• Title/Summary/Keyword: Game mechanisms

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Conflict Resolution: Analysis of the Existing Theories and Resolution Strategies in Relation to Face Recognition

  • A. A. Alabi;B. S. Afolabi;B. I. Akhigbe;A. A. Ayoade
    • International Journal of Computer Science & Network Security
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    • v.23 no.9
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    • pp.166-176
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    • 2023
  • A scenario known as conflict in face recognition may arise as a result of some disparity-related issues (such as expression, distortion, occlusion and others) leading to a compromise of someone's identity or contradiction of the intended message. However, addressing this requires the determination and application of appropriate procedures among the various conflict theories both in terms of concepts as well as resolution strategies. Theories such as Marxist, Game theory (Prisoner's dilemma, Penny matching, Chicken problem), Lanchester theory and Information theory were analyzed in relation to facial images conflict and these were made possible by trying to provide answers to selected questions as far as resolving facial conflict is concerned. It has been observed that the scenarios presented in the Marxist theory agree with the form of resolution expected in the analysis of conflict and its related issues as they relate to face recognition. The study observed that the issue of conflict in facial images can better be analyzed using the concept introduced by the Marxist theory in relation to the Information theory. This is as a result of its resolution strategy which tends to seek a form of balance as result as opposed to the win or lose case scenarios applied in other concepts. This was also consolidated by making reference to the main mechanisms and result scenario applicable in Information theory.

Automated Negotiation Model among Agents Using Extended Alternating-Offer Game in Electronic Commerce (전자상거래에서 확장된 교차제의 게임을 이용한 에이전트간 자동협상 모델)

  • 정종진;조근식
    • Journal of Intelligence and Information Systems
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    • v.8 no.1
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    • pp.103-117
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    • 2002
  • Recently, many researchers have developed applications for automated contract and negotiation using agent technologies on electronic commerce. Especially, they have tried to study negotiation mechanism applying agent instead of buyers and sellers. Traditional researches, however, often had limitations. In the researches of automated negotiation, the agents had to negotiate with the other agents for a simple negotiation issue because the mechanisms were naive. In the researches of negotiation by user interaction, the agents did not have supported the procedures and methodologies for making the automated negotiation but only supported the users by providing communication environment during the negotiation process by users. In this paper, we propose efficient negotiation model using the modified negotiation model of the game theory. In the proposed model, the agents negotiate automatically with the partner agent and make good benefits by the strategic method during the negotiation process. Each agent makes negotiation issues with user's requirements and exchanges its suggestion alternatively in each step of the negotiation process. The agent evaluates degree of satisfaction for the opposite's suggestion and uses it in the next step of suggestion. To find out the negotiation strategies of opposite side, the agent uses teaming by weights of issues. As a result, the agent improves each own benefits for the contract and reduces the unbalance of its benefits through the proposed negotiation mechanism. We implement the negotiating agents according to the proposed mechanism and prove the efficiency of the proposed model by various experimentation.

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A Design of Advanced Channel Creation in e-Passport (전자여권의 향상된 채널생성 기법 설계)

  • Lee, Gi-Sung;Jeon, Sang-Yeob;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4814-4821
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    • 2012
  • An e-passport is equipped with bio information by adding the non-attachable IC chip with a smart function. In order to solve such a problem, the user's privacy is protected by using the BAC, PA, AA and EAC mechanisms. However, the password key used in the BAC mechanism is made of the combination of the MRZ values. As a result, it is possible to decode the password by using the indiscriminate attacking program after finding out the combined rules of MRZ. This thesis suggests the mechanism with an improved level of efficiency through the time-stamp values by using the information of images and fingerprints and checking the forge or falsification of the e-passport when establishing a safe channel between the chip of the e-passport and the decoding system.

