• Title/Summary/Keyword: game balance

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Development of a New Training System for the Improvement of Equilibrium Sense

  • Kwon, Tae-Kyu;Park, Yong-Gun;Yu, Mi;Kim, Seong-Hyun;Hong, Chul-Un;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.206-210
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    • 2004
  • This paper proposes a new training system for equilibrium sense using unstable platform. This training system for equilibrium sense consists of an unstable platform, a computer interface circuit and software program. Postural instability changes the weighting of different types of sensory information and the state of the equilibrium maintenance system. In order to improve the equilibrium sense, we developed software program such as a block game, sine curve training (SCT) and pingpong game using Visual C++. Using this system and training programs, we performed an experiment to train the equilibrium sense of a subject. To evaluate the effects of balance training, the time maintained on the target and the moving time to the target are measured. As a result, the moving time to the target and time to maintain cursor on the target improved through repeating equilibrium sense training. It was concluded that this system was reliable in the evaluation of equilibrium sense. We expect that this system might be applied to clinical use as an effective balance training system.

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Combing data representation by Sparse Autoencoder and the well-known load balancing algorithm, ProGReGA-KF (Sparse Autoencoder의 데이터 특징 추출과 ProGReGA-KF를 결합한 새로운 부하 분산 알고리즘)

  • Kim, Chayoung;Park, Jung-min;Kim, Hye-young
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.103-112
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    • 2017
  • In recent years, expansions and advances of the Internet of Things (IoTs) in a distributed MMOGs (massively multiplayer online games) architecture have resulted in massive growth of data in terms of server workloads. We propose a combing Sparse Autoencoder and one of platforms in MMOGs, ProGReGA. In the process of Sparse Autoencoder, data representation with respect to enhancing the feature is excluded from this set of data. In the process of load balance, the graceful degradation of ProGReGA can exploit the most relevant and less redundant feature of the data representation. We find out that the proposed algorithm have become more stable.

Development of the Training System for Equilibrium Sense Using the Unstable Platform (불안정판을 이용한 평형감각 훈련시스템 개발)

  • Piao, Yong-Jun;Yu, Mi;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.8 s.173
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    • pp.192-198
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    • 2005
  • In this paper, we propose a new training system for the improvement of equilibrium sense using unstable platform. The equilibrium sense, which provides orientation with respect to gravity, is important to integrate the vision, somatosensory and vestibular function to maintain the equilibrium sense of the human body. In order to improve the equilibrium sense, we developed the software program such as a block game, pingpong game using Visual C++. These training system for the equilibrium sense consists of unstable platform, computer interface and software program. The unstable platform was a simple structure of elliptical-type which included tilt sensor, wireless RF module and the device of power supply. To evaluate the effect of balance training, we measured and evaluated the parameters as the moving time to the target, duration to maintain cursor in the target of screen and the error between sine curve and acquired data. As a results, the moving time to the target and duration to maintain cursor in the target was improved through the repeating training of equilibrium sense. It was concluded that this system was reliable in the evaluation of equilibrium sense. This system might be applied to clinical use as an effective balance training system.

Feasibility of Using the Nintendo Wii Game for a Dimentia (닌텐도 위 게임의 치매 재활 사용 가능성 연구)

  • Lee, Jin-Ho;Kang, Jong-Ho;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.6 no.2
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    • pp.225-233
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    • 2011
  • Purpose: This study evaluated the feasibility of using Nintendo Wii games for improving cognition, balance, function in patients with dementia. Methods: A total 30 dementia patients were randomly assigned into the experimental group(n=15) and control group(n=15). All subjects performed a general therapeutic exercise, and 30-minute sessions of the table tennis and fencing game of Nintendo Wii were conducted with experimental group 3 times a week for 8 weeks. The intervention effects were measured by using MMSE-K, BBS, and FIM. The results were analyzed by using repeated measure ANOVA. Results: The MMSE-K and BBS scores showed significant differences. A significant interaction was observed between the experimental group and the control group in MMSE-K. The final MMSE-K and BBS scores for the experimental group were significantly higher than those for the control group. However, there was no difference in the FIM scores. Conclusion: We suggest that Nintendo Wii games are effective in cognㅇition and balance improvement in dementia patients. Future research on a variety of programs in needed.

A Study on Load Distribution of Gaming Server Using Proximal Policy Optimization (Proximal Policy Optimization을 이용한 게임서버의 부하분산에 관한 연구)

  • Park, Jung-min;Kim, Hye-young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.5-14
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    • 2019
  • The gaming server is based on a distributed server. In order to distribute workloads of gaming servers, distributed gaming servers apply some algorithms which divide each of gaming server's workload into balanced workload among the gaming servers and as a result, efficiently manage response time and fusibility of server requested by the clients. In this paper, we propose a load balancing agent using PPO(Proximal Policy Optimization) which is one of the methods from a greedy algorithm and Policy Gradient which is from Reinforcement Learning. The proposed load balancing agent is compared with the previous researches based on the simulation.

