• 제목/요약/키워드: Team Play

검색결과 232건 처리시간 0.038초

Co-evolutionary Design of Team Level Play in Soccer Server

  • Masatoshi Hiramoto;Hidenori Kawamura;Masahito Yamamoto;Keiji Suzuki;Azuma Ohuchi
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 ITC-CSCC -2
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    • pp.727-730
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    • 2000
  • Recently, RoboCup soccer simulation has been regarded as a good benchmark problem for multiagent researches. Soccer agents have to make decision based on visual and auditory information, which are sent from the soccer server. In order to develop a strong team, we have to design decision-making process of each player agent. However, it is very difficult for us to design the decision-making processes in detail, because we don't know what actions of each player are effective for the team. In this paper, we attempt to apply co-evolutionary method, which is one type of analogies of evolution, to improve the team play. Agents have hand coded basic skills, which include dribble, shoot, pass etc. Agents already can play autonomously and independently. Individual agent skills are characterized by some parameters. By coevolving teams with these parameters, we obtained relatively interesting teams, in which players behave cooperatively in order to win the soccer game. From some experiments, we discuss what teams are evolved.

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한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 - (An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea -)

  • 고애란;신미란
    • 복식문화연구
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    • 제13권6호통권59호
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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프로젝트 팀 리더의 역할과 팀성과 (Project Team Leader's Roles and Team Performance)

  • 김영배;차종석
    • 한국경영과학회지
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    • 제19권1호
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    • pp.123-144
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    • 1994
  • This Study has empirically examined the relationship between the role of R & D project leaders and their team performance using data from 87 project teams in 6 R & d organizations. The results reveal that : 1) R & D project leaders play five different roles for performing their jobs-strategic plannar, team builder, gatekeeper, expert and champion : 2) all but the champion role of leaders are positively associated with project team performance unless they have too short team tenure to materialize their role efforts : 3) However, the relationship between the role of leaders and project team performance varies according to characteristics of their team and project tasks. More specifically, it becomes more important for leaders to focus on gatekeeping and championing roles as their team gats older. Team building role of leaders is more important for higher performance of relatively certain R & D projects, while for uncertain R & D projects gatekeeping role appears to be more important.

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학년 간 비교를 통한 공대생의 팀 활동에 관한 인식 분석 (Cognition of Engineering Students in Team Activities through a Comparative Analysis between Grades)

  • 이성룡
    • 공학교육연구
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    • 제19권1호
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    • pp.11-20
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    • 2016
  • Team activities in engineering curriculum play the major role in nourishing students with problem-solving and team-working capabilities. Educators endeavor to guide students to achieve success experiences through team activities. The sense of success depends on how the students think and feel about team activities. In this study, we investigated the students thoughts on team activity in various aspects. We provided freshmen and juniors with a set of questionnaire and gathered answers, from which we tried to elicit implication that we may apply for coaching their team activities. The analysis result shows that the perception level of freshmen on team activities is less mature in a sense that the freshmen's view is more neutral than that of juniors. Regardless of the grade, they show that they put more emphasis on the team atmosphere than on the team performance. Especially the freshmen are more sensitive to the relationship between the team members than the juniors. The juniors concern more about whether they prepare well enough for the team activities or not. Both of the grades prefer self-regulation in team formation and think the leadership is essential in performing team activities. However, they both hesitate to take a role as a leader. We expect the research result will provide novel ideas for coaching students to obtain valuable experiences on team activities.

연구개발 팀에서 팀 내 갈등 간의 관계와 갈등이 몰입에 미치는 영향에 관한 연구 (The Relationship among Different Types of Intra-team Conflict and Their Effects on Commitment in R&D Teams)

  • 이준호;김학수;김한얼
    • 기업가정신과 벤처연구
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    • 제20권3호
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    • pp.31-48
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    • 2017
  • 팀은 조직이 추구하는 목표를 달성하는데 있어서 매우 중요한 역할을 담당한다. 팀의 경쟁력은 팀 구성원들 간의 끊임없는 상호작용에 의해 결정되므로 팀 구성원들이 함께 공유하는 긍정적이고 감정적인 태도를 나타내는 팀 몰입이라는 공동의 목표를 함께 추구하는 것이 매우 중요하다. 하지만 끊임없는 팀 구성원간의 상호작용은 갈등을 야기한다. 팀 구성원 간의 갈등이 팀의 성과에 미치는 영향은 긍정적인 면과 부정적인 면이 함께 존재하지만 관계, 과업, 과정 갈등이 팀 몰입에 미치는 영향에 대해서는 많은 연구가 되어 있지 않은 상황이다. 본 연구는 세 가지 종류의 갈등이 어떤 관계를 가지고 있는지는 13개 기업의 232개 연구개발 팀으로부터 모은 자료를 분석하였다. 결과는 관계갈등은 팀 몰입에 부정적인 영향을 미치는 반면 과업갈등과 과정갈등은 통계적으로 유의한 결과를 보이지 않았다. 세 갈등 간의 관계를 살펴보면 과정갈등은 과업갈등과 관계갈등에 정(+)의 영향을, 그리고 과업갈등은 관계갈등에 정(+)의 영향을 주고 있었다. 이러한 연구결과를 바탕으로 연구의 시사점과 향후 연구과제를 제시한다.