A Protection Technique for Kernel Functions under the Windows Operating System (윈도우즈 운영체제 기반 커널 함수 보호 기법)

  • Back, Dusung;Pyun, Kihyun
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.133-139
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    • 2014
  • Recently the Microsoft Windows OS(operating system) is widely used for the internet banking, games etc. The kernel functions provided by the Windows OS can perform memory accesses, keyboard input/output inspection, and graphics output of any processes. Thus, many hacking programs utilizes those for memory hacking, keyboard hacking, and making illegal automation tools for game programs. Existing protection mechanisms make decisions for existence of hacking programs by inspecting some kernel data structures and the initial parts of kernel functions. In this paper, we point out drawbacks of existing methods and propose a new solution. Our method can remedy those by modifying the system service dispatcher code. If the dispatcher code is utilized by a hacking program, existing protection methods cannot detect illegal operations. Thus, we suggest that protection methods should investigate the modification of the dispatcher code as well as kernel data structures and the initial parts of kernel functions.

A Study on the Systematic TV Drama Production System (방송드라마의 체계적 제작 시스템에 관한 연구)

  • Bae Jin-Ah
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.75-84
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    • 2006
  • In terms of creating widespread popularity and a high value added business, TV drama is recognized as an unrivaled entertainment content above any other TV program genres Although recently some broadcasting companies have been trying to set up a drama production system, it seems that a well-structured system has not been established, yet. This study analyses the practices and mechanisms of drama producing processes based on the in-depth interviews with the experts in the drama production fields in three major broadcasting companies. It is found that the Korean drama production system is 'a producer-director system' and that the strategies for the windowing effects are not systematically applied from the pre-production stage. For the broadcasting companies to strengthen the competitiveness through drama, the expert-producer system should be introduced, the production elements should be systematically managed, and the multi-use strategies should be effectively established.

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The impact of major league baseball on the incidence of operative hand and facial trauma at a level 1 trauma center

  • Ricci, Joseph A.;Vargas, Christina R.;Ho, Olivia A.;Lin, Samuel J.;Lee, Bernard T.
    • Archives of Plastic Surgery
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    • v.46 no.3
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    • pp.198-203
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    • 2019
  • Background Professional affiliation between medical centers and professional sports teams can be mutually beneficial in the provision of healthcare and marketing strategy. Anecdotal evidence suggests a link between trauma volume and sporting events; however, there is limited data. This study aims to characterize the incidence of operative hand and facial trauma during professional baseball home games. Methods A retrospective review of surgical cases for traumatic hand or facial injuries at a level 1 center between 1999 and 2012 was performed. Demographic information including date of injury, admission status, and operative repair were collected. Patients were grouped based on whether their trauma occurred on the date of a home game. Results Operative hand and facial trauma occurred at a rate of 33.4 injuries per 100 days with home games, compared to 22.2 injuries per 100 days (incidence rate ratios, 1.50; 95% confidence interval, 1.34-1.69). When home games were played, patients were more likely to present as a result of motorcycle accidents (3.1% vs. 1.5%; P=0.04) or bicycle accidents (5.0% vs. 2.6%; P=0.01). Other mechanisms of trauma were not statistically different. There was an increase incidence of injuries during home games in August; weekly variability showed an increased incidence during the weekends. Conclusions There was an increased rate of operative hand and facial injuries on dates with professional home games. The incidence of injuries during home games was higher in the late summer and on the weekends. Further analysis may allow improved resource allocation and strategies for injury prevention and treatment.

Humeral Torque in Youth Baseball Pitchers: Implications for the Development of Little League Shoulder and Humeral Retroversion (청소년기 야구 투수의 상완골 회전력: 소아 야구 견 및 상완골 후염의 발달에 미치는 영향)

  • Kim Young-Kyu;Sabick Michelle B.;Torry Michael R.;Hawkins Richard J.
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.2 no.1
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    • pp.62-70
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    • 2003
  • Purpose: We examined the kinematics and kinetics of the shoulder in youth baseball pitchers in light of the mechanisms of development of little league shoulder and humeral retrotorsion. Materials and Methods: The joint kinematics and the net force and torque acting on the humerus were calculated in fourteen youth pitchers throwing in a simulated game. Results: The major force component acting on the humerus was a tensile force of 378$\pm$81 N that peaked just after ball release. The predominant torque on the humerus was an external rotation torque about the long axis of the humerus. This torque reached a peak value of 35.3$\pm$6.7 Nm about 73$\%$through the pitching motion. This torque is approximately 66$\%$ of the torque required to fracture of the adult humerus. Conclusions: The direction of the humeral torque was consistent with the development of increased humeral retrotorsion in the throwing arm. Shear stress arising from the high torque during the late cocking phase likely leads to deformation the relatively weak proximal humeral epiphysis. The external rotation torque applied to the humerus during the pitch also agrees with the proposed mechanism for development little league shoulder, which has been hypothesized to be due to rotational stresses acting on the epiphysis during the throwing motion.