Strategy for Task Offloading of Multi-user and Multi-server Based on Cost Optimization in Mobile Edge Computing Environment

  • He, Yanfei;Tang, Zhenhua
    • Journal of Information Processing Systems
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    • v.17 no.3
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    • pp.615-629
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    • 2021
  • With the development of mobile edge computing, how to utilize the computing power of edge computing to effectively and efficiently offload data and to compute offloading is of great research value. This paper studies the computation offloading problem of multi-user and multi-server in mobile edge computing. Firstly, in order to minimize system energy consumption, the problem is modeled by considering the joint optimization of the offloading strategy and the wireless and computing resource allocation in a multi-user and multi-server scenario. Additionally, this paper explores the computation offloading scheme to optimize the overall cost. As the centralized optimization method is an NP problem, the game method is used to achieve effective computation offloading in a distributed manner. The decision problem of distributed computation offloading between the mobile equipment is modeled as a multi-user computation offloading game. There is a Nash equilibrium in this game, and it can be achieved by a limited number of iterations. Then, we propose a distributed computation offloading algorithm, which first calculates offloading weights, and then distributedly iterates by the time slot to update the computation offloading decision. Finally, the algorithm is verified by simulation experiments. Simulation results show that our proposed algorithm can achieve the balance by a limited number of iterations. At the same time, the algorithm outperforms several other advanced computation offloading algorithms in terms of the number of users and overall overheads for beneficial decision-making.

An Efficient Algorithm for Character Adjustments in Game Balancing (게임 밸런싱을 위한 효과적인 캐릭터 조절 알고리즘)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.339-347
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    • 2008
  • A balanced game is one where the main determining factor for the success of the player is the skill level of that player Random events can occur, but a better player should be more successful than a poor one unless the player has an unusually long run of bad luck. Balancing a game is a very difficult to define a purpose, and to implement process. The possible ways are somewhat subjective and depend on the nature of the game. This paper provides new algorithm for character adjustment using log function with some nature-based Ideas. The algorithm shows not only how we decide the exact point of character adjustment but also how much we have to modify the parameters for changing abilities of the character. This paper shows the experimental results of the algorithm and shows differences between normal game playing and playing with character adjustment.

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

The Effect of Virtual Reality Based Rehabilitation Program on Balance of Patient with Stroke: A Meta-analysis of Studies in Korea (가상현실기반 재활프로그램이 뇌졸중환자의 균형에 미치는 영향 : 국내연구에 대한 메타분석)

  • Roh, Jung-suk
    • Journal of Korean Physical Therapy Science
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    • v.24 no.1
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    • pp.59-68
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    • 2017
  • Purpose : The aims of this study was to conduct a systematic literature review with meta-analysis to investigate the effect of virtual reality based rehabilitation program on balance of patient with stroke in Korean studies. Method : The studies for analysis were searched in electronic databases(Research Information Sharing Service; RISS, Korean Studies Information Service; KISS, DBpia, e-articles, National Assembly Library). The key words for search were 'virtual reality', 'stroke', and 'balance' and only randomized controlled trials and clinical controlled trials were included. Of 40 studies identified in the search, 20 studies met the criteria of this study and included in this meta-analysis. Result : The results were as follows: 1) The overall effect size of virtual reality based rehabilitation program was 0.557(95% critical interval; 0.340~0.774). 2) In the analysis of sub-categorical variables, effect size was as follows; the commercial game type(0.621) > virtual environment type(0.335); the dynamic balance measurement(0.750) > static balance measurement(0.226); randomized controlled trial(0.653) > clinical controlled trial(0.275); and thesis type(0.706) > article of journal type(0.339). 3) In the analysis of sub-continuous variables, as time of program(per session) increased, the balance increased(p<0.05). Conclusion : The results of this study showed that virtual reality based rehabilitation program moderately improves the balance of stroke patient. Further studies are recommended to investigate the effect of sub-variables related to virtual reality programs on motor functions of patient with stroke.

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Effects of the Group Task-related Program Training on Motor Function and Depression for Patient with Stroke (과제 지향적 그룹 운동 프로그램이 뇌졸중 환자의 운동 기능과 우울증에 미치는 효과)

  • Chung, Jae-Hoon;Ko, Myung-Sook;Lee, Jung-Ah
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.1
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    • pp.25-34
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    • 2010
  • Purpose : The purpose of this study is to assess the effect for gait, balance, and depression for stroke patients by group task-related program training based motor learning theory. Methods : The subjects of this study were administrated to the 11 stroke patients (9 male, 2 female) by 5 weeks, 3 times per week, 15 times. The group task-related program training were performed gait, balance, treadmill, muscle strengthening, and game program. Each program took 7~10 minutes and total time took 60 minutes including moving time. The difference of program training were compared using the paired t-test. Results : The results of this study revealed that Fugl-Meyer motor assessment, Chedoke-McMaster Stroke assessment of lower extremity and Berg balance scale were significantly correlated. However, impairment item of Chedoke-McMaster Stroke assessment, spatio-temporal gait parameters, Timed up and go test, and depression item of Minnesota Multiphasic Personality Inventory were not significantly correlated. Conclusion : These results support that group task-related program could be a useful treatment to improve the balance skills and motor function of lower extremity for the chronic stroke patients.