• Title/Summary/Keyword: Modified Game

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A Method to Enhance the Recognition Rate of Marker Images in Augmented Reality (증강현실 마커 이미지의 인식률 개선 방안)

  • Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.1-6
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    • 2022
  • As augmented reality technology becomes more common and prevelant, marker-based AR contents are applied in various ways. However AR contents are still hardly utilized due to the low recognition rate of marker images. In order to increase the recognition rate of AR marker images, this paper experiment and analyzed how much the recognition rate of markers could be improved when image correction and design changes was applied. The experimental result shows that the image correction task could significantly improve the number of image characteristics and the recognition grade if the image was modified in a way its saturation value is increased. Moreover, the recognition rate was improved even more when regular pattern design was added to the original marker image. In conclusion, it was possible to make the marker well recognized through proper correction of the image and additional process of pattern design in the process of producing the marker image.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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A study on coding mathematics curriculum and teaching methods that converges school mathematics and school informatics (수학교과와 정보교과를 융합하는 코딩수학 교육과정 및 교육방법 연구)

  • Kang, Ha Ram;Lim, Chae Lyeong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.60 no.4
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    • pp.467-491
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    • 2021
  • This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.

Indoor localization algorithm based on WLAN using modified database and selective operation (변형된 데이터베이스와 선택적 연산을 이용한 WLAN 실내위치인식 알고리즘)

  • Seong, Ju-Hyeon;Park, Jong-Sung;Lee, Seung-Hee;Seo, Dong-Hoan
    • Journal of Advanced Marine Engineering and Technology
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    • v.37 no.8
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    • pp.932-938
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    • 2013
  • Recently, the Fingerprint, which is one of the methods of indoor localization using WLAN, has been many studied owing to robustness about ranging error by the diffraction and refraction of radio waves. However, in the signal gathering process and comparison operation for the measured signals with the database, this method requires time consumption and computational complexity. In order to compensate for these problems, this paper presents, based on proposed modified database, WLAN indoor localization algorithm using selective operation of collected signal in real time. The proposed algorithm reduces the configuration time and the size of the data in the database through linear interpolation and thresholding according to the signal strength, the localization accuracy, while reducing the computational complexity, is maintained through selective operation of the signals which are measured in real time. The experimental results show that the accuracy of localization is improved to 17.8% and the computational complexity reduced to 46% compared to conventional Fingerprint in the corridor by using proposed algorithm.

Optimal ESS Investment Strategies for Energy Arbitrage by Market Structures and Participants

  • Lee, Ho Chul;Kim, Hyeongig;Yoon, Yong Tae
    • Journal of Electrical Engineering and Technology
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    • v.13 no.1
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    • pp.51-59
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    • 2018
  • Despite the advantages of energy arbitrage using energy storage systems (ESSs), the high cost of ESSs has not attracted storage owners for the arbitrage. However, as the costs of ESS have decreased and the price volatility of the electricity market has increased, many studies have been conducted on energy arbitrage using ESSs. In this study, the existing two-period model is modified in consideration of the ESS cost and risk-free contracts. Optimal investment strategies that maximize the sum of external effects caused by price changes and arbitrage profits are formulated by market participants. The optimal amounts of ESS investment for three types of investors in three different market structures are determined with game theory, and strategies in the form of the mixed-complementarity problem are solved by using the PATH solver of GAMS. Results show that when all market participants can participate in investment simultaneously, only customers invest in ESSs, which means that customers can obtain market power by operating their ESSs. Attracting other types of ESS investors, such as merchant storage owners and producers, to mitigate market power can be achieved by increasing risk-free contracts.

A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method (참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구)

  • Lee, Kyung-Hoon;An, Eun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.17 no.2
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    • pp.3-12
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    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

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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Process of Social Stigma on Behavioral Addictions -The Attribution Affection Theory applied - (행위중독에 대한 사회적 낙인과정 - 귀인정서이론 적용 -)

  • Park, Keun Woo;Seo, Mi Kyung
    • Korean Journal of Social Welfare
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    • v.69 no.3
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    • pp.241-265
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    • 2017
  • This study was conducted to propose anti-stigma strategies by verifying the social stigma on behavioral addiction under the premise that social stigma is a main obstacle to the treatment of addiction. A research model was constructed by applying the attribution affection theory and the modified attribution affection theory, which are very useful for explaining emotional and behavioral responses to the persons with mental illness. In other words, when attributing the causes of behavioral addiction to the personally controllable things such as personality, will and lifestyle, social distance can be increased by the mediate of anger. However, when attributing the causes of behavioral addiction to biological factors that can not be controlled by an individual, there can exist two pathway, one is the arising of helping behaviors by the mediate of sympathy (the attribution affection theory), and the other is the aggravation in the social distance due to rising fear (the modified attribution affection theory). In order to verify the research model, 383 adult subjects mainly in South Gyeongsang Province were randomly presented with the vignettes of gambling addiction and internet game addiction, and asked about the causes of the problems and their emotional, prejudicial, and behavioral responses to them. As a result, all pathway had statistically significant predictive effect. Therefore, in the case of attributing to personal causes, social distance increased by the mediate of anger. In the case of attributing to biological causes, both pathway had significant predictive effect, but the indirect effect of the pathway predictive of the helping behavior by the mediate of sympathy was greater. Researchers suggested that anti-stigma strategies, which emphasize that behavioral addiction is a mental health problem requiring treatment, are necessary.

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A memory protection method for application programs on the Android operating system (안드로이드에서 어플리케이션의 메모리 보호를 위한 연구)

  • Kim, Dong-ryul;Moon, Jong-sub
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.93-101
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    • 2016
  • As the Android smart phones become more popular, applications that handle users' personal data such as IDs or passwords and those that handle data directly related to companies' income such as in-game items are also increasing. Despite the need for such information to be protected, it can be modified by malicious users or leaked by attackers on the Android. The reason that this happens is because debugging functions of the Linux, base of the Android, are abused. If an application uses debugging functions, it can access the virtual memory of other applications. To prevent such abuse, access controls should be reinforced. However, these functions have been incorporated into Android O.S from its Linux base in unmodified form. In this paper, based on an analysis of both existing memory access functions and the Android environment, we proposes a function that verifies thread group ID and then protects against illegal use to reinforce access control. We conducted experiments to verify that the proposed method effectively reinforces access control. To do that, we made a simple application and modified data of the experimental application by using well-established memory editing applications. Under the existing Android environment, the memory editor applications could modify our application's data, but, after incorporating our changes on the same Android Operating System, it could not.

A MEMS-Based Finger Wearable Computer Input Devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치)

  • Kim, Chang-su;Jung, Se-hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1103-1108
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    • 2016
  • The development of a variety of sensor technology, users smart phone, the use of motion recognition apparatus such as a console game machines is increasing. It tends to user needs motion recognition-based input device are increasing. Existing motion recognition mouse is equipped with a modified form of the mouse button on the outside and serves as a wheel mouse left and right buttons. Existing motion recognition mouse is to manufacture a small, there is a difficulty to operate the button. It is to apply the motion recognition technology the motion recognition technology is used only pointing the cursor there is a limit. In this paper, use of MEMS-based motion recognition sensor, the body of the two-point operation data by recognizing the operation of the (thumb and forefinger) and generating a control signal, followed by studies on the generated control signal to a wireless transmitting computer input device.