• Title/Summary/Keyword: Game Evaluation

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Application Development for Players' Evaluation in Soccer Game using Smartphone Sensors (스마트폰 센서를 이용한 축구선수 평가 어플리케이션 개발)

  • You, Gwang-Ho;Kim, Kyeong-Rok;Kim, Min-Goo;Kim, Hak-Young;Kim, Jin-Il
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.581-583
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    • 2017
  • 스마트폰에 내장된 중력 센서, 가속도 센서, 자이로 센서, GPS 등을 이용해 행동 패턴을 학습시킨다. 이로부터 축구 경기를 하는 이용자의 행동을 분석하여 선수의 경기에 대한 평점과 알맞은 포지션을 추천해주는 스마트폰 어플리케이션을 개발한다. 본 연구는 전문 장비 없이 선수들이 자신의 경기를 분석할 수 있도록 개발되었으며, 실험결과 원하는 정보들을 산출할 수 있었다.

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Software Architecture Evaluation Process Based on Quality Attribute (품질 속성 기반의 소프트웨어 아키텍처 평가 프로세스)

  • Son Lee-Kyeong;Kim Haeng-Kon;Hyun Chang-Moon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.319-322
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    • 2004
  • 소프트웨어 기술은 웹과 인터넷의 대중화로 소프트웨어의 품질 개선과 다양한 요구 변화에 효율적으로 대응하기 위해 급격히 발전하고 있는 추세이다. 완성된 시스템이 다양한 스테이크 홀더들의 품질에 대한 요구를 만족시키는 시스템인지의 여부를 결정하는 소프트웨어 아키텍처의 평가는 매우 중요한 부분이다. 소프트웨어 아키텍처는 프로젝트 초기의 설계 결정사항에 대한 산출물로써 시스템과 프로젝트에 많은 영향을 미치며 특정 시스템의 품질 속성은 주로 소프트웨어 아키텍처에 의해 결정된다. 본 논문에서는 품질 속성을 기반으로 체계적으로 아키텍처를 평가할 수 있는 프로세스를 제시하고 이 프로세스를 NextGen POS 시스템에 적용시켜 보았다.

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Systematic Evaluation of Strategic Coalition in the IPD Game with Multi-agents (다중에이전트를 이용한 IPD 게임에서 전략적 연합의 체계적 성능 평가)

  • Yang, Seung-Ryong;Cho, Sung-Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.315-318
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    • 2002
  • 반복적 죄수의 딜레마 게임은 사회적 상호작용, 경제활동, 국제관계 등 다양한 현상들을 모델링하기 위한 하나의 방법이다. Axelrod가 이 게임을 제안한 이래, 많은 학자들이 다양한 방법으로 연구를 진행해 왔으나 대부분은 게임자 개인 전략이나 이득함수의 개선에 중점을 두었다. 본 논문에서는 죄수의 딜레마 게임에서 다양한 개체 선택방법과 의사결정 방법을 이용한 전략적 연합을 적용함으로써 일반화 성능을 높이는 결과를 도출하였다. 전략적 연합은 결합 조건이 만족할 경우 자율적으로 형성될 수 있으며, 연합에서의 의사결정은 개인의 의사결정보다 우수하다는 가정 하에 실험을 진행하였다. 실험 결과는 이러한 가정을 뒷받침하여 전략적 연합을 이용한 전략이 테스트 전략에 대해 일반화 성능이 우수함을 보여주고 있다.

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Motion Control of Autonomous Mobile Robot with Fuzzy Algorithm (Fuzzy Algorithm을 이용한 자율 이동 Robot의 운동 제어)

  • Jung, Jae-Hun;Jung, Yong-Hyun;Kim, Jong-Mo;Lee, Suck-Gyu;Lee, Dal-Hae
    • Proceedings of the KIEE Conference
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    • 1993.07a
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    • pp.362-365
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    • 1993
  • This paper proposes a method for determining navigation path of an autonomous mobile robot in surrounding environment using a fuzzy algorithm. This fuzzy algorithm includes three type (MIN-TIME, ECONOMY, SAFETY) motion mode for the given robot to get the ability to meet the ambiguous situation which the robot will encounter. Each node is applied to the game situation. This paper conclude with some results of computer simulation concerning an evaluation of this method.

