• Title/Summary/Keyword: Single Game

Search Result 140, Processing Time 0.026 seconds

A Single Case Study on a Child with ADHD by the Application of Attention Improvement Training Composed of Play and Games (놀이와 게임을 활용한 주의력향상훈련을 적용한 ADHD 아동의 단일사례연구)

  • Kim, Mi-Yeon;Hong, Young-Ki
    • The Korean Journal of Elementary Counseling
    • /
    • v.8 no.1
    • /
    • pp.15-32
    • /
    • 2009
  • The purpose of this study was to make a case study of a fourth- grade child diagnosed as ADHD. The subject in this study, who was the supplier of information, was especially inattentive and. impulsive. The focus of this study was placed on improving his attention, and it's also meant to lighten his impulsiveness. An attention improvement training program was devised by applying play and games that would spark the interest of the ADHD child who was inattentive and felt easily boring. The program was conducted in 15 sessions, and his self-report of attention and impulsiveness and task performance were checked to find out the effect of the program before, after and six weeks after it was implemented. Besides, additional data were gathered by keeping observational and counseling journals and interviewing people around them, and the collected data were analyzed to get a profound understanding of the child. The finding of the study were as follows: First, according to the pretest, posttest and retention test scores on attention and additional data, the attention improvement training that utilized play and game served to boost the attention of the information provider, and that had a lasting effect on that as well. Second, as a result of analyzing the pretest, posttest and retention test scores on impulsiveness and additional data, the attention improvement training that utilized play and games contributed to easing the impulsiveness of the information provider, and that had a continuing effect on that as well. Third, in addition to attention and impulsiveness, there were favorable changes in his peer relationship and confidence when all the collected data were analyzed.

  • PDF

Knee Injury In Soccer Play (축구경기시의 무릎손상)

  • Lee, Dong-Chul;Bae, Sang-Keun;Shon, Oog-Jin
    • Journal of Korean Orthopaedic Sports Medicine
    • /
    • v.5 no.2
    • /
    • pp.141-146
    • /
    • 2006
  • Purpose: This study was performed to analyze the mechanism and type of knee injury during soccer game and to evaluate the functional recovery after treatment. Materials and Methods: From October 2002 to January 2005, 49 patients were treated surgically. Mean age was 28.8 (8-36) years old, mean follow-up duration was 14.9 (8-36) months. Injury was evaluated by physical examination, radiography, and arthroscopic finding. Clinical results were evaluated with Lysholm score and Tegner activity score. Results: According to classification of the ligament injury, the incidence of single ACL injury was the most frequent and 27 cases. Injuries took place, in 2nd half of the games, and in the winter. Among the mechanism of injury, turn & twisting was 20 cases and the most frequent. The preoperative Lysholm score, Tegner activity score were 45, 2 and those of last follow-up were 87.6, 6, respectively. Conclusion: The recovery of Lysholm and Tegner activity score were good, but the sports activity was clearly decreased alter injury. It was suggested that appropriate physical & psychological rehabilitation and education were inevitable.

  • PDF

Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.7 no.5
    • /
    • pp.498-509
    • /
    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

  • PDF

Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.9 no.8
    • /
    • pp.171-180
    • /
    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

L-CAA : An Architecture for Behavior-Based Reinforcement Learning (L-CAA : 행위 기반 강화학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
    • /
    • v.14 no.3
    • /
    • pp.59-76
    • /
    • 2008
  • In this paper, we propose an agent architecture called L-CAA that is quite effective in real-time dynamic environments. L-CAA is an extension of CAA, the behavior-based agent architecture which was also developed by our research group. In order to improve adaptability to the changing environment, it is extended by adding reinforcement learning capability. To obtain stable performance, however, behavior selection and execution in the L-CAA architecture do not entirely rely on learning. In L-CAA, learning is utilized merely as a complimentary means for behavior selection and execution. Behavior selection mechanism in this architecture consists of two phases. In the first phase, the behaviors are extracted from the behavior library by checking the user-defined applicable conditions and utility of each behavior. If multiple behaviors are extracted in the first phase, the single behavior is selected to execute in the help of reinforcement learning in the second phase. That is, the behavior with the highest expected reward is selected by comparing Q values of individual behaviors updated through reinforcement learning. L-CAA can monitor the maintainable conditions of the executing behavior and stop immediately the behavior when some of the conditions fail due to dynamic change of the environment. Additionally, L-CAA can suspend and then resume the current behavior whenever it encounters a higher utility behavior. In order to analyze effectiveness of the L-CAA architecture, we implement an L-CAA-enabled agent autonomously playing in an Unreal Tournament game that is a well-known dynamic virtual environment, and then conduct several experiments using it.

