• Title/Summary/Keyword: Matrix game

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Performance Comparison of Two Ellipse Fitting-Based Cell Separation Algorithms

  • Cho, Migyung
    • Journal of information and communication convergence engineering
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    • v.13 no.3
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    • pp.215-219
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    • 2015
  • Cells in a culture process transform with time and produce many overlapping cells in their vicinity. We are interested in a separation algorithm for images of overlapping cells taken using a fluorescence optical microscope system during a cell culture process. In this study, all cells are assumed to have an ellipse-like shape. For an ellipse fitting-based method, an improved least squares method is used by decomposing the design matrix into quadratic and linear parts for the separation of overlapping cells. Through various experiments, the improved least squares method (numerically stable direct least squares fitting [NSDLSF]) is compared with the conventional least squares method (direct least squares fitting [DLSF]). The results reveal that NSDLSF has a successful separation ratio with an average accuracy of 95% for two overlapping cells, an average accuracy of 91% for three overlapping cells, and about 82% accuracy for four overlapping cells.

Bimatrix Game Approach to Power System Market Analysis (전력거래에서의 내쉬균형점 해석을 위한 Bimatrix 게임 기법 연구)

  • Lee, Kwang-Ho
    • Proceedings of the KIEE Conference
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    • 2002.07a
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    • pp.380-382
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    • 2002
  • An important aspect of the study of power system markets involves the assessment of strategic behavior of participants for maximizing their profits. In models of imperfect competition of a deregulated electricity system the key task is to find the Nash equilibrium. In this paper, the bimatrix approach for finding Nash equilibria in electricity markets is investigated. This approach determines pure and mixed equilibria using the complementarity pivot algorithm. The mixed equilibrium in the matrix approach has the equal number of non-zero property. This property makes it difficult to reproduce a smooth continuous distribution for the mixed equilibrium. This paper proposes an algorithm for adjusting the quantization value of discretization to reconstruct a continuous distribution from a discrete one.

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OD trip matrix estimation from urban link traffic counts (comparison with GA and SAB algorithm) (링크관측교통량을 이용한 도시부 OD 통행행렬 추정 (GA와 SAB 알고리즘의 비교를 중심으로))

  • 백승걸;김현명;임용택;임강원
    • Journal of Korean Society of Transportation
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    • v.18 no.6
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    • pp.89-99
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    • 2000
  • To cope with the limits of conventional O-D trip matrix collecting methods, several approaches have been developed. One of them is bilevel Programming method Proposed by Yang(1995), which uses Sensitivity Analysis Based(SAB) algorithm to solve Generalized Least Square(GLS) problem. However, the SAB a1gorithm has revealed two critical short-comings. The first is that when there exists a significant difference between target O-D matrix and true O-D matrix, SAB algorithm may not produce correct solution. This stems from the heavy dependance on the historical O-D information, in special when gravel Patterns are dramatically changed. The second is the assumption of iterative linear approximation to original Problem. Because of the approximation, SAB algorithm has difficulty in converging to Perfect Stackelberg game condition. So as to avoid the Problems. we need a more robust and stable solution method. The main purpose of this Paper is to show the problem of the dependency of Previous models and to Propose an alternative solution method to handle it. The Problem of O-D matrix estimation is intrinsically nonlinear and nonconvex. thus it has multiple solutions. Therefore it is necessary to require a method for searching globa1 solution. In this paper, we develop a solution algorithm combined with genetic algorithm(GA) , which is widely used as probabilistic global searching method To compare the efficiency of the algorithm, SAB algorithm suggested by Yang et al. (1992,1995) is used. From the results of numerical example, the Proposed algorithm is superior to SAB algorithm irrespective of travel patterns.

