• Title/Summary/Keyword: Game Pattern

Search Result 195, Processing Time 0.033 seconds

Engagement classification algorithm based on ECG(electrocardiogram) response in competition and cooperation games (심전도 반응 기반 경쟁, 협동 게임 참여자의 몰입 판단 알고리즘 개발)

  • Lee, Jung-Nyun;Whang, Min-Cheol;Park, Sang-In;Hwang, Sung-Teac
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.17-26
    • /
    • 2017
  • Excessive use of the internet and smart phones have become a social issue. The level of engagement has both positive and negative effects such as good performance or indulgence phenomenon, respectively. This study was to develop an algorithm to determine the engagement state based on cardiovascular response. The participants were asked to play a pattern matching game and the experimental design was divided into cooperation and competition task to provide the level of engagement. The correlation between heart rate and amplitude was analyzed according to each task. The regression equation and accuracy were verified by polynomial regression analysis. The results showed that heart rate and amplitude were positively correlated when the task was a game, and negatively correlated when there was a reference task. The accuracy of classifying between game and reference task was 89%. The accuracy between tasks was confirmed to be 76.5%. This study is expected to be used to quantitatively evaluate the level of engagement in real time.

Democratization and Politics of Trasformismo : Explaining the 1990 Three-Party Merger in South Korea

  • Kwon, Hyeokyong
    • Analyses & Alternatives
    • /
    • v.1 no.2
    • /
    • pp.2-12
    • /
    • 2017
  • Research on democratic transitions has relatively ignored the question of why some countries experience a regressive form of political pacts, while others do not. This paper develops a simple game-theoretic model to explain the phenomenon of collusive pacts in the process of democratization. Trasformismo is a term that refers to a system of political exchange based on informal clientelistic politics. The existing studies of the politics of trasformismo have emphasized the timing of industrialization and the tradition of strong state as conditions of the politics of trasformismo. However, not every late industrializers and not every strong states experienced some variants of collusive political pacts in their trajectories of democratization. In this paper, I contend that the politics of trasformismo is rather a generalizable pattern of political elites' behavior under particular circumstances. By developing a simple game theoretic model, this paper suggests the conditions under which political actors are likely to collude to a regressive form of political pacts. The model shows that the likelihood of collusion to a regressive form of political pacts is a function of a set of parameters. First, a higher level of incumbency advantage in electoral competition is likely to be associated with a higher probability of collusive political pacts. Second, a higher degree of the monopoly of political representation of political parties without a close link with a variety of societal forces is likely to induce collusive behavior among politicians. Third, the ruling party leader's expectations about the likelihood of a safe extrication are related to collusive political pacts. This paper then engages in a case study of the 1990 three-party merger in South Korea. The 1990 Korean case is interesting in that the ruling party created a new party after having merged with two opposition parties. This case can be considered a result of political maneuver in a context of democratization. The case study suggests the empirical relevance of the game-theoretic model. As the game of trasformismo and the case study of the 1990 three-party merger in South Korea have shown, the collusive political pact was neither determined by a certain stage of economic development nor by a particular cultural systems. Rather, it was a product of the art of trasformismo based on party leaders' rational calculations of the expected likelihood of taking governing power.

  • PDF

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.17 no.1
    • /
    • pp.19-26
    • /
    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

  • PDF

Design of Uniform Packages for Restaurant by the Modernization of the Korean Traditional Motif (전통문양의 현대화를 중심으로 한 요식업계의 유니폼 및 소품디자인개발)

  • 박우미;나정은
    • Journal of the Korean Society of Costume
    • /
    • v.52 no.2
    • /
    • pp.81-90
    • /
    • 2002
  • There are increasing a foreign visitors since 88 Seoul Olympic game. Uniform is getting increased importance as one of the symbols which represent the characteristic of restaurant as well as gloves good impression to the customers and foreign tourist. This study aims at developing uniform packages (including table cloth, mat, napkin, end so on) that satisfy the customers' need and let foreign visitors recognize the outstanding beauty of Korean traditional pattern. For uniform design, It was selected a sumacsae of a the lotus flower motif and developed a textile pattern design by using CAD system. And then the developed textile design was printed a polyster100% fabric by using the digital textile printing system. Uniform packages designs were developed applying traditional sumacsae motif in order to capture a modern stance of beauty under using blue and pink color and same concept of modern image.

Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
    • /
    • v.6 no.4
    • /
    • pp.79-87
    • /
    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

  • PDF

Analysis of Seasonal Injuries in Professional Football Player (프로 축구 팀의 월별 부상실태에 관한 조사)

  • Lee, Kyung-Tai;Choi, Byung-Ok;Kim, Jin-Su
    • Journal of Korean Orthopaedic Sports Medicine
    • /
    • v.5 no.2
    • /
    • pp.135-140
    • /
    • 2006
  • Purpose: To investigate the risk exposure, risk of injury, and injury pattern of football players in seasonal variation. We purposed to expect the injury and its' prevention. Material and Methods: The professional football club(45 players) in Seoul were followed prospectively throughout 2005, January to 2005, December. Injury pattern and incidence were recorded. Results: Total 157 injuries were recorded. Major injuries which could not attend to game and training were 87 cases. Most severe month was June about 16 injuries(18.4%). And, the competitive season injuries were 46(52.9%) in March, April, August and September. Especially, ankle sprain and contusion injuries were common cause of absence in game. And, thigh muscle group injuries had a high risk of reinjury, because of treat insufficiently. Conclusions: We enhance the ability of the soccer team by prevention and education for injuries, especially in season.

  • PDF

Prototypical Eye Shape Classification to Solve Life-and-Death Problem in Go, using Monte-Carlo Method and Point Pattern Matching (몬테카를로 방법과 점 패턴 매칭을 활용한 바둑에서의 사활문제 해결을 위한 원형 안형의 분류)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.31-40
    • /
    • 2021
  • Go has a history of more than 2,500 years, and the life-and-death problems in Go is a fundamental problem domain that must be solved when implementing a computer Go. We attempted to determine the numbers of prototypical eye shapes with 3, 4, 5, and 6 eyes that are directly related to the life-and-death problems, and to classify the prototypical eye shapes represented in 4-tuple forms. Experiment was conducted by Monte-Carlo method and point pattern matching. According to the experimental results, the numbers of prototypical eye shapes were 2 for 3-eye, 5 for 4-eye, 12 for 5-eye, and 35 for 6-eye shapes. Further, using a 4-tuple form, we classified prototypical eye shapes into 1 for 3-eye, 3 for 4-eye, 4 for 5-eye, and 8 for 6-eye shapes.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
    • /
    • v.11 no.5
    • /
    • pp.43-52
    • /
    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

The Diagnosis and Prescription for Correcting Errors of Putting in Golf Skill : A Case Study (골프 퍼팅 시 오류동작 교정을 위한 진단과 처방)

  • Hah, Chong-Ku
    • Korean Journal of Applied Biomechanics
    • /
    • v.16 no.2
    • /
    • pp.21-24
    • /
    • 2006
  • The purpose of this paper is to diagnose the errors by comparing putting motion with the single pendulum pattern applicable to putting in golf skill and order prescription that correct errors of putting. In the modern-day game of golf, putting remains the key to shooting low scores, and the ability to hole putts can turn a good round into a great round A semi-golfer, subject(sex female, age 20yrs, mass 94.3kg, height 1.65m) who has troubles to do putting is chosen. Six cameras, ProReflex MCU240(240Hz) made by Qualisys company is used to capture putting motion and data is processed by QTM(Qualisys Track Manager) and Mathematica 5.0. The result that differentiates the putting and the single pendulum pattern is acquired To make the pattern of subject's putting to the single pendulum pattern quasi-equal, one tries to lower center of mass gradually. As a result of it, one has a similar pattern like the single pendulum Conclusively, to lower C.O.M one orders prescriptions that increase the weight and length of a putter and lower C.O.M subject's segment. Further improvements to the study could be to train a subject according to prescriptions and to monitor putting again. It will probably be necessary to simulate putting motions and to research relations for body shapes and putting patterns in order to establish suitable putting-motions.

A Genetic Algorithm-based Pattern Diversity Technique for Scrolling-Shooter Games (유전자 알고리즘을 이용한 비행슈팅게임의 패턴 다양화 기법)

  • Park, Chang-Hoon;Seo, Jinseok
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.301-304
    • /
    • 2016
  • 슈팅게임은 플레이어에게 두 가지 목표를 제시한다. 하나는 겉으로 드러난 목적으로 게임의 보스를 처치하여 엔딩을 보는 것이며 다른 하나는 플레이어에게 도전하고자 하는 심리를 자극하는 것으로 게임의 패턴을 파악하고 적응하여 최단시간 내에 클리어하는 것이다. 하지만 플레이어의 게임에 대한 흥미는 슈팅게임의 이동 패턴에 적응하는 순간부터 감소하게 되고 또 다른 패턴을 찾아 다른 게임으로 떠나게 된다. 본 연구는 사용자에게 주어지는 패턴을 유전자 알고리즘을 이용해 다양화하는 방법을 새로이 제안한다. 제안된 시스템을 통하여 게임 디자이너는 적은 양의 디자인으로 다양한 패턴을 쉽게 얻을 수 있다. 이는 최적의 패턴을 위한 밸런스 테스트 기간을 단축시키며, 플레이어에게 다양한 패턴을 제공하여 게임의 수명을 연장하는데 도움이 될 수 있다.

  • PDF