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A Study on the Types of Crime and Scalability in Metaverse (메타버스 내 범죄발생 유형과 확장성에 관한 연구)

  • Song, HyeJin;Nam, Wanwoo
    • Journal of the Society of Disaster Information
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    • v.18 no.1
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    • pp.218-227
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    • 2022
  • Purpose: In the case of cavity discovered by ground penetrating radar exploration, it is necessary to accurately predict the filling amount in the cavity in advance, fill the cavity sufficiently and exert strength to ensure stability and prevent ground subsidence. Method: The cavity waveform analysis method by GPR exploration and the method using the cavity shape imaging equipment were performed to measure the cavity shape with irregular size and shape of the actual cavity, and the amount of cavity filling of the injection material was calculated during rapid restoration. Result: The expected filling amount was presented by analyzing the correlation between the cavity size and the filling amount of injection material according to the cavity scale and soil depth through the method by GPR exploration and the cavity scale calculation using the cavity shaping equipment. Conclusion: The cavity scale measured by the cavity imaging equipment was found to be in the range of 20% to 40% of the cavity scale by GPR exploration. In addition, the filling amount of injection material compared to the cavity scale predicted by GPR exploration was in the range of about 60% to 140%, and the filling amount of the injection material compared to the cavity size by the cavity shaping equipment was confirmed to be about 260% to 320 Purpose: The purpose of this study is to examine the types of crimes taking place in the metaverse, and to establish a crime prevention strategy and find a legal deterrent against it. Method: In order to classify crime types in the metaverse, crime types were analyzed based on the results of previous studies and current incidents. Result: Most of the crimes taking place in the metaverse are done in games such as Roblox or Zeppetto. Most of the game users were teenagers. Looking at the types, there are many teens for sexual crimes, violent crimes, and defamation, but professional criminals are often included in copyright infringement, money laundering using virtual currency, and fraud. Conclusion: Since the types of crimes in the metaverse are diverse, various institutional supplementary mechanisms such as establishment of police crime prevention strategies, legal regulations, and law revisions will have to be prepared.

Understanding the Role of Wonderment Questions Related to Activation of Conceptual Resources in Scientific Model Construction: Focusing on Students' Epistemological Framing and Positional Framing (과학적 모형 구성 과정에서 나타난 사고 질문의 개념적 자원 활성화의 이해 -인식론적 프레이밍과 위치 짓기 프레이밍을 중심으로-)

  • Lee, Cha-Eun;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.471-483
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    • 2016
  • The purpose of this study is to explore how students' epistemological framing and positional framing affect the role of wonderment questions related to the activation of conceptual resources and to investigate what contexts affect students' framings during scientific model construction. Four students were selected as focus group and they participated in collaborative scientific model construction of mechanisms relating to urination. According to the results, one student whose framings were "understanding phenomena" and "facilitator" asked wonderment questions, but the others whose framings were "classroom game" and "non-respondent" were not able to activate their conceptual resources. However, they were able to activate their conceptual resources when they shared the epistemological framing of "understanding phenomena" and shifted between the positional framings of "facilitator" and "respondent." Although they were able to activate their conceptual resources, these activated resources were not able to contribute to their model when they shifted to the framings of "classroom game" and "receiver." In contrast, when students constantly shared an "understanding phenomena" framing and dynamically shifted between the framings of "facilitator" and "respondent," they were able to activate various conceptual resources and develop their group model. The students' framings were affected by the contexts. These included: when students were confronted with cognitive difficulties and were not provided proper scaffolding; when the teacher played the role of answer provider and guided the activity with correctness; when there were several possible explanatory models that students could choose from; and when the teacher played the role of thought facilitator. This study contributes to supporting teaching and learning environments for productive scientific model construction.