• Title/Summary/Keyword: Game Play

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A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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Simple Algorithm for Baseball Elimination Problem (야구 배제 문제의 단순 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.147-152
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    • 2020
  • The baseball elimination problem(BEP) is eliminates teams that finishes the season in the early stage without play the remaining games because of the team never most wins even though all wins of remaining games. This problem solved by max-flow/min-cut theorem. But the max-flow/min-cut method has a shortcoming of iterative constructs the network for all of team and decides the min-cut for each network. This paper suggests ascending sort in wins game plus remaining games for each team, then the candidate eliminating team set K with lower 1/2 rank and most easy, simple, and fast computes the existence or not of subset R that a team elimination decision. As a result of various experimental data, this algorithm can be find all of elimination teams for whole data with fast and correct.

Effects of Recreational Therapy on Dementia Behavior, Affection, and Activity of Daily Living of Senile People with Dementia (오락요법이 치매노인의 치매행동 및 정서와 일상생활수행능력에 미치는 영향)

  • Kim, Hee-Kyung;Choi, Eun-Sook
    • Korean Journal of Adult Nursing
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    • v.17 no.1
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    • pp.44-55
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    • 2005
  • Purpose: The purposes of this study were to examine the effects of recreational therapy (60 minutes * 3times/week * 6weeks) on dementia behavior & affection, and activity of daily living of senile people with dementia. Methods: The subjects were 27 senile people with dementia, 16 experimental group, 11 control group, admitted at K hospital in Chungnam province in quasi-experimental study. The recreational therapy program was developed, based on the recreational program for senile welfare made by athletics science research institute in Chungnam National University(1997). It consisted of rhythm game, ball play, and beanbag game. The data were collected through questionnaires from May 1st to June 10th 2003 and were analyzed using descriptive statistics, ${\chi}^2$-test, Fisher' exact test, and Man Whitney U test. Result: The dementia behavior and affection score was significantly different between the two groups (U=32.5, p=.005). The ADL score was significantly different between the two groups (U=12.0, p=.000). There were significant decrease in dementia behavior & affection, and improvement in ADL in the experimental group compared to the control group. Conclusion: Recreational therapy intervention was proved effect in decreasing dementia behavior & affection and promoting ADL of senile people with dementia. We recommended re-test in containing a communicating variable.

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Why Do Manufacturers Produce the Private Brand, Even if They Have Their Own National Brands? (독립 브랜드를 가진 제조업체의 유통업체 브랜드(Private Brand) 공급 전략)

  • Song, Tae Ho
    • Journal of the Korean Operations Research and Management Science Society
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    • v.37 no.4
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    • pp.1-18
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    • 2012
  • With the enormous growth and various applications of private brands, national brand manufacturers are confronted with a dilemmatic situation. That is, paradoxically, some manufacturers have come to produce private brands of retailers which are potential competitors to their own brands. This study reveals why manufacturers with their own brands let themselves do the consignment production of retailers' private brands although those private brands may become strong competitors of their own brands and then investigates the condition in which manufacturers may benefit from such consignment production. Through an analysis of a game theoretical model assuming a monopoly market, the present study presents the theoretical backgrounds and provides new insights about consignment production of manufacturer with its own brand for retailer's private brand. First, such consignment production can play a role in mitigating the loss in the consignee manufacturer's own brand sales caused by the private brand in the competitive environment. Second, the effectiveness of such role is affected by the quality of the private brand produced under consignment. In other word, only if the consignee manufacturer keeps the quality of the private brand low, the manufacturer can maintain the benefit from its own brand. In addition, a consigner retailer needs to consider the final objective of launching its private brand, when it chooses its consignee manufacturer of the brand. Finally, a manufacturer with its own brand may consider consignment production as not merely an unavoidable option compelled by a retailer's power but a reasonable strategic choice to reduce the risk from competition.

