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Developing an Expert System for Close Combat using Decision Tree (의사결정나무를 이용한 근접전투전문가시스템)

  • Kim, Hyung-Se;Moon, Ho-Seok;Lee, Dong-Keun;Hwang, Myung-Sang;Kim, Young-Kuk
    • Journal of the military operations research society of Korea
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    • v.36 no.3
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    • pp.83-93
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    • 2010
  • In this paper, we propose a new expert system for close combat in military war game model for training. Simulation logic for damage assesment is one of the main simulation functions in military war game. In Changcho 21's model which is the war game model for Republic of Korea Army corps and division, the main function of close combat's damage assessment has not been calculated by Changcho 21's model, but by COBRA which was made by US Army and has been the expert system for close combat. Results which were calculated in COBRA were sent to Changcho 21's model through a cable network. And Changcho 21's model finally calculated the value of damage assessment with the results. In this paper, we develop an new expert system for close combat using decision tree. The experimental results show that the proposed expert system has similar performance to COBRA and has less computing complexity. And it can substitute for COBRA and be applicable to battlefield.

Decision Strategies Based on Meteorological Forecast Information in a Beer Distribution Game

  • Lee, Ki-Kwang;Kim, In-Gyum;Han, Chang-Hee
    • Journal of Information Technology Applications and Management
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    • v.15 no.3
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    • pp.79-90
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    • 2008
  • With the corporate environment nowadays being surrounded by plenty of information, the sharing of information among businesses through mutual cooperation tops the list of hot issues. Predictions of demands from the customer, business, or consumer by sharing information can affect the inventory and order production system. However, notwithstanding the importance of sharing information, empirical studies on quantitative use of information still remain insufficient in spite of many a discussion now being made on the sharing of information. This paper proposes to examine the ways meteorological information may affect the rises in the achievements of supply chains in distributive businesses, the kind of information that noticeably affects the consumer behavioral patterns in the distributive businesses but rarely perceived as a form of information shared by businesses. This study is based on a model in which meteorological information has been added as the one used to predict demands, after the beer distribution game has been modified to fit the current status, and simulations under an assumptive situation, where decisions are made on a daily basis, were conducted 50 times for a period of 1000 days for the generalization of the results, while at the same time a Duncan Test was conducted to determine the threshold to use the meteorological information that will be most profitable to the retailer, wholesaler, supplier and the supply chain as a whole. Our findings indicate that corporations have thresholds that vary from business to business depending upon the ratio of backlog costs to inventory costs. At the same time, our findings also show that there existed effective thresholds depending upon the ratio of backlog costs to inventory costs for the performance of the overall supply chain.

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A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience of the Game playing (자아효능감이 게임의 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.87-96
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    • 2009
  • According to the Flow Theory, when the perceived level of Challenges of player and his skill are high, he is able to experience the flow state. What does the skill mean in the Flow Theory? This study suggests that the self-efficacy of the actor should be concerned to understand the perceived level of actor's skill in relation to the level of Challenges and his personal characteristics. This study hypothesizes the equity-distribution of extrinsic reward and the positive reputation influence the player's self-efficacy, and his self-efficacy affect the flow experience. This hypothesis is confirmed by the structure equation model test. This result can serve to understand skill related on the flow theory, and what factors players to get flow experience are given by.

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AlphaGo Case Study: On the Social Nature of Artificial Intelligence (알파고 사례 연구: 인공지능의 사회적 성격)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.17 no.1
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    • pp.5-39
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    • 2017
  • In March 2016, the computer Go program, AlphaGo, defeated Sedol Lee, a Korean professional Go player of 9-dan rank. This victory by AlphaGo shows the rise in popularity of artificial intelligence (AI). Not only was this game a testament to machine performance, it was the type of game that extended the Turing test. When the interrogator cannot differentiate between human being and machine, the machine has passed the test. This article examines the interactions between AI and human beings and studies the social nature of intelligence through the AlphaGo case. Collins insists that knowledge or intelligence is social and embodied, and the interrogators in the Turing test can identify the difference between native members and non-members through their knowledge only. Applying this concept, AlphaGo, as subject A of this test, fulfilled its role of stirring up the classical "truth of human." Meanwhile, Lee as subject B, played to speak the truth by revealing his own qualities. Here, it is also important role that interrogators judge what it is. Many spectators, as interrogators, have intervened to confirm the border between human beings and machines by using their embodied and social knowledge.