  • PDF

Design and Implementation of a Physical Network Separation System using Virtual Desktop Service based on I/O Virtualization (입출력 가상화 기반 가상 데스크탑 서비스를 이용한 물리적 네트워크 망분리 시스템 설계 및 구현)

  • Kim, Sunwook;Kim, Seongwoon;Kim, Hakyoung;Chung, Seongkwon;Lee, Sookyoung
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.7
    • /
    • pp.506-511
    • /
    • 2015
  • IOV is a technology that supports one or more virtual desktops, and can share a single physical device. In general, the virtual desktop uses the virtual IO devices which are provided by virtualization SW, using SW emulation technology. Virtual desktops that use the IO devices based on SW emulation have a problem in which service quality and performance are declining. Also, they cannot support the high-end application operations such as 3D-based CAD and game applications. In this paper, we propose a physical network separation system using Virtual Desktop Service based on HW direct assignments to overcome these problems. The proposed system provides independent desktops that are used to access the intranet or internet using server virtualization technology in a physical desktop computer for the user. In addition, this system can also support a network separation without network performance degradation caused by inspection of the network packet for logical network separations and additional installations of the desktop for physical network separations.

A Methodology of Customer Churn Prediction based on Two-Dimensional Loyalty Segmentation (이차원 고객충성도 세그먼트 기반의 고객이탈예측 방법론)

  • Kim, Hyung Su;Hong, Seung Woo
    • Journal of Intelligence and Information Systems
    • /
    • v.26 no.4
    • /
    • pp.111-126
    • /
    • 2020
  • Most industries have recently become aware of the importance of customer lifetime value as they are exposed to a competitive environment. As a result, preventing customers from churn is becoming a more important business issue than securing new customers. This is because maintaining churn customers is far more economical than securing new customers, and in fact, the acquisition cost of new customers is known to be five to six times higher than the maintenance cost of churn customers. Also, Companies that effectively prevent customer churn and improve customer retention rates are known to have a positive effect on not only increasing the company's profitability but also improving its brand image by improving customer satisfaction. Predicting customer churn, which had been conducted as a sub-research area for CRM, has recently become more important as a big data-based performance marketing theme due to the development of business machine learning technology. Until now, research on customer churn prediction has been carried out actively in such sectors as the mobile telecommunication industry, the financial industry, the distribution industry, and the game industry, which are highly competitive and urgent to manage churn. In addition, These churn prediction studies were focused on improving the performance of the churn prediction model itself, such as simply comparing the performance of various models, exploring features that are effective in forecasting departures, or developing new ensemble techniques, and were limited in terms of practical utilization because most studies considered the entire customer group as a group and developed a predictive model. As such, the main purpose of the existing related research was to improve the performance of the predictive model itself, and there was a relatively lack of research to improve the overall customer churn prediction process. In fact, customers in the business have different behavior characteristics due to heterogeneous transaction patterns, and the resulting churn rate is different, so it is unreasonable to assume the entire customer as a single customer group. Therefore, it is desirable to segment customers according to customer classification criteria, such as loyalty, and to operate an appropriate churn prediction model individually, in order to carry out effective customer churn predictions in heterogeneous industries. Of course, in some studies, there are studies in which customers are subdivided using clustering techniques and applied a churn prediction model for individual customer groups. Although this process of predicting churn can produce better predictions than a single predict model for the entire customer population, there is still room for improvement in that clustering is a mechanical, exploratory grouping technique that calculates distances based on inputs and does not reflect the strategic intent of an entity such as loyalties. This study proposes a segment-based customer departure prediction process (CCP/2DL: Customer Churn Prediction based on Two-Dimensional Loyalty segmentation) based on two-dimensional customer loyalty, assuming that successful customer churn management can be better done through improvements in the overall process than through the performance of the model itself. CCP/2DL is a series of churn prediction processes that segment two-way, quantitative and qualitative loyalty-based customer, conduct secondary grouping of customer segments according to churn patterns, and then independently apply heterogeneous churn prediction models for each churn pattern group. Performance comparisons were performed with the most commonly applied the General churn prediction process and the Clustering-based churn prediction process to assess the relative excellence of the proposed churn prediction process. The General churn prediction process used in this study refers to the process of predicting a single group of customers simply intended to be predicted as a machine learning model, using the most commonly used churn predicting method. And the Clustering-based churn prediction process is a method of first using clustering techniques to segment customers and implement a churn prediction model for each individual group. In cooperation with a global NGO, the proposed CCP/2DL performance showed better performance than other methodologies for predicting churn. This churn prediction process is not only effective in predicting churn, but can also be a strategic basis for obtaining a variety of customer observations and carrying out other related performance marketing activities.

Dynamic Limit and Predatory Pricing Under Uncertainty (불확실성하(不確實性下)의 동태적(動態的) 진입제한(進入制限) 및 약탈가격(掠奪價格) 책정(策定))

