• Title/Summary/Keyword: game of yut

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Course Probability of Yut according to Starting Order (출발순서에 따른 윷말의 코스 경유 확률)

  • Cho, Daehyeon
    • The Korean Journal of Applied Statistics
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    • v.28 no.3
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    • pp.443-455
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    • 2015
  • The Korean game of yut is a traditional games that everyone can enjoy regardless of gender or ages. Yut consists of four sticks with a Head and Tail. We are interested in the course probabilities in the game of yut that are different according to the starting order of the four pieces of yut. So we consider the probabilities of five results of yut which we toss according to the probability of Head. We calculate probabilities according to 4 courses where one piece of yut can go through in a yutpan according to the starting order of each piece of yut.

Course Probability in the Game of Yut (윷말의 코스 경유 확률)

  • Cho, Daehyeon
    • The Korean Journal of Applied Statistics
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    • v.27 no.3
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    • pp.407-417
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    • 2014
  • The game of yut is one of Korean traditional games which every body can enjoy regardless of gender or age. Yut consists of four sticks, each has head and tail. We consider the probabilities of ve results of yut which we toss according to the probability p of head. And we calculate the probabilities according to 4 courses which one piece of yut can go through in a yutpan.

A study on probability of the Korean board game Yut (윷놀이와 확률)

  • Oh, Chang-Hyuck
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.4
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    • pp.719-727
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    • 2010
  • In this study, the Korean traditional board game Yut, is considered. We clarify the definition of yut, object being cast, from investigating shapes of various types of yut. We survey some previous researches on probabilities for the board game Yut. To define goodness of yut, we define probabilistic order for Sawi and determine order of Sawi according to the probability of each yut. For the probability distribution of Sawi, Yut binomial distribution is defined and its mean and variance are calculated. We calculate the expected advancing distance of horse or mal for a player in each of her or his turn. Two indices are suggested for the goodness of yut and probabilities are found for good yut according to these indices and probabilistic order of Sawi. Here it is assumed that four yuts do not need to be all the same. Also some suggestions are given for the standardization of yut in terms of shape and probability.

A study on the distribution of the distance of Mal movement in Yut board game (윷놀이에서 말이 가는 거리의 분포)

  • Kim, Do-Hyeong;Oh, Chang-Hyuck
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.6
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    • pp.1281-1288
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    • 2010
  • We consider Yut board game with four Yut sticks which are of the same shape and the same size so that they have the same probability of showing back when they are tossed. Since, in Yut board game, a player have to toss four sticks one more when sawi Mo or sawi Yut appears, the player may be interested in the distance which Mal can move in one's turn. Therefore, the probability mass function of the distance is obtained and probabilities with several values of back probability are summarized in a table. Also, the expectation, the variance, the skewness, and the kurtosis of the distribution are calculated and their values are also tablized for some values of back probability.

Telepathy Yut Game Using EEG (EEG를 이용한 텔레파시 윷놀이 게임)

  • Jeong, Jae-Heon;Joo, Chang-Yong;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.467-468
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    • 2020
  • 현재 많은 곳에서 생체신호를 이용하여 보다 쾌적한 삶의 환경을 구축하려는 연구가 활발하게 진행되고 있으며 뇌-컴퓨터 인터페이스(Brain-Computer Interface, BCI)기술은 미래 손꼽히는 기술 중 하나로 보고 있다. 본 논문에서는 기존에 웹사이트나 애플리케이션으로 나와 있는 윷놀이 게임을 뇌전도(Electroencephologram, EEG)를 이용한 상호작용을 바탕으로 한 윷놀이 게임의 개발에 대해 기술하고 있다. 이 게임을 통해 마비 환자나 부득이하게 손을 사용하지 못하는 경우에도 게임을 진행할 수 있으며, 뇌신경 운동에도 도움이 될 것으로 기대하고 있다.