A Study on English Vowel Perception and Production by Native Korean Speakers

  • Han, Yang-Ku
    • Proceedings of the KSPS conference
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    • 2000.07a
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    • pp.332-332
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    • 2000
  • The purpose of this study is to investigate the perception and production of English vowels by native speakers of Korean. In perception test, twelve English vowels /${\ae},{\;}a,{\;}{\Game},{\;}e,{\;}{\varepsilon},{\;}i,{\;}I,{\;}a,{\;}o,{\;}u,{\wedge},{\;}{\mho}$/, as in had, hard, hoard, hayed, head, heed, hid, hod, hoed, whod, Hudd, and hood produced by native speakers of English were used as perception test materials and subjects were asked to identify the vowels. Two different groups of subjects participated in the perception test. One consisted of 90 students who were taking an English phonetics course, and the other consisted of 64 who were not. The results showed that the former did better than the latter m identifYing English vowels, and that vowels in 'head' and 'had' were relatively hard to identify, while vowels in 'hayed', 'hard', and unexpectedly, 'heed' and hid' were easy to perceive. In production test, two native English speakers and 4 native Korean speakers served as subjects. The 4 native Korean speakers were divided into two groups as in the perception test, experienced and inexperienced, depending on whether they were taking an English phonetics course or not. Native English speakers generally showed significant differences both in vowel duration and in FI & F2 values between members of the vowel pairs which are of special interest of this study: /i/ vs. /I/, /${\ae}$/ vs. /$\varepsilon$/, and /u/ vs. and /$\mho$/. There was no significant difference between the two Korean groups. Native Korean speakers showed much difference in neither duration nor FI & F2 values except significant durational difference in /i/ vs. /I/ pair.

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Measurement of Rhythmic Similarity for Auditory Memory Game (청각 기억 게임을 위한 리듬 유사도 측정 기술)

  • Kim, Ju-Wan;Lee, Se-Won;Park, Ho-Chong
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.3
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    • pp.136-141
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    • 2011
  • In this paper, a method for measuring rhythmic similarity between two sound signals for auditory memory game is proposed. The proposed method analyzes energy fluctuation, the temporal duration of energy peak, the timbre of two signals, and detects beat positions for each signal. Then, it determines the rhythm vector after compensating a difference in tempo and the number of beats between two signals. Finally, a method for rhythmic similarity measurement is defined as a function of the dissimilarity between two rhythm vectors and a difference in the number of beats. The rhythmic similarity measured by the proposed method and that by the subjective listening test are compared, and the correlation of 0.86 between two results is achieved.

An Artificial Adaptation Model by Means of the Endoparasitic Evolution Process (내부기생충의 진화과정을 모방한 인공적응 모형)

  • Kim, Yeo-Keun;Lee, Hyo-Young;Kim, Jae-Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.27 no.3
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    • pp.239-249
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    • 2001
  • Competitive coevolution models, often called host-parasite models, are searching models that imitate the biological coevolution that is a series of reciprocal changes in two competing species. The models are known to be an effective method of solving complex and dynamic problems such as game problems, neural network design problems and constraint satisfaction problems. However, previous models consider only ectoparasites that live on the outside of the host when designing the models, not considering endoparasites that live on the inside of the host. This has a limitation to exploiting some information. In this paper, we develop an artificial adaptation model simulating the process in which hosts coevolve with both ectoparasites and endoparasites. In the model, the endoparasites play important roles as follows. By means of them, we can keep the history on results of previous competition between hosts and parasites, and use endogeneous fitness, not exogeneous. Extensive experiments are carried out to show the coevolution phenomenon and to verify the performance of the proposed model. Nim game problems and neural network problems are used as test-bed problems. The results are reported in this paper.

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Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy (가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향)

  • Lee, Hyojeong;Go, Jieun
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.4
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    • pp.53-65
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    • 2016
  • Purpose : The purpose of this study is to evaluate the effects of virtual reality based exercise program on gross motor function and balance of children with spastic cerebral palsy. Method : Subjects of this study, among the children who received the diagnosis spastic cerebral palsy, for children total of 8 people have agreed to research. Experimental group 4 people, control group 4 people, was a total of 8 people. Group-specific arbitration method, was applied to Nintendo Wii Fit game (experimental group) and exercise program (control group). Each training courses 30 minutes for 4 weeks, examined the changes in Gross Motor Function Measure(GMFM) and Pediatrics Balance Scale(PBS) ability to examine a total of 4-week course effectively. The intervention were compared by measuring before and after. Result : There were significant improvements in the subscales of the gross motor function and balance test of those who practiced with the Nintendo Wii Fit game, while the control group showed no significant changes. Conclusion : Therefore, the virtual based on exercise is effective in improvement of to improve the gross motor function and balance in children with spastic cerebral palsy.

A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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