The Collision Processing Design of an Online Distributed Game Server (온라인 분산게임 서버의 충돌처리 설계)

  • Lee Sung-Ug
    • The Journal of the Korea Contents Association
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    • v.6 no.1
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    • pp.72-79
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    • 2006
  • Recently, a MMORPG(Massively Multi-play Online Role Playing Game) has built distribute server by Seamless world. This paper proposes an efficient collision detection method. DLS is used to dynamically adjust spatial subdivisions in each the boundary regions of distribute server We use an index table to effectively utilize the relationships between in the nodes and can perform the collision detection efficiently by reconstructing nodes of the tree. Also, we maintain the information for the boundary region to efficiently detect the collections and adjust the boundary regions between distributed servers by using DLS. As the DLS uses pointers, the information for each server is not needed and the boundary regions between the distributed servers are efficiently searched. Using node index points, the construction table can be made to find between ray and neighborhood node, In addition, processes for Network traffic reduce because a copy of the boundary regions is not needed when a object moves with realtime.

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A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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Implementation of Artificial Intelligence Computer Go Program Using a Convolutional Neural Network and Monte Carlo Tree Search (Convolutional Neural Network와 Monte Carlo Tree Search를 이용한 인공지능 바둑 프로그램의 구현)

  • Ki, Cheol-min;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.405-408
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    • 2016
  • Games like Go, Chess, Janggi have helped to brain development of the people. These games are developed by computer program. And many algorithms have been developed to allow myself to play. The person winning chess program was developed in the 1990s. But game of go is too large number of cases. So it was considered impossible to win professional go player. However, with the use of MCTS(Monte Carlo Tree Search) and CNN(Convolutional Neural Network), the performance of the go algorithm is greatly improved. In this paper, using CNN and MCTS were proceeding development of go algorithm. Using the manual of go learning CNN look for the best position, MCTS calculates the win probability in the game to proceed with simulation. In addition, extract pattern information of go using existing manual of go, plans to improve speed and performance by using it. This method is showed a better performance than general go algorithm. Also if it is receiving sufficient computing power, it seems to be even more improved performance.

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Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

Development and Usability Evaluation of Hand Rehabilitation Training System Using Multi-Channel EMG-Based Deep Learning Hand Posture Recognition (다채널 근전도 기반 딥러닝 동작 인식을 활용한 손 재활 훈련시스템 개발 및 사용성 평가)

  • Ahn, Sung Moo;Lee, Gun Hee;Kim, Se Jin;Bae, So Jeong;Lee, Hyun Ju;Oh, Do Chang;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • v.43 no.5
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    • pp.361-368
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    • 2022
  • The purpose of this study was to develop a hand rehabilitation training system for hemiplegic patients. We also tried to find out five hand postures (WF: Wrist Flexion, WE: Wrist Extension, BG: Ball Grip, HG: Hook Grip, RE: Rest) in real-time using multi-channel EMG-based deep learning. We performed a pre-processing method that converts to Spider Chart image data for the classification of hand movement from five test subjects (total 1,500 data sets) using Convolution Neural Networks (CNN) deep learning with an 8-channel armband. As a result of this study, the recognition accuracy was 92% for WF, 94% for WE, 76% for BG, 82% for HG, and 88% for RE. Also, ten physical therapists participated for the usability evaluation. The questionnaire consisted of 7 items of acceptance, interest, and satisfaction, and the mean and standard deviation were calculated by dividing each into a 5-point scale. As a result, high scores were obtained in immersion and interest in game (4.6±0.43), convenience of the device (4.9±0.30), and satisfaction after treatment (4.1±0.48). On the other hand, Conformity of intention for treatment (3.90±0.49) was relatively low. This is thought to be because the game play may be difficult depending on the degree of spasticity of the hemiplegic patient, and compensation may occur in patient with weakened target muscles. Therefore, it is necessary to develop a rehabilitation program suitable for the degree of disability of the patient.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.