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입원 아동의 자연적 놀이 활동 (Play Activity in Hospitalized Children)

  • 오가실;김희순;원대영;김태임;전화연;이인혜;손선영;신현숙
    • Child Health Nursing Research
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    • 제12권4호
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    • pp.486-494
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    • 2006
  • Purpose: This study was done to analyze children's play during hospitalization. Method: Data were collected from 36 play situations of hospitalized children, ages 2 to 6, hospitalized at 4 general hospitals, one in each city, Seoul, Suwon, Daejeon and Daegu. All observations were made in pediatric units during free-play periods. Each child was observed for 5 minutes at each observation and observed three times at each play session. Results: Of the children, 83.3% played on the bed. Play partners were mainly mothers. While 75.0% of children actively took part in play activity and 70.0% played with joy, 63.9% of play partners were more passive in the play. The most frequent play material was a small toy. The level of play was early stage of social and cognitive play, and dramatic play was observed in a few children over the age of 3 years. The play activities were conversional play, reflections of therapeutic procedures, imagination, and exploratory play. In the conversional play, children converted hospital equipments into play materials. Conclusion: It is recommended that health care team members should pay attention and actively participate in play of hospitalized children in order to help them have some control over the stress of the situation.

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Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • Lim, Byungro;Choi, Yunhi;Bae, Jaehyeong;Lee, SeungGwan;Baek, Soohee
    • 한국컴퓨터정보학회논문지
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    • 제21권6호
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    • pp.29-37
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    • 2016
  • In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students' satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.

팀원 구성에 따른 팀 프로젝트의 성과 분석: 에니어그램의 3 중심 성격유형을 통한 접근 (An Analysis of Team Performance based on Member Formation: Approached by the Three Triads of Enneagram)

  • 이성룡
    • 공학교육연구
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    • 제16권1호
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    • pp.75-83
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    • 2013
  • 공학교육에서 팀 프로젝트는 학생들이 공학적 문제의 해결 능력과 팀워크의 능력을 배양하는데 큰 역할을 하고 있다. 학생들은 팀 프로젝트에서 얻은 좋은 성과를 통해 성공경험을 맛보며 이는 사회생활에 필요한 자기효능감을 증진시키는데 기여한다. 본 연구에서는 팀 프로젝트의 수행 시 팀원의 성격유형 구성에 따라 어떻게 팀 프로젝트의 성과가 달라질 수 있는가를 에니어그램의 3중심 성격유형론을 기반으로 분석하였다. 실증적 데이터의 해석을 통해 팀원의 성격유형 구성 패턴에 따라 팀의 성과에 영향이 있음을 보여주었다. 성격유형을 기반으로 한 팀원 구성의 연구가 확대 발전하여 교과에서 팀 프로젝트 운영 시 보다 많은 학생들에게 성공경험을 제공하는데 기여할 수 있기를 기대해 본다.

First report of six Sordariomycetes fungi isolated from plant litter in freshwater ecosystems of Korea

  • Goh, Jaeduk;Mun, Hye Yeon;Jeon, Yu-Jeong;Chung, Namil;Park, Young-Hwan;Park, Sangkyu;Hwang, Hyejin;Cheon, Wonsu
    • 한국균학회지
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    • 제48권2호
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    • pp.103-116
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    • 2020
  • Freshwater ecosystems provide a complex environment for microorganisms. In this study, we isolated diverse fungal strains from plant litter in freshwaters. These strains were identified using molecular phylogenetic analyses of rDNA and/or other gene sequences (TUB, GAPDH, and EF1). In addition, we examined their morphological characteristics by microscopy and cultural characteristics on several media. We identified six previously unrecorded Sordariomycetes species in Korea, i.e., Colletotrichum godetiae, Discosia rubi, Robillarda sessilis, Monochaetia dimorphospora, Idriella lunata, and Phialemoniopsis endophytica. Of these, D. rubi and M. dimorphospora exhibited high extracellular amylase, lipase, and protease activities, suggesting that these fungal isolates might play an important role as decomposers in freshwater ecosystems. Plant litter could thus be a good source for isolating and investigating previously undocumented fungal species in freshwater environments.

Analyzing the Uniform Colors of Professional Team Sports in South Korea

  • Yeo Ri Bae
    • 패션비즈니스
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    • 제27권6호
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    • pp.18-36
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    • 2023
  • Although an extensive body of research exists on sports uniform colors in the West,there is a dearth of research on South Korean sports uniforms, especially in the domain of professional teams ports. This study aims to identify and analyze the colors of sports uniforms of 56 professional teams listed on the Korea Professional Sports Association (KPSA) for a range of team sports (e.g. football, baseball, basketball, volleyball, and golf). The number of colors of each team's uniform and the ordinal ranking of these colors were recorded and analyzed. Furthermore,the number of colors and parent company colors were grouped by gender and league. Overall, 80.4% of the teams preferred three to four colors with white, black, blue, and red being the most popular colors. Every team's primary, secondary, or graphic logo colors on their uniforms included white. The gender variable was partially significant, emphasizing culturally significant colors such as pink. The parent company's color showed a significant connection with the team's uniform colors. This result was related to the historical origins of South Korean professional team sports and their unique relationship with chaebols. Based on the findings, this study concludes that visibility and contrast factors, as well as historical aspects relating to the concept of glocalization play an important role in the color choices of South Korean team uniforms.