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A Practical Method for Efficient Extraction of the Rotational Part of Dynamic Deformation (동적 변형의 회전 성분을 효율적으로 추출하기 위한 실용적 방법)

  • Choi, Min Gyu
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.125-134
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    • 2018
  • This paper presents a practical method to efficiently extract the rotational part of a $3{\times}3$ matrix that changes continuously in time. This is the key technique in the corotational FEM and the shape matching deformation popular in physics-based dynamic deformation. Recently, in contrast to the traditional polar decomposition methods independent of time, an iterative method was proposed that formulates the rotation extraction in a physics-based way and exploits an incremental representation of rotation. We develop an optimization method that reduces the number of iterations under the assumption that the maximum magnitude of the incremental rotation vector is limited within ${\pi}/2$. Realistic simulation of dynamic deformation employs a sufficiently small time step, and thus this assumption is not problematic in practice. We demonstrate the efficiency and practicality of our method in various experiments.

Calibration of Omnidirectional Camera by Considering Inlier Distribution (인라이어 분포를 이용한 전방향 카메라의 보정)

  • Hong, Hyun-Ki;Hwang, Yong-Ho
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.63-70
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    • 2007
  • Since the fisheye lens has a wide field of view, it can capture the scene and illumination from all directions from far less number of omnidirectional images. Due to these advantages of the omnidirectional camera, it is widely used in surveillance and reconstruction of 3D structure of the scene In this paper, we present a new self-calibration algorithm of omnidirectional camera from uncalibrated images by considering the inlier distribution. First, one parametric non-linear projection model of omnidirectional camera is estimated with the known rotation and translation parameters. After deriving projection model, we can compute an essential matrix of the camera with unknown motions, and then determine the camera information: rotation and translations. The standard deviations are used as a quantitative measure to select a proper inlier set. The experimental results showed that we can achieve a precise estimation of the omnidirectional camera model and extrinsic parameters including rotation and translation.

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Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

Automatic Pose similarity Computation of Motion Capture Data Through Topological Analysis (위상분석을 통한 모션캡처 데이터의 자동 포즈 비교 방법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1199-1206
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    • 2015
  • This paper introduces an algorithm for computing similarity between two poses in the motion capture data with different scale of skeleton, different number of joints and different joint names. The proposed algorithm first performs the topological analysis on the skeleton hierarchy for classifying the joints into more meaningful groups. The global joints positions of each joint group then are aggregated into a point cloud. The number of joints and their positions are automatically adjusted in this process. Once we have two point clouds, the algorithm finds an optimal 2D transform matrix that transforms one point cloud to the other as closely as possible. Then, the similarity can be obtained by summing up all distance values between two points clouds after applying the 2D transform matrix. After some experiment, we found that the proposed algorithm is able to compute the similarity between two poses regardless of their scale, joint name and the number of joints.

Real-Time Haptic Rendering for Tele-operation with Varying Communication Time Delay (가변적인 통신지연시간을 갖는 원격 작업 환경을 위한 실시간 햅틱 렌더링)

  • Lee, K.;Chung, S.Y.
    • Journal of Power System Engineering
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    • v.13 no.2
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    • pp.71-82
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    • 2009
  • This paper presents a real-time haptic rendering method for a realistic force feedback in a remote environment with varying communication time-delay. The remote environment is assumed as a virtual environment based on a computer graphics, for example, on-line shopping mall, internet game and cyber-education. The properties of a virtual object such as stiffness and viscosity are assumed to be unknown because they are changed according to the contact position and/or a penetrated depth into the object. The DARMAX model based output estimator is proposed to trace the correct impedance of the virtual object in real-time. The output estimator is developed on the input-output relationship. It can trace the varying impedance in real-time by virtue of P-matrix resetting algorithm. And the estimator can trace the correct impedance by using a white noise that prevents the biased input-output information. Realistic output forces are generated in real-time, by using the inputs and the estimated impedance, even though the communication time delay and the impedance of the virtual object are unknown and changed. The generated forces trace the analytical forces computed from the virtual model of the remote environment. Performance is demonstrated by experiments with a 1-dof haptic device and a spring-damper-based virtual model.

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A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.