• Title/Summary/Keyword: Game A.I.

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The Effects of Graphics Representation of Trigonometry Modelling on Question Generating and Idea Sharing (삼각함수의 모델링에서 그래픽 과정이 학생들의 질문 생성과 수학적 아이디어 교환에 미치는 효과)

  • Yoon, Jae yeon;Shin, Hyun sung
    • Journal of the Korean School Mathematics Society
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    • v.24 no.2
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    • pp.217-241
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    • 2021
  • The purpose of this study is to qualitatively examine the effects of graphics representation of trigonometry modelling concerning question generating and idea sharing. The experimental setting(Experiment Group) was one class (N=26) at a public high school. The modelling process was designed as a process-oriented conceptualization divided into three steps i.e., (1) game with idea sharing and question generating, (2) graphic representation, and (3) symbolization in the mathematical applied tasks related to trigonometry function. The result indicates that Graphic Representation with Game Activity increases the opportunity of question generating and idea sharing during experimental work. Also, the results show that the introduction of computer graphics enhances the teaching of mathematical quantity in highschool classrooms.

The Analysis on Game Content of Karate Excellent Player (공수도 우수선수들의 경기내용 분석)

  • Jeang, Il-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.129-135
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    • 2015
  • This study was the content and flow of the present study Karate match. 2011, second elimination rounds national developmen, 7th Korea Open International Championships and National development in first elimination rounds, 2012 is a World Cup game against Karate1 in Busan. Man Of The match in the final three games by 5 grade were selected to match match 15, 30 people. I was about to score the study Karate and attack techniques. The conclusion is as follows: 1) In this study, there was a significant difference in use between the class score and the frequency of use of attack technology. The frequency of use of the technology of attack of each class per 60kg or less, 67kg or less, 75kg or less, was the order of 84kg and more than 84kg or less. Frequency of use disonchigi, apsonchigi, apdollyeochagi, geolgi aphurigi. It was followed by scores of attack technology of class per 84kg or more, 60kg or less, 67kg or less, 75kg or less, the following 84kg. 2) Winner has a lot of attack skills than the loser. The game was a draw and the loser disonchigi, apdollyeochagi, apsonchigi. The winner is aphurigi, apdollyeochagi, apsonchigi in the order of many uses.

Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education - (20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 -)

  • Bang, Kyung-Rhan
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.325-334
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    • 2005
  • The purpose of this thesis is to explore the fundamental reasons and general circumstances of the introduction of geometric shape to the 20th century's design education. The modern design education was directly influenced by the German Kindergarten Movement and its educational ideal, so they began to employ geometric shapes in visual education. When Friedrich Frobel, a professional German child educator of the 19th century, invented the 'Spielgaben,' it soon became a popular educational tool. It was a turning point in the child educational system, from then they began to actively employ 'tools' in art education. The Spielgaben was created based on the geometric principle of a popular block game of the 19th century. On the other hand, a game program called 'Bechaftigungsmaterial' led early Modernists to adopt geometric shape in their works. Then, geometric shape were applied to a primary educational program designed by the Bauhaus that gave birth to the Modern design education in the 20th century. likewise, the substantial reasons why the principles of point/line/plain and geometric shapes had been taken in the 20th century design education can be explained through this historical background. This research is to investigate how Kindergarten Movement and Modern design education can be associated with each other, particularly in the light of geometric elements. Therefore, I first referred to the historic records in order to reveal their relation, and then analyzed the similarities and differences between the two activities. In result, I could explore the relationship between child educational tools and the 20th century's design education.

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Mechanism and Scenario Design of an Intelligent Arm-Wrestling Machine System

  • Kang, Chul-Goo;Ryu, Ki-Seon;Kim, Y.W.;Sohn, I.S.;Park, E.J.
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1153-1157
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    • 2004
  • The report of the Korean National Statistics Office shows that Korea has been emerging as an elderly society rapidly, and it will burden the Korean society with excessive social welfare cost for the aged in the near future. If we can help the aged to live healthy in some ways, the social burden for the health care of the aged will be lessened. In order to help physical and mental health of the elderly person, we have developed an exercise apparatus called intelligent arm wrestling machine system. This paper presents the mechanism and scenario of the proposed intelligent arm wrestling machine system. The proposed mechanism and scenario are peculiar. In particular, the proposed scenario determines randomly who will win between the man and the robot and generates a game process that the arm-wrestler cannot predict in advance.

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Modeling and Animation Implementation of 3D Humanoid base on the X3D (X3D 기만에서의 3차원 Humanoid 모델링과 애니메이션 구현)

  • 이성태;오근탁;김이선;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.7
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    • pp.1089-1094
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    • 2002
  • We can travel every imaginary world and do every impossible thing via 3D character. People interest in 3D character animation for modeling like real world due to the increase of 3D game and imaginary Virtual Reality on the internet. In this paper, new framework for present of 3D character of high quality is applied. I represent 3-dimensional Humanoid modeling and animation technology and show the adequacy via simulation for various and natural representation certificate using VRML as a Web3D information type and XML.

