• Title/Summary/Keyword: game species

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The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game (게임-확장공간에서의 '게임적 신인류'의 형성 : 체감형 게임을 중심으로)

  • Kim, Jae-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.3-13
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    • 2010
  • This paper focuses on the sequences between game performance, game experience, game generation. Present-day the game has powerful effects to form new human species as game generation. Especially, the experience game is important because it could have one of the most powerful effect by characteristics of own interface. First of all, this paper analyzes a experience of the experience game and researches the game-extended space. Secondly, We create concept of 'new game generation' in order to explain new human species on the experience game. So we can reveal the social meaning of accelerated present state by the experience game through this new analysis.

The Effect of Environment Lesson using Multimedia Game on Recognition, Learning Motivation and Achievement of Elementary Students about Alien Species (멀티미디어 게임을 활용한 환경수업이 초등학생의 외래생물에 대한 인식, 학습동기 및 성취도에 미치는 영향)

  • Park, Sung-Kyong;Bae, Jinho;Shim, Kew-Cheol;Yeau, Sung-Hee;So, Keum-Hyun
    • Journal of Korean Elementary Science Education
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    • v.32 no.3
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    • pp.346-360
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    • 2013
  • The purpose of this study was to develop a multimedia game program as a strategy for teaching alien species and to examine the effect of the program on recognition, motivation and achievement about alien species. In order to find the effect of developed program, 62 students among 6th graders at S Elementary School located in Gyeonggi-do were divided into two groups. Lesson with multimedia game was given to the experimental group, and the control group received traditional lesson. The results were as follows. First, the experimental and control groups showed significant difference in recognition of alien species. Second, the two groups showed statistically significant difference in learning motivation. For the subdomains of the recognition, significant results were obtained at the significance in attentiveness, relevance, confidence and satisfaction. Third, the two groups showed significant difference in academic achievement. Lastly as a result of interviewing subjects of the experimental group about lesson based on game, subjects generally had positive opinions that the new learning method is interesting and has helpful influence on the lesson.

RELATIVISTIC INTERPLAY BETWEEN ADAPTIVE MOVEMENT AND MOBILITY ON BIODIVERSITY IN THE ROCK-PAPER-SCISSORS GAME

  • PARK, JUNPYO;JANG, BONGSOO
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.24 no.4
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    • pp.351-362
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    • 2020
  • Adaptive behaviors are one of ubiquitous features in evolutionary dynamics of populations, and certain adaptive behaviors can be witnessed by individuals' movements which are generally affected by local environments. In this paper, by revisiting the previous work, we investigate the sensitivity of species coexistence in the system of cyclic competition where species movement can be affected by local environments. By measuring the extinction probability through Monte-Carlo simulations, we find the relativistic effect of weights of local fitness and exchange rate for adaptive movement on species biodiversity which promotes species coexistence as the relativistic effect is intensified. In addition, by means of basins of initial conditions, we also found that adaptive movement can also affect species biodiversity with respect to the choice of initial conditions. The strong adaptive movement can eventually lead the coexistence as a globally stable state in the spatially extended system regardless of mobility.

A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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Heavy Metal Concentrations of Some Game Species Captured in Kyeongsangnam-do, Korea (경남지역(慶南地域)에 서식(棲息)하는 수렵조수류(狩獵鳥獸類)의 중금속(重金屬) 축적(蓄積))

  • Choi, Jai Sik;Jung, Wee Hyun;Youn, Ki Sick;Lee, Doo Pyo
    • Journal of Korean Society of Forest Science
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    • v.83 no.1
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    • pp.6-11
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    • 1994
  • Three different types of tissue taken from three game birds such as Ring-necked Pheasant, Rufous Turtle Dove, Mallard and a mammal, Korean Water Deer were analyzed for five heavy metals such as iron, zinc, copper, lead and cadmium. The main purpose of this study was to make clear the background levels of the metal concentrations in the tissues of these game species. The metal levels were generally low and could be considered as the background levels. But some markedly high levels of lead were recorded in the muscles of birds shot by the shotgun. The implications of these results were discussed with respect to the health of people.

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Game Theory Based Coevolutionary Algorithm: A New Computational Coevolutionary Approach

  • Sim, Kwee-Bo;Lee, Dong-Wook;Kim, Ji-Yoon
    • International Journal of Control, Automation, and Systems
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    • v.2 no.4
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    • pp.463-474
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    • 2004
  • Game theory is a method of mathematical analysis developed to study the decision making process. In 1928, Von Neumann mathematically proved that every two-person, zero-sum game with many pure finite strategies for each player is deterministic. In the early 50's, Nash presented another concept as the basis for a generalization of Von Neumann's theorem. Another central achievement of game theory is the introduction of evolutionary game theory, by which agents can play optimal strategies in the absence of rationality. Through the process of Darwinian selection, a population of agents can evolve to an Evolutionary Stable Strategy (ESS) as introduced by Maynard Smith in 1982. Keeping pace with these game theoretical studies, the first computer simulation of coevolution was tried out by Hillis. Moreover, Kauffman proposed the NK model to analyze coevolutionary dynamics between different species. He showed how coevolutionary phenomenon reaches static states and that these states are either Nash equilibrium or ESS in game theory. Since studies concerning coevolutionary phenomenon were initiated, there have been numerous other researchers who have developed coevolutionary algorithms. In this paper we propose a new coevolutionary algorithm named Game theory based Coevolutionary Algorithm (GCEA) and we confirm that this algorithm can be a solution of evolutionary problems by searching the ESS. To evaluate this newly designed approach, we solve several test Multiobjective Optimization Problems (MOPs). From the results of these evaluations, we confirm that evolutionary game can be embodied by the coevolutionary algorithm and analyze the optimization performance of our algorithm by comparing the performance of our algorithm with that of other evolutionary optimization algorithms.