  • Yoo, Yoon-ha
    • KDI Journal of Economic Policy
    • /
    • v.13 no.1
    • /
    • pp.151-166
    • /
    • 1991
  • In this paper, a simple game-theoretic entry deterrence model is developed that integrates both limit pricing and predatory pricing. While there have been extensive studies which have dealt with predation and limit pricing separately, no study so far has analyzed these closely related practices in a unified framework. Treating each practice as if it were an independent phenomenon is, of course, an analytical necessity to abstract from complex realities. However, welfare analysis based on such a model may give misleading policy implications. By analyzing limit and predatory pricing within a single framework, this paper attempts to shed some light on the effects of interactions between these two frequently cited tactics of entry deterrence. Another distinctive feature of the paper is that limit and predatory pricing emerge, in equilibrium, as rational, profit maximizing strategies in the model. Until recently, the only conclusion from formal analyses of predatory pricing was that predation is unlikely to take place if every economic agent is assumed to be rational. This conclusion rests upon the argument that predation is costly; that is, it inflicts more losses upon the predator than upon the rival producer, and, therefore, is unlikely to succeed in driving out the rival, who understands that the price cutting, if it ever takes place, must be temporary. Recently several attempts have been made to overcome this modelling difficulty by Kreps and Wilson, Milgram and Roberts, Benoit, Fudenberg and Tirole, and Roberts. With the exception of Roberts, however, these studies, though successful in preserving the rationality of players, still share one serious weakness in that they resort to ad hoc, external constraints in order to generate profit maximizing predation. The present paper uses a highly stylized model of Cournot duopoly and derives the equilibrium predatory strategy without invoking external constraints except the assumption of asymmetrically distributed information. The underlying intuition behind the model can be summarized as follows. Imagine a firm that is considering entry into a monopolist's market but is uncertain about the incumbent firm's cost structure. If the monopolist has low cost, the rival would rather not enter because it would be difficult to compete with an efficient, low-cost firm. If the monopolist has high costs, however, the rival will definitely enter the market because it can make positive profits. In this situation, if the incumbent firm unwittingly produces its monopoly output, the entrant can infer the nature of the monopolist's cost by observing the monopolist's price. Knowing this, the high cost monopolist increases its output level up to what would have been produced by a low cost firm in an effort to conceal its cost condition. This constitutes limit pricing. The same logic applies when there is a rival competitor in the market. Producing a high cost duopoly output is self-revealing and thus to be avoided. Therefore, the firm chooses to produce the low cost duopoly output, consequently inflicting losses to the entrant or rival producer, thus acting in a predatory manner. The policy implications of the analysis are rather mixed. Contrary to the widely accepted hypothesis that predation is, at best, a negative sum game, and thus, a strategy that is unlikely to be played from the outset, this paper concludes that predation can be real occurence by showing that it can arise as an effective profit maximizing strategy. This conclusion alone may imply that the government can play a role in increasing the consumer welfare, say, by banning predation or limit pricing. However, the problem is that it is rather difficult to ascribe any welfare losses to these kinds of entry deterring practices. This difficulty arises from the fact that if the same practices have been adopted by a low cost firm, they could not be called entry-deterring. Moreover, the high cost incumbent in the model is doing exactly what the low cost firm would have done to keep the market to itself. All in all, this paper suggests that a government injunction of limit and predatory pricing should be applied with great care, evaluating each case on its own basis. Hasty generalization may work to the detriment, rather than the enhancement of consumer welfare.

  • PDF

Factors Influencing Leisure Satisfaction Among Elderly with Economic Burden and Health Problems: Focusing on Leisure Activities (경제적 부담과 건강 문제를 겪는 노인들의 여가만족 요인에 관한 연구: 여가활동을 중심으로)

  • Hong, Seokho
    • 한국노년학
    • /
    • v.40 no.1
    • /
    • pp.197-216
    • /
    • 2020
  • This study aimed to suggest leisure activities and policy-level support in the light of the characteristics and needs among the elderly by examining constraint factors of leisure activities among the elderly. Data of 3887 elderly with the age of 65 and above with economic burden and health problems from the 6th Korean Retirement and Income study were used for the statistical analyses. Hierarchical linear models were tested by entering factors stepswise; demographic factors(age, gender, marriage status, single household, region, living expenses, health status) in the first step, leisure factors(leisure time, leisure motivation) in the second step, and lastly leisure activity factors(desired leisure activities, undesired leisure activities) in the third step. The results were as follows: First, major factors that constrict leisure activities of the elderly were financial burden and health problems. Second, there were significant differences among three(financial constraint, health constraint, and financial and health constraint) groups. Financial constraint group was the highest in the level of leisure satisfaction but leisure time was the shortest. The major reason to do leisure activities of the financial constraint group was to keep relationships with families and friends. In terms of desired leisure activities, health constraint group wanted resting, financial constraint group wanted hobbies and entertainment, and the financial-and-health constraint group wanted social activities. Third, financial constraint group demonstrated higher levels of leisure activity satisfaction when they wanted to take care of pets or gardens; however, they showed lower levels of leisure activity satisfaction when they wanted to domestic trips for desired leisure activities. In case of health constraint group, they demonstrated lower levels of leisure activity satisfaction whether or not they wanted resting like watching TV or listening to the radio. And, the showed higher levels of leisure activity satisfaction when they wanted social activities such as participation in religion or social gathering organizations. For the financial-and-health constraint group, whereas they showed lower levels of leisure activity satisfaction when they wanted walking around or watching TV, and domestic trips for desired leisure activities, they demonstrated higher levels of leisure activity satisfaction when they wanted entertainment doing the game of go, or chess, and hobbies like hiking and social activities. Practice and policy level suggestions to offer leisure activities that meet the needs of the elderly were made based on the study results.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
    • /
    • v.39
    • /
    • pp.351-378
    • /
    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.