• Title/Summary/Keyword: 행동적 상태

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An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.127-136
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    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

Relationship Between Job-related Affective States and Job Attitudes: Mediating Effects of Emotional Labor (직무관련 정서상태가 직무열의 및 직무탈진에 미치는 영향: 감정노동의 매개효과)

  • Jae, Hwang-Sung;Baek, Yoonjung;Kim, Boyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4930-4941
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    • 2014
  • This study had three purposes. First, the effects of job-related affective states on emotional labor (deep acting and surface acting) of employees engaging in service job were examined. Second, previous studies focused on the negative effects of emotional labor on job attitudes. On the other hand, this study dealt with not only the negative effects of emotional labor but also its positive effects. In particular, this study examined the effects of emotional labor on positive job attitudes, such as job commitment and job involvement, as well as negative job attitudes, such as exhaustion and cynicism. Finally, this study examined the mediation effect of emotional labor on the relationship between the job-related affective state and job attitudes. The data was collected from 150 employees working in 15 service firms in Korea. The results were as follows. First, the positive job-related affective state increased the deep-acting. On the other hand, negative job-related affective state increased surface-acting. Second, the main effect of deep-acting on positive job attitudes (dedication and vigor) was significant. In addition, the main effects of surface-acting on the negative job attitudes (exhaustion and cynicism) was significant. Finally, the mediating effect of deep-acting on the relationship between positive job-related affective state and positive job attitudes was significant. In addition, surface-acting mediated the relationship between negative job-related affective state and negative job attitudes. The theoretical and practical implications of this study are provided in the discussion session.

Design of Intellectual MOB Agent for Multi-player Online Game (다사용자 온라인 게임을 위한 지능형 MOB 에이전트 설계)

  • Kim, Jin-Soo;Bang, Yong-Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.325-328
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    • 2005
  • 기존의 다사용자 온라인 게임에서 구현되어 있는 MOB(Mobile Character)들은 '대기' 와 '공격' 의 2 가지 상태를 가지며 사용자의 '공격' 이라는 이벤트에만 반응하도록 설계되어 있는 수동적인 에이전트들이다. 본 논문에서는 기존의 '대기' 와 '공격' 상태에 '회피' 상태를 추가하고 3 가지 각각의 행동 전이에 따른 행동 패턴을 행동 특성 곡선으로 표현하며 '공격' 과 '접근' 자극을 스트레스 모형에 적용하여 스트레스에 따른 MOB 에이전트의 행동 패턴 변화를 설명하고 주변의 다른 에이전트들과의 협동을 도모할 수 있는 지능적인 NPC 에이전트를 설계한다.

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A Study on Method of Classification by Walking Resting and Running Based on Motion of Wrist (손목 움직임 기반 휴식, 걷기, 달리기 분류에 관한 연구)

  • Ha, Jeong-Ho;Kim, Jun-Ho;Choe, Sun-Taag;Cho, We-Duke
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.172-175
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    • 2016
  • 본 논문은 손목에 부착된 단일 3축 가속도 센서를 이용하여 사용자 움직임 기반의 휴식, 걷기, 달리기(느린속도, 빠른속도)를 분류하는 방법에 관한 연구이다. 초당 32회 표본 값의 가속도 정보에서 특징 신호인 평균, 표준편차를 산출하고 사용자의 행동상태를 4가지 상태로 분류한다. 분류 기준이 모호한 상태전이 신호에 대해 6가지 상태로 분류하여 구해진 총 10개의 행동상태 정보를 2차원 평면에 사영하고 최종적으로 K-means 군집화 기법을 적용하여 사용자의 행동상태를 4가지 상태로 분류한다.

