• Title/Summary/Keyword: generalized game

Search Result 50, Processing Time 0.026 seconds

Integer and fractional quantum Hall effect in graphene heterostructure

  • Youngwook Kim
    • Progress in Superconductivity and Cryogenics
    • /
    • v.25 no.1
    • /
    • pp.1-5
    • /
    • 2023
  • The study of two-dimensional electron systems with extraordinarily low levels of disorder was, for a long time, the exclusive privilege of the epitaxial thin film research community. However, the successful isolation of graphene by mechanical exfoliation has truly disrupted this field. Furthermore, the assembly of heterostructures consisting of several layers of different 2D materials in arbitrary order by exploiting van der Waals forces has been a game-changer in the field of low-dimensional physics. This technique can be generalized to the large class of strictly 2D materials and offers unprecedented parameters to play with in order to tune electronic and other properties. It has led to a paradigm shift in the field of 2D condensed matter physics with bright prospects. In this review article, we discuss three device fabrication techniques towards high mobility devices: suspended structures, dry transfer, and pick-up transfer methods. We also address state-of-the-art device structures, which are fabricated by the van der Waals pick-up transfer method. Finally, we briefly introduce correlated ground states in the fractional quantum Hall regime.

Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.257-263
    • /
    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

  • PDF

An analysis of in-service teachers' perceived interactivity with AI teachers through RPP(Role-Play Presentation) (RPP(Role-Play Presentation)를 통한 교사의 AI 교사와의 지각된 상호작용성 분석)

  • Ko, Ho Kyoung;Huh, Nan;Noh, Jihwa
    • The Mathematical Education
    • /
    • v.60 no.3
    • /
    • pp.321-340
    • /
    • 2021
  • As many changes in the future society represented by the age of artificial intelligence(AI) are expected to come, efforts are being made to draw the shape of the future education and various research methods are being employed to support the attempts. While many research studies use methods for deriving generalized results such as expert survey and trend analysis in along with a review of literature, there are attempts to apply the scenario methodology to explore ideas and information needed within a changing context. A scenario method, one of the experiential learning strategies, aims to seek various and alternative approaches by establishing a plan from the present conditions considering future changes. In this study, in-service teachers' perceptions and expectations of the interactivity between human and AI teachers were visualized by applying the role-play presentation technique that grafted the concept of role-play game to the scenario method. In addition, the mandal-art method was introduced to support in conducting productive discussion during the teachers' collaboration. This method appeared to help to depict teachers' perceptions of AI teachers in the detailed and concrete form, which may flow in the abstract otherwise. Through analyses of the teachers' role-play presentations with the implementation of the madal-art method it was suggested that most teachers would want to collaborate with an AI teacher for improved instruction and individualized student learning while they would take the instructional authority over the AI teacher in the classroom.

Puzzle Rule Algorithm of Euler Square Game (오일러 방진 게임 퍼즐 규칙 알고리즘)

  • Lee, Sang-Un
    • Journal of Industrial Convergence
    • /
    • v.19 no.4
    • /
    • pp.23-28
    • /
    • 2021
  • This paper finds the regular pattern of n = [3, ∞] for Euler square game related with n = 6(6×6=36) thirty-six officer problem that is still unsolved problem. The solution of this problem is exists for n = [3, 10] without n = 6. Also, previous researchers finds the random assigned solution for specific number using computer programming. Therefore, the solution of n = [11, ∞] Euler squares are unsolved problem because of anything but easy. This paper attempts to find generalized patterns for domains that have been extended to n = [3, ∞], while existing studies have been limited to n = [3, 10]. This paper classify the n = [3, ∞] into n = odd, 4k even, 4k+2 even of three classes. Then we find the simple regular pattern solution for n = odd and 4k even(n/2 = even). But we can't find the regular pattern for 4k+2 even(n/2 = odd).

The new paths of user interface #1 - The non-verbal communication for the interactive media - (사용자 인터페이스의 새로운 길 #1 - 인터렉티브 미디어를 위한 비언어적 의사소통 방법 -)

  • 류제성
    • Archives of design research
    • /
    • v.13 no.3
    • /
    • pp.49-58
    • /
    • 2000
  • We commonly use the computer interface a generalized form. However, the requirement of the user various and some users cannot apply the general circumstance. For these requirements, this research suggests the non-verbal communication. The suggestion is that Mewing with the mouth in human behavior applies to the interaction of the computer This was offered in three forms. First, drawing application: second, the arcade game: third, the interactive book. in condusion, we confirmed that the suggestion of this research could be effectively used for the development of the human computer interface.

  • PDF

Content Adaptive Watermarkding Using a Stochastic Visual Model Based on Multiwavelet Transform

  • Kwon, Ki-Ryong;Kang, Kyun-Ho;Kwon, Seong-Geun;Moon, Kwang-Seok;Lee, Joon-Jae
    • Proceedings of the IEEK Conference
    • /
    • 2002.07c
    • /
    • pp.1511-1514
    • /
    • 2002
  • This paper presents content adaptive image watermark embedding using stochastic visual model based on multiwavelet transform. To embedding watermark, the original image is decomposed into 4 levels using a discrete multiwavelet transform, then a watermark is embedded into the JND(just noticeable differences) of the image each subband. The perceptual model is applied with a stochastic approach fer watermark embedding. This is based on the computation of a NVF(noise visibility function) that have local image properties. The perceptual model with content adaptive watermarking algorithm embed at the texture and edge region for more strongly embedded watermark by the JND. This method uses stationary Generalized Gaussian model characteristic because watermark has noise properties. The experiment results of simulation of the proposed watermark embedding method using stochastic visual model based on multiwavelet transform techniques was found to be excellent invisibility and robustness.