Comparison and Analysis of Competition Strategies in Competitive Coevolutionary Algorithms (경쟁 공진화 알고리듬에서 경쟁전략들의 비교 분석)

  • Kim, Yeo Keun;Kim, Jae Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.28 no.1
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    • pp.87-98
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    • 2002
  • A competitive coevolutionary algorithm is a probabilistic search method that imitates coevolution process through evolutionary arms race. The algorithm has been used to solve adversarial problems. In the algorithms, the selection of competitors is needed to evaluate the fitness of an individual. The goal of this study is to compare and analyze several competition strategies in terms of solution quality, convergence speed, balance between competitive coevolving species, population diversity, etc. With two types of test-bed problems, game problems and solution-test problems, extensive experiments are carried out. In the game problems, sampling strategies based on fitness have a risk of providing bad solutions due to evolutionary unbalance between species. On the other hand, in the solution-test problems, evolutionary unbalance does not appear in any strategies and the strategies using information about competition results are efficient in solution quality. The experimental results indicate that the tournament competition can progress an evolutionary arms race and then is successful from the viewpoint of evolutionary computation.

An Acquisition of Strategy in Two Player Game by Coevolutionary Agents

  • Kushida, Jun-ichi;Noriyuki Taniguchi;Yukinobu Hoshino;Katsuari Kamei
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.690-693
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    • 2003
  • The purpose of two player game is that a player beats an enemy. In order to win to various enemies, a learning of various strategies is indispensable. However, the optimal action to overcome the enemies will change when the game done over and again because the enemy's actions also change dynamically. Sol it is din-cult that the player aquires the optimal action and that the specific player keeps winning to various enemies. Species who have a competition relation and affect other's existence is called a coevolution. Coevolution has recently attracred considerable interest in the community of Artificial Life and Evolutionary Computation(1). In this paper, we apply Classifier System for agent team to two player game. A reward and a penalty are given to the used rules when the agent achieve specific action in the game and each team's rulebase are evaluated based on the ranking in the league. We show that all teams can acquire the optimal actions by coevolution.

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A Preliminary Study: Antibiotic Resistance of Escherichia coli and Staphylococcus aureus from the Meat and Feces of Various South African Wildlife Species

  • van den Honert, Michaela Sannettha;Gouws, Pieter Andries;Hoffman, Louwrens Christiaan
    • Food Science of Animal Resources
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    • v.41 no.1
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    • pp.135-144
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    • 2021
  • This study determined the antibiotic resistance patterns of Escherichia coli and Staphylococcus aureus from the raw meat and feces of three game species from three different farms across South Africa. The Kirby-Bauer disk diffusion method was used according to the Clinical and Laboratory Standards Institute 2018 guidelines. E. coli was tested against ampicillin, ceftazidime, chloramphenicol, streptomycin, sulphafurazole and tetracycline. S. aureus was tested against tetracycline, erthromycin, vancomycin, penicillin, oxacillin and cefoxitin. There were no significant differences in the E. coli antibiotic resistance profiles between the meat and fecal samples (except towards ceftazidime where 5% of the meat isolates were resistant and 0% of the fecal isolates). The S. aureus meat isolates showed high (75%) resistance towards penicillin and on average, 13% were resistant to oxacillin/ cefoxitin, indicating methicillin resistance. The results from this study indicate that there is incidence of antibiotic resistant bacteria from the feces and meat of wildlife species across South Africa, suggesting that cross contamination of the meat occurred during slaughter by antibiotic resistant bacteria from the abattoir personnel or equipment and or from carcass fecal matter. In addition, the results highlight the importance of food safety and hygiene procedures during slaughter to prevent cross-contamination of antibiotic resistant bacteria, as well as pathogens, onto raw meat.

Trypanosoma brucei Infection in Asymptomatic Greater Kudus (Tragelaphus strepsiceros) on a Game Ranch in Zambia

  • Munang'andu, Hetron Mweemba;Siamudaala, Victor;Munyeme, Musso;Nambota, Andrew;Mutoloki, Stephen;Matandiko, Wigganson
    • Parasites, Hosts and Diseases
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    • v.48 no.1
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    • pp.67-69
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    • 2010
  • Trypomastogotes of Trypanosoma brucei were detected from 4 asymptomatic kudus (Tragelaphus strepsiceros) on a game ranch located approximately 45 km north east of Lusaka, Zambia. Blood smears examined from 14 wildlife species comprising of the impala (Aepyceros melampus), Kafue lechwe (kobus leche kafuensis), sable antelope (Hippotragus niger), tsessebe (Damaliscus lunatus), warthog (Phacochoerus aethiopicus), puku (Kobus vardoni), zebra (Equus burchelli), waterbuck (Kobus ellipsiprymnus), bushbuck (Tragelaphus scriptus), reedbuck (Redunca arundinum), wilderbeest (Connochaetes taurinus), hartebeest (Alcephelus lichtensteini), African buffalo (Syncerus caffer), and kudu (Tragelaphus strepsiceros) showed that only the kudu had T. brucei. Although game ranching has emerged to be a successful ex-situ conservation strategy aimed at saving the declining wildlife population in the National Parks, our findings suggest that it has the potential of aiding the re-distribution of animal diseases. Hence, there is a need for augmenting wildlife conservation with disease control strategies aimed at reducing the risk of disease transmission between wildlife and domestic animals.