• 제목/요약/키워드: game species

검색결과 25건 처리시간 0.022초

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

  • 김재영;성정환
    • 한국게임학회 논문지
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    • 제10권5호
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    • pp.3-13
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    • 2010
  • 본 논문은 게임적 행위, 게임적 체험, 게임적 인간이라는 일련의 과정에 주목한다. 현대에서의 게임의 강력한 효과는 게임적 인간이라는 새로운 인간형을 생산하고 있다. 특히 체감형 게임의 형태는 그것의 매체적 특질에 의해 가장 강력한 효과를 발생시킬 수 있다는 점에서 논의의 주요한 대상으로 삼는다. 본 논문에서는 우선 체감형 게임에서의 체험을 분석하고, 체감형 게임이 담지하고 있는 게임-공간의 확장성을 탐구한다. 그리고 체감형 게임이 생성하고 있는 새로운 게임적 인간을 '게임적 신인류'로 개념화한다. 이러한 논의는 체감형 게임이 가속화시킨 다양한 사회적 현상에 대해 새로운 해석을 반영하여 그것의 사회적 의미를 도출해 보기 위한 시도이다.

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

  • 박성경;배진호;심규철;여성희;소금현
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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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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    • 제24권4호
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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.

멸종위기종 인식 개선 게임 개발 (Development of a Game to Improve Awareness of Endangered Species)

  • 노연우;박지혜;양수빈;이주람;김정이
    • 한국인터넷방송통신학회논문지
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    • 제24권4호
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    • pp.65-70
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    • 2024
  • 최근 생태계의 파괴로 인식이 높아진 생물다양성은 인류와 생태계가 살아감에 있어 중요한 요소임을 뜻하며, 멸종위기종의 생존 여부도 큰 영향을 미친다. 그에 따라, 생물다양성의 유지를 위해서는 사회적 교육이 필요하며, 단순한 이론보다 미디어를 통한 교육이 접근성과 높은 수요를 가지고 있으므로 효과적일 수 있다. 본 연구는 기존 문헌들의 이론과 연구 자료를 조사 및 분석하여 멸종위기종 보호 인식 개선 게임을 개발하였다. 연구의 결과물로 개발된 게임에 사전 사후 실험을 진행하여 인식 개선 효과가 있음을 확인하였다. 연구의 결과물은 보완을 통해 학교 등 교육기관에서 활용할 수 있는 것으로 기대한다.

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

  • 최태준;유석호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.647-651
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    • 2007
  • 어느 순간부터 게임은 한 기종의 타이틀로 발매되기 보다는 멀티 플랫폼으로 발매되기 시작하였다. PS(Play Station)나 XBOX와 같은 경쟁기종의 경우에 '파이널 판타지' 나 '기어 오브 워' 등의 대표작이 있다. 하지만 게임의 타이틀이 멀티 플랫폼으로 제작되기 시작하였고 이는 게임의 제작비 상승에 따른 위험을 최소화하기 위한 게임 개발자들의 선택으로 많은 게임이 멀티 플랫폼으로 제작되고 있는 단계이다. 본 연구는 이러한 멀티 플랫폼 환경에서 게임 캐릭터 개발 방법에 관하여 멀티 플랫폼의 개요와 멀티 플랫폼 환경에서의 게임캐릭터를 분석 및 사례제안을 통하여 멀티 플랫폼에 대한 방향을 제시를 위한 기초 자료로 활용하고자 한다.

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

  • 최재식;정위현;윤기식;이두표
    • 한국산림과학회지
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    • 제83권1호
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    • pp.6-11
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    • 1994
  • 경상남도(慶尙南道) 일대(一帶)에서 채집(採集)한 수렵조수류(狩獵鳥獸類) 4종(種)에 대한 중금속(重金屬)을 분석(分析)한 결과(結果), 일반적(一般的)으로 생체필수원소(生體必須元素)인 Fe, Zn, Cu의 농도(濃度) 수준은 국내(國內)의 비오염지역(非汚染地域)에서 채집(採集) 발표(發表)된 산림(山林) 조수류(鳥獸類) 및 수금류(水禽類)에 대한 분석결과(分析結果)와 비슷한 수준을 보이고 있는 것으로 나타났으나 오염원소(汚染元素)인 Pb와 Cd는 일부조직(一部組織)에서 백그라운드레벨을 넘어 높은 농도(濃度)를 나타내었다. 특(特)히 Pb의 경우 정상적(正常的)인 조직분포(組織分布) 패턴과는 달리 일부(一部) 근육조직(筋肉組織)에서 높은 농도(濃度)로 검출(檢出)되었으며 이것은 포획당시 산탄(霰彈)(Pb 탄알)에 의한 오염(汚染)인 것으로 판단(判斷)되었다. 또한 산탄(霰彈)에 오염(汚染)된 근육조직(筋肉組織)은 Pb 농도(濃度)가 높아 식용(食用)으로 부적합(不適合)한 것으로 평가(評價)되었으며 국민건강(國民健康) 측면(側面)에서 볼 때 앞으로 이에 관(關)한 연구(硏究)가 시급(時急)한 실정에 있다고 하겠다.

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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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    • 제2권4호
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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.

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

  • 김여근;김재윤
    • 대한산업공학회지
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    • 제28권1호
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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
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
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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
    • 한국축산식품학회지
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    • 제41권1호
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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.