Statistcal Analysis of Sports Injury (스포츠 손상의 통계적 분석)

  • Hong, Seong-Ryul
    • 물리치료
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    • s.34
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    • pp.2-8
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    • 1985
  • STATISTCAL ANALYSIS OF SPORTS INJURY Seong-Ryul Hong R.P.T. Seoul School Health Center Hospital Upon comings of 1986 Asian Games and 1988 Olympiad in Seoul , Korean people have more enthusiasm for sports than any other time .It's very desirable that student athletes are doing thier best to train skills and to improve records for the coming 2 international sports events .I concluded as followings from the statistical analysis of 159 student athletes about sports injury who had been received Physiotherapy in School Health Center Hospital in Seoul from Jan.8 1982 to Dec,4 1984Track & field is the most common team among school sports team in Seoul.47 Students(30%) were injuried during football game, Career of sports injury: 88 students(55.3 %) were injured for the first time .Location of injury: More than 30% in both sexs were injuried in the Lumbar Frequency in injury in lower limb is higher than that of upper . Frequency of injury in upper right limb and lower left limb are higher than of counterparts6. Diagnosis: 32% of students were diagnosed as lumbago. Treatment period: 42.7% of students were healed within a week and 76.8% within 2 weeks

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Price Competition in Horizontal and Vertical Differentiation : Focusing on the WiBro and HSDPA (수직적.수평적 차별화 시장에서의 서비스 요금전략 : 와이브로와 HSDPA 서비스를 중심으로)

  • Kim, Dow-Han
    • Korean Management Science Review
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    • v.26 no.3
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    • pp.67-78
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    • 2009
  • In this paper, I analyze the mobile broadband services market characterized by vertical and horizontal differentiation. Vertical differentiation as service quality differentiation is based on the transmission speed of mobile internet service and horizontal differentiation as spatial differentiation is based on the service coverage. Theoretical explanations for the competitive price policy have been developed in the game context of WiBro which represent the high quality within the limited service coverage and HSDPA which represent relatively low quality with nation-wide service. When the WiBro has a mobile broadband service quality advantage and the difference in quality is sufficiently low, the price of WiBro with limited service coverage is relatively lower than that of HSDPA. This occurs because the advantage of WiBro's vertical service differentiation is offset by the disadvantage of horizontal differentiation. The difference in the quality of mobile internet service, however, is not too high, the price of WiBro is relatively higher than that of HSDPA. Moreover, when the service quality of WiBro is sufficiently high, the low quality HSDPA service faces no demand.

Graphical exploratory data analysis for ball games in sports

  • Yi, Seongbaek;Jang, Dae-Heung
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.5
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    • pp.1413-1421
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    • 2016
  • In this paper graphical exploratory data analyses are proposed for ball games in sports. The plot of sequence of scoring points of each team can be used to see how the playing game has been processed until the end of each set or quarter. With the plot of sequential score differences through all the games we can see a dominance of each team and the times of score changes, i.e., turnovers. The ternary plots show the contours of scoring compositions for each player and enable us to compare the scoring patterns of each team if any. Using the score sequence plot we also can see the score pattern distribution of players. For demonstration we use the results of the gold medal match between Russia and Brazil for men's volleyball and between USA and Spain for men's basketball at the London 2012 Summer Olympics.

Pricing of Congestible Internet Services (혼잡발생 가능한 인터넷 서비스의 과금 모형)

  • Rho, Sang-Kyu;An, Jung-Nam;Won, Jung-Ho;Jung, Song
    • Journal of Digital Convergence
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    • v.1 no.1
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    • pp.189-212
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    • 2003
  • The quality of Internet services such as VOD and Web storage services deteriorates as the number of users increases beyond a certain point. However, most of the pricing mechanisms in research as well as those in practice do not reflect such situations (i.e., congestion). The purpose of this paper is to show that different types of pricing mechanisms are required and to model such situations using game theory. We extend Fishburn & Odlyzko(1999) model, in which the service quality is the same for the different pricing schemes, to reflect the situations where the service quality is different between the different pricing schemes due to congestion.

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Development of Tic-tack-toe Game Application using Bluetooth for iPhones (블루투스를 활용한 틱택토 2 인대전 게임 개발)

  • Yang, WonSeok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.871-874
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    • 2010
  • 요즘 다양한 스마트폰의 보급과 함께 스마트폰에서 활용되는 어플리케이션들이 주목 받고 있다. 그 중에 가장 활발히 어플리케이션이 개발되어 등록되어 있는 아이폰의 앱스토어는 개인 개발자들이 자발적으로 앱 개발에 참여할 수 있도록 유도하고 있다. 하지만 Xcode 라는 생소한 개발 툴을 이용하여 MacOS 라는 운영체제에서 개발을 하다 보니, 많은 기존 윈도우 기반의 스마트폰 개발자들이 아이폰 앱을 개발하는데 적지 않은 어려움이 있는 편이다. 본 논문에서는 아이폰에서 블루투스를 이용한 2 인용 대전 게임인 틱택토(Tick-tac-toe)를 C++기반으로 개발하여 그 내용을 소개한다.