Betweenness than the tournament. Second, It has also described on winning games that it has explained a lower Degree-Centrality, a same with Closeness, and a higher Betweenness than losing games. On the conclusion, it has revealed that Korean women national team on field hockey showed a tendency that prefer to use a counter-attacking. Based on these study, expect to be used as a way to analyze performance in the field.