NPC Control by Hybrid Architecture of Finite State Machine and Inference Engine ? (NPC 행동 제어를 위한 유한상태기계와 추론 엔진의 하이브리드 구조)

  • Cho, Dong-Hyun;Oh, Sung-Jin;Sung, Mee-Young;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.168-173
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    • 2007
  • 게임이나 가상환경에서 오락성과 실감성을 증진시키는 여러 가지 방법들 가운데 지능적인 Non-Player Character (NPC)들의 존재는 중요하다. 컴퓨터 그래픽과 관련 하드웨어 플랫폼 기술의 발전으로 인해 사용자들은 이제 시각적인 만족을 넘어서서, NPC들이 보다 지능적으로 행동하면서 오락적인 만족감과 동시에 보다 향상된 실감성을 제공하기를 원한다. 하지만, 유한상태기계 (Finite State Machine, FSM)를 기반으로 하는 NPC 구현의 한계와 어려움으로 인해 이러한 사용자들의 요구사항을 만족시키는 것은 어렵다. 본 논문에서는 FSM과 추론 엔진(Inference Engine)을 결합한 새로운 NPC 행동제어 구조를 제안한다. 또한 제안된 구조의 가능성을 시연하기 위해 실제로 동작하는 데모를 소개한다. 이러한 FSM과 추론 엔진의 하이브리드 구조는 FSM이 제공하는 NPC 반응의 실시간성을 보장하는 동시에 추론 엔진이 제공할 수 있는 보다 지능적이고 계획적인 NPC들의 행동을 만들어 낼 수 있다는 장점이 있다.

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Psychosocial Factors and Its Related Factors Among the Elderly People in a City (도시지역 노인들의 사회심리적 요인과 그의 관련요인)

  • Song, Young-Soo;Kwon, In-Sun;Cho, Young-Chae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3521-3531
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    • 2012
  • This study was performed to determine the relationships among self-esteem, state anxiety, interpersonal behavior trait and locus of control, and to reveal its related factors. The interviews were performed, during the period from April 1st, to June 30th, 2011, to 396 elderlies in Daejeon city. As a results, the self-esteem was negatively correlated with state anxiety and interpersonal behavior trait, while it was positively correlated with locus of control. While state anxiety was positively correlated with interpersonal behavior trait, it was negatively correlated with locus of control, and interpersonal behavior trait was positively correlated with locus of control. Multiple stepwise analysis revealed that the factors of influence on self-esteem included IADL, spouse, mastication of food and amnesia. The factors of influence on State anxiety included mastication of food, IADL, spouse, subjective health status, disability of body, subjective sleep evaluation and educational level. The factors of influence on Interpersonal dependent behavior trait included spouse, IADL, monthly income and subjective health status. The factors of influence on locus of control included spouse and visual acuity. Above results suggested that the self-esteem, state anxiety, interpersonal behavior trait and locus of control of subjects were significantly related with the sociodemographic characteristics, health related factors and health status.

Effect of Atmospheric Music and Advertising Photo on Consumers' Emotional State and Approach Behavior in Fashion Store (패션점포 내 배경음악과 광고사진이 소비자의 정서 및 접근행동에 미치는 영향)

  • Ki, Hyun-Myoung;Lee, Yu-Ri
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.3
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    • pp.39-60
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    • 2006
  • The purpose of this study is to investigate the effect of two different characteristics of music(tempo) and advertising photograph(type) in a fashion store on consumers' emotional responses and approach behavior and to suggest competitive in-store atmospheric strategies. To test the conceptual model, this study used a video simulation method. Researchers selected a fashion casual wear retail store for young people and videotaped to provide realistic store settings. Two different levels of background music(fast, slow) and advertising photograph(sexy, cheerful) were inserted into the video clip generating four stimuli. Including a stimulus for the control group, 5 video clips were created. A total of 289 subjects answered the questionnaire after viewing a two-minute video clips. The results are as follows: First, advertising photograph in a store had a significant effect on consumers' in-store emotional state, whereas musical tempo did not. Second, the effect of in-store consumers' emotional state on behavioral reponses were investigated. Results showed that consumers' positive emotional state lead to consumers' approach behavior. The results of this study indicated that background music and advertising photograph in a fashion store affected consumers' in-store emotional state, and ultimately these affected consumers' positive approach behavior. Thus retailer should try to create a pleasant store environment using effective store atmospheric factors like background music and advertising photograph.