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The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.

A Usability Evaluation of VR Go-Game using CyberGlove (CyberGlove를 이용한 VR 바둑 게임의 사용성 평가)

  • Lee, Jae-Jin;Kim, Jeong-Sik;Choi, Soo-Mi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.819-822
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    • 2004
  • 본 논문에서는 가상환경에서의 바둑 게임을 위하여 CyberGlove와 트랙킹 장비를 이용한 사용자 인터페이스를 구축하고 이의 사용성을 평가하였다. 먼저 바둑 게임을 위한 3차원 객체들을 생성한 후, WorldTookit을 이용하여 가상환경을 구축하였다. 그리고 트래킹 리시버가 부착된 CyberGlove를 끼고 바둑함으로부터 "바둑알 집기"와 바둑판 위의 화점에 "바둑알 두기"를 통해 가상환경에 익숙치 않은 사용자들을 대상으로 인터페이스의 사용성을 평가하였다. 실험 결과 현실 세계와 같이 손과 손가락을 움직여 바둑을 두는데 매우 흥미로와 했고, 사용자의 2가지 뷰에 따라 실험한 결과 직교 top 뷰에서의 정확도가 대각 원근 뷰 보다 높게 나타났다. 또한 주변 화점에 바둑알을 둘때의 정확도가 현저히 저하됨을 알 수 있었다. 장기간 사용시 불편함 호소 등 해결해야할 문제가 있음에도 불구하고 가상현실 인터페이스는 보다 몰입적이고 현실감 있는 게임을 위해 필요한 요소임을 확인할 수 있었다.

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A study on coding mathematics curriculum and teaching methods that converges school mathematics and school informatics (수학교과와 정보교과를 융합하는 코딩수학 교육과정 및 교육방법 연구)

  • Kang, Ha Ram;Lim, Chae Lyeong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.60 no.4
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    • pp.467-491
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    • 2021
  • This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.

A Big Data Analysis by Between-Cluster Information using k-Modes Clustering Algorithm (k-Modes 분할 알고리즘에 의한 군집의 상관정보 기반 빅데이터 분석)

  • Park, In-Kyoo
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.157-164
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    • 2015
  • This paper describes subspace clustering of categorical data for convergence and integration. Because categorical data are not designed for dealing only with numerical data, The conventional evaluation measures are more likely to have the limitations due to the absence of ordering and high dimensional data and scarcity of frequency. Hence, conditional entropy measure is proposed to evaluate close approximation of cohesion among attributes within each cluster. We propose a new objective function that is used to reflect the optimistic clustering so that the within-cluster dispersion is minimized and the between-cluster separation is enhanced. We performed experiments on five real-world datasets, comparing the performance of our algorithms with four algorithms, using three evaluation metrics: accuracy, f-measure and adjusted Rand index. According to the experiments, the proposed algorithm outperforms the algorithms that were considered int the evaluation, regarding the considered metrics.

Usability Evaluation Model for Locomotion Technology in VR Space (VR 공간에서의 이동기술 평가를 위한 사용성평가 모델)

  • Ding, Xiu Hui;Xie, Qiao;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.1-9
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    • 2019
  • In this paper, we propose an evaluation model to evaluate the usability of locomotion technologies in a virtual environment (VE; Virtual Environment) and try to verify them through a case study. The order of this study firstly, the factors for analysis are derived through theoretical approach to locomotion technology on VR. Second, the definition and concept of mobile technology and usability evaluation in VR are established theoretically and the elements for analysis are derived through the literature survey through the theoretical approach to VE. Third, based on this, a usability evaluation model is proposed to evaluate locomotion technologies in the VE. Finally, the results are derived by experimenting and analyzing the existing VR games applied with the three locomotion technologies derived from the literature survey. Through this paper, the locomotion technology in VR is not used separately, but can propose mobile technology that conforms to VR game content characteristics by assessing its usability and analyzing it, and it is considered to be a significant data that can suggest criteria for identifying problems in locomotion technology.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.