  • PDF

Efficient State Space Generation for Guaranteeing a Natural-Looking Path for NPCs (NPC의 자연스러운 이동경로를 보장하는 효율적인 상태공간의 생성)

  • Yu, Kyeon-Ah
    • Journal of KIISE:Software and Applications
    • /
    • v.34 no.4
    • /
    • pp.368-376
    • /
    • 2007
  • How to represent the search space is as important as which search algorithm to use for finding natural-looking paths for moving NPC (non-player character) in computer games. Recently, various state space representation methods which have been developed for computer games are being used while A* algorithm dominates as the preferred search algorithm. These representation methods show some drawbacks such as the size of state space is too large, there is no guarantee for optimality, the path found is not natural-looking, and the generation of nodes and links is not automatic by depending on a level designer. In this paper the requirements for natural-looking paths are introduced and to find paths satisfying these requirements, the use of the generalized visibility graphs which is the extended version of the visibility graph in Robotics is proposed.

A Design of Ubiquitous Home Automation System for Domestic 35-Pyung Apartment Based on USN Environment (USN환경을 도입한 국내 35평 아파트의 유비쿼터스 홈오토메이션 시스템의 설계)

  • Shin Kyung-Chul;Oh Yong-Sun
    • Journal of Game and Entertainment
    • /
    • v.2 no.1
    • /
    • pp.78-86
    • /
    • 2006
  • In this paper, we design a ubiquitous home automation system for Korean domestic 33-Pyung Apartment based on USN environment. The core of this home automation system is to give Home the 'Intelligence' so that the house can analyze and memorize the occurrences and react spontaneously on the user requirements by means of the World Model, USN, and LBS etc. Ultimately, the resident of this intelligent home might access all of these ubiquitous environments without any feelings about the equipments and peripherals. The methods of user identification, image recognition, and the ultrasonic sensors locations have been applied to Korean domestic 35-Pyung Apartment, but they will be easily generalized to be an extended model because of the flexibility of the World Model. which are confirmed by the imaginary scenario presented at the end of the main left.

  • PDF

A Situation Evaluation System based on the Strength and the Influence Distribution of Stones in Computer Go (컴퓨터 바둑에서 돌의 세기와 영향력 분포에 기반한 형세 평가 시스템)

  • 김영상
    • Journal of the Korea Computer Industry Society
    • /
    • v.3 no.3
    • /
    • pp.259-270
    • /
    • 2002
  • In computer Go, the method evaluating the situation of a face is not generalized. To evaluate the situations all the faces accurately, computer Go must judge owners of 361 positions according the changes of the faces. In this paper, we apply the structure of graph as a method analyzing the rules and characters of Go. The Situation Evaluation System(SES) which can evaluate the situation of a face without DB information oかy using strength of stone(SS), influence power(IP), safety(S), position value(PV), and position-value matrix(PM) is proposed. This system is very effective to evaluate the whole situations of Go because it can show the owner of 361 positions between Black and White. As a result, SES can well compute the situations in the opening game of Go. It makes 70.9% hit-ratio as compared with the practical Go games of professional players. According to the results compared with Nemesis, the commercial program which has the joseki(established stones: hewn sequences of moves near the corner which result in near-equal positions for White and Black), SES is superior to Nemesis by 10% higher in the hit-ratio of situation evaluations of professional players.

  • PDF

OD trip matrix estimation from urban link traffic counts (comparison with GA and SAB algorithm) (링크관측교통량을 이용한 도시부 OD 통행행렬 추정 (GA와 SAB 알고리즘의 비교를 중심으로))

  • 백승걸;김현명;임용택;임강원
    • Journal of Korean Society of Transportation
    • /
    • v.18 no.6
    • /
    • pp.89-99
    • /
    • 2000
  • To cope with the limits of conventional O-D trip matrix collecting methods, several approaches have been developed. One of them is bilevel Programming method Proposed by Yang(1995), which uses Sensitivity Analysis Based(SAB) algorithm to solve Generalized Least Square(GLS) problem. However, the SAB a1gorithm has revealed two critical short-comings. The first is that when there exists a significant difference between target O-D matrix and true O-D matrix, SAB algorithm may not produce correct solution. This stems from the heavy dependance on the historical O-D information, in special when gravel Patterns are dramatically changed. The second is the assumption of iterative linear approximation to original Problem. Because of the approximation, SAB algorithm has difficulty in converging to Perfect Stackelberg game condition. So as to avoid the Problems. we need a more robust and stable solution method. The main purpose of this Paper is to show the problem of the dependency of Previous models and to Propose an alternative solution method to handle it. The Problem of O-D matrix estimation is intrinsically nonlinear and nonconvex. thus it has multiple solutions. Therefore it is necessary to require a method for searching globa1 solution. In this paper, we develop a solution algorithm combined with genetic algorithm(GA) , which is widely used as probabilistic global searching method To compare the efficiency of the algorithm, SAB algorithm suggested by Yang et al. (1992,1995) is used. From the results of numerical example, the Proposed algorithm is superior to SAB algorithm irrespective of travel patterns.

  • PDF