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Comparison of the nutrition quotient by types of eating behavior among male and female university students in Gwangju (광주 지역 남녀 대학생의 섭식 행동 유형별 영양 지수의 비교)

  • Geum-Bi Ryu;Young-Ran Heo
    • Journal of Nutrition and Health
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    • v.56 no.3
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    • pp.277-287
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    • 2023
  • Purpose: This study was conducted to investigate the eating behavior (EB) and nutritional status of university students in Gwangju, and to compare their nutrition quotients (NQs) and problems according to their EB types. Methods: The subjects were 219 (127 female and 92 male) undergraduate students from Gwangju. The Student's t-test was used to compare the EB levels according to gender, and Pearson's χ2 test was used to compare the distribution of EB types by gender. A gender-adjusted analysis of covariance (ANCOVA) was conducted to examine the difference in NQs by EB types. Results: First, there were significant differences in the EB scores and the distribution of EB types according to gender. Female students showed higher levels of emotional (Emo) and external (Ext) EBs than the male students, and Emo, Ext, and combined (Com) EB types were more evident among female rather than male students. Second, there was a difference in NQs according to the EB types. The Emo EB type subjects had a lower NQ than those of the restrained (Res) EB type and showed significant differences in diversity and dietary behavior. Specifically, the Emo EB type subjects displayed significantly lower efforts to maintain a healthy diet and subjective health status than the Com EB type and their levels of checking nutrition labels, hand washing, and water intake were significantly lower than that of the Res EB type. The Ext EB type showed significantly lower moderation of Ramyeon and sweetened drink intake than the Res and Com EB types. Conclusion: The level of EBs and the distribution of EB types varied according to gender, and the NQs were different according to EB types. The results of this study are expected to contribute to the establishment of customized strategies for improvement by identifying major nutritional problems by gender and the EB types of university students.

Children as psychologists: The development of folk psychology (심리학자로서의 아동: 심리지식의 발달)

  • Ghim Hei-Rhee
    • Korean Journal of Cognitive Science
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    • v.16 no.1
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    • pp.29-52
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    • 2005
  • This study was carried out to examine whether children had the naive psychological knowledge that the mental states ate requited to understand the intentional actions, whether their psychological knowledge was organized as a theory, and in what aspects the knowledge changed as children get older. Three- to 11-year-olds were presented with two types of tasks. In action explanation tasks, children were presented with simple descriptions of two characters engaging in specific actions and then asked to explain the characters' action. In action prediction tasks, they were told stories depicting a character's desire and belief and then asked to predict the action of the character. Three-year-olds explained the action in terms of abstract construct such as emotion, intention, and desire, and they predicted the character's action on the basis of her/his desire and explicit belief but not on the basis of inferred false belief and traits. In addition when they were asked to explain one mental state, they explained in terms of other mental states, suggesting the coherence of their knowledge. The present results suggested that even 3-year-olds' psychological knowledge was organized as a theory, in that it was used as a causal device in explaining and predicting human actions, and it had abstractness and coherence. Older children's knowledge was different from 3-year-olds' in that older children explained the action in terms of more complicated mental states such as beliefs and traits. The nature of the developmental change in psychological knowledge was discussed.

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Study on Recognizing User Intention Using User Behavior State Transition Model (사용자 행동 상태 전이 모델을 이용한 사용자 의도 파악 방법 연구)

  • Jung, Hanmin;Lee, Hyejin;Lee, Seok-Hyoung;Choi, Heeseok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.123-125
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    • 2020
  • 정보 서비스를 포함한 웹 서비스에서 사용자 의도를 파악하는 것은 해당 사용자에게 맞춤형 서비스를 제공하기 위한 중요한 단서가 된다. 본 연구는 과학기술 대표 정보 서비스인 ScienceON에 맞춤형 서비스를 도입하기 위해 사용자가 해당 서비스를 사용하는 과정에서 발생시키는 사용자-서비스 간 상호작용인 사용자 행동을 분석하고 사용자 의도를 파악하여 동적으로 맞춤형 서비스를 제공하는 방식을 제안한다. 특히, 사용자 행동 상태 전이 모델을 도입하여 사용자가 반복적으로 행하는 검색 행동과 내비게이션 행동을 추적하고 의도를 파악할 수 있도록 한다. 288,200 건의 웹 로그 분석을 통해 만들어진 상태 전이 모델과 특정 사용자 로그를 분석하여 본 연구가 어떻게 사용자 의도를 파악할 수 있는 지를 보여준다.

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