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A Study on the Late 19th century Children's Costumes and Games of Genre Paintings by Jungeun Kim (19세기말 풍속화가 기산 김준근이 그린 삽화 속 어린이 놀이문화와 복식에 관한 연구)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.18 no.3
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    • pp.289-300
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    • 2016
  • This study surveys children's costumes and games from the 11 Genre paintings by Junkeun Kim in the book "Korean Games(Stewart Culin 1858-1929)". The character of the general dress-costumes, games and the culture of life from the late $19^{th}$ century in genre painting of Junkeun Kim are as follows. The study results on the games are as follow. The boy's games are kite-flying, spinning tops, playing shuttlecock with the feet, blindman's buff, yut("Four-Stick Game"). Girl's games are seesaw with board, blindman's buff, marbles. Combined games are mount shoulder, sledge, tightrope walking for men with boy. The strengthen one's body type were seesaw with board, tightrope walking, the compete score type were playing shuttlecock with the feet, marbles and the multi complex type were yut("Four-Stick Game"), kite-flying. Through genre painting in the $19^{th}$ century we know a boy's 'Jeogori 'and 'Ba-ji' were similar to a modern man's and boy's 'Hanbok' with a traditional method of wearing. We believe that the originality of a traditional costume was an unchangeable characteristic. Girl's 'Jeogori' and 'Chi-ma' changed in length and width, and method of wearing; however, the basic shape did not change. The analysis for artist's genre painting which was ordered by a foreigner and the late of $19^{th}$ century's children's costume and game of life culture is useful to match the counters and show how to wear a modern Korean costume used to understand the 'Hanbok' and establish a costume of life.

An implementation for a mobile game of Yut based-on Unity 5 (유니티 5 기반 모바일 윷놀이 게임의 구현)

  • Park, Han-Na;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.914-917
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    • 2015
  • 중장년층의 스마트폰 사용 인구가 증가하고 있다. 중장년층 사용자는 피쳐폰과 달리 스마트폰 환경에 어려움을 느낀다. 그러므로 이들에게 친숙하며 대부분 규칙을 알고 있는 한국전통게임 윷놀이를 중장년층의 선호 모바일 플랫폼인 안드로이드에서 구현해본다. 게임 개발 도구는 최근 무료화되었으며 모바일 게임 환경에 최적화된 Unity 5를 기반으로 한다. 본 게임은 중장년층 사용자에게 직관적 UI, 간단한 규칙을 제공하여 이들의 안드로이드 플랫폼과 모바일 게임에 친숙함을 느낄 수 있도록 기여한다.

Assessment of Traditional Knowledge on Seasonal Customs and Its Characteristics for Practical Use (세시풍속 전통지식기술의 개발가치 평가와 활용방안 분석)

  • Kim, Mi-Heui;Park, Duk-Byeong;Ahn, Yoon-Soo;Jun, Young-Mi
    • The Korean Journal of Community Living Science
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    • v.17 no.4
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    • pp.175-197
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    • 2006
  • This study aims to assess the traditional knowledge on seasonal customs and its characteristics for practical use. The Delphi method and correspondence analysis were hired to collect and analysis the data. Twenty six professionals for the Delphi participated in three-round process. The followings were concluded. The number of items valuing and resourcing for seasonal customs. were 118(40 for folks and ceremonies, 53 for foods. 25 for plays) on Delphi results. For example are Bokjori, Dano fm, Bokjumeoni, Chuseok, Tano festival, New Year Card, washing hair with an iris, Soup with rice cake, Boiled rice with five cereals, Rice and red-bean porridge, Kimchi-making for the winter, Sharing walnut with friends, Game of yut, Playing kite, Play with Hanga etc. Nowadays the ideas of modernized practical use on seasonal customs was to connect with modernized scientific technology and designate commemoration day. The items for connecting with modernized scientific technology were new year card, painting and recording sound with traditional seasonal customs, food areas, cake with seven kind of cereals, play areas, hand wrestling, cockfighting in folks and customs areas. Also the items for designating commemoration days were the Suelbeam and Suelbeam Socks present for the aged people, man cooking day, Korean traditional workers day in folk and ceremony areas.

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