• Title/Summary/Keyword: Game ability

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Incorporated Multi-State Nash Equilibriums For The Generation Allocation Considered Ramp Rate In the Competitive Power Market (경쟁적 전력시장에서 Ramp-rate를 고려한 발전량배분의 다중시간 통합 내쉬균형)

  • Park, Yong-Gi;Song, Hyoung-Yong;Lee, Joo-Won;Park, Jong-Bae;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 2009.07a
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    • pp.569_570
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    • 2009
  • This paper presents a methodology to find the profit maximized Nash Equilibriums of each generator(or GenCo), which considers the Ramp-rate of each generator under a competitive market environment. The ramp-rate of a generator is one of the physical or technical constraints of a generator and means the ability to increase or decrease the output instantaneously. In this paper, we found several Nash Equilibriums of the generation allocation problem through Dynamic Programming in a competitive market. Individual generators participate in a game to maximize its profit through competitions and play a game with bidding strategies of its generation quantities in a spot market.

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A Study on Development of Application using Smart TV (스마트 TV를 이용한 어플리케이션 개발에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.984-987
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    • 2012
  • A Smart TV is the multi TV which have not only function ability of general TV but also web service and application as like smartphone based on internet. In this paper, we suggest the web system for cooking recipes as smart TV application. This system have a game function by simulation and we can enjoy this cooking recipes application as a game.

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Video Game Experience and Children's Abilities of Self-Control and Visual Information Processing (전자오락경험과 아동의 자기통제력 및 시각정보처리능력)

  • Yi, Soon Hyung;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.18 no.2
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    • pp.105-120
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    • 1997
  • The purpose of this study was to investigate children's abilities of self-control and visual information processing based on their experience with video games. Participants, divided by prior exposure to video games, were 44 seven-year-old and 48 eleven-year-old boys. The impulsive tendency of children was measured through the MFFT and The delayed satisfaction test. Visual information processing ability was assessed through perceptual speed, mental rotation, and spatial visualization tasks. No differences were found between more-and less-video-game-experienced boys. Significant differences, however, were found in visual information processing abilities. More experienced boys performed better in mental rotation and spatial visualization tasks than less experienced boys.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.415-423
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    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.

Effects of Game-based Postural Vertical Training on Pusher Behavior, Postural Control, and Activity of Daily Living in Patients With Acute Stroke: A Pilot Study (게임 기반의 자세수직 훈련이 급성 뇌졸중 환자의 밀기행동, 자세조절, 그리고 일상생활동작에 미치는 영향: 사전연구)

  • An, Chang-man;Roh, Jung-suk;Kim, Tack-hoon;Choi, Houng-sik;Choi, Kyu-hwan;Kim, Gyoung-mo
    • Physical Therapy Korea
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    • v.26 no.3
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    • pp.57-66
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    • 2019
  • Background: Visual and somatosensory integration processing is needed to reduce pusher behavior (PB) and improve postural control in hemiplegic patients with acute stroke. Objects: This study aimed to investigate the effects of game-based postural vertical training (GPVT) on PB, postural control, and activity daily living (ADL) in acute stroke patients. Methods: Fourteen participants with acute stroke (<2 months post-stroke) who had PB according to the Burke lateropulsion scale (BLS) (score>2) were randomly divided into the GPVT group ($n_1=7$) and conventional postural vertical training (CPVT) group ($n_2=7$). The GPVT group performed game-based postural vertical training using a whole-body tilt apparatus. while the CPVT group performed conventional postural vertical training to reduce PB (30 minutes/session, 2 times/day, 5 days/week for 3 consecutive weeks). The BLS was evaluated to assess the severity of PB. And each subject's postural control ability and ADL level were assessed using the postural assessment scale for stroke (PASS), balance posture ratio (BPR), and Korean-modified Barthel index (K-MBI). Outcomes were measured pre- and post-intervention. Results: Comparison of the pre- and post-intervention assessment results showed that both interventions led to the following significant changes: decreased severity of PB scores and increased PASS, BPR, and K-MBI scores (p<.05). In particular, statistical analysis between the two groups, the BLS score was significantly decreased in the GPVT group (p<.05). And PASS, BPR, and K-MBI scores were significantly improved in the GPVT group than in the CPVT group (p<.01, respectively). Conclusion: This study demonstrated that GPVT lessened PB severity and improved postural control ability and ADL levels in acute stroke patients.

Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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Development of Evaluation Items for Play Ability & Operation Management in Golf Course (골프장의 경기성 및 운영관리 향상을 위한 평가항목 개발)

  • Seok, Young Han;Moon, Seok Ki;Lee, Eun Yeob
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.12 no.1
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    • pp.1-12
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    • 2009
  • The purpose of this study is to discovered assessment items for improving athletic efficiency and management of golf courses. Through this, the study intended to provide basic data for creating competitive golf courses and management. Important assessment items were selected by inducing preliminary assessment items and conducting a preliminary survey and a main survey for specialists through a theoretical study. For the survey results studied, reliability and average value for importance were calculated using SPSS/PC Window Release 12.0. As assessment of importance by assessment area, in athletic efficiency assessment, course management level was the highest, followed by fairness of games and operation of games. In management assessment, importance of service level, information management, facility management, management of game assistants, etc. were high. As assessment of importance by assessment item, it was found that 'variety of golf shot' and 'the length of a course' were important in course layout. Also 'start interval among teams' and 'disturbance of play' were assessed as important items in game operation, while 'fair reservation' and 'rounding rotation time' were important in fairness of games. In addition, in information management, 'kind service of golf course staffs' and 'prompt reservation and notification' were found to be important assessment items. In facility management, all assessment indexes were over 4.0, which means all of them are important for quality of golf course and competitiveness. In membership service, 'appropriate price of goods for sale' and 'service for members' were relatively important assessment items. Further, in management of game assistants, 'qualifications and skillfulness of game assistants' was assessed as a very important index. Although the current study only selected important items to assess excellent golf courses, it is necessary to apply the study results to the actual sites and verify them for golf course both at domestic and abroad.

User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.819-830
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    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.