• Title/Summary/Keyword: Baduk

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A Case Study of Cross-Media Storytelling : Remediation of Webtoon to Drama Series (크로스미디어 스토리텔링 사례 연구 -웹툰 <미생>의 드라마 <미생>으로의 재매개-)

  • Kim, Mira
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.130-140
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    • 2015
  • With the growth of media platforms and fierce competition in the media market, there have been focus on cross media storytelling, a remediation of content already proven successful to another type of medium. In particular, webtoons have emerged as being successful source media, and this study analyzes how the webtoon 's narrative is expanded and transformed in the remediation process into TV drama. The results showed that, the webtoon , which was targeted at a relatively more specific audience, objectively described stories of the life and hardships of an office worker through a contractual employee at a trading company navigating work life based on strategies of Baduk; while the TV drama version, which aims to appeal to a broader audience, strengthened popular narratives with topics of social issues such as 'hardships of the non-permanent employee', 'sexual discrimination and sexual harassment in the workplace', 'difficulties of a working mom', and 'romance between new colleagues'. In addition, in order to create dramatic enjoyment, the drama's storytelling strategy incorporated conflicts by creating confrontational relationships among good and evil characters, and added humanism and comedic effect.

Monte-Carlo Tree Search Applied to the Game of Tic-Tac-Toe (삼목 게임에 적용된 몬테카를로 트리탐색)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.47-54
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    • 2014
  • The game of Go is one of the oldest games and originated at least more than 2,500 years ago. In game programming the most successful approach is to use game tree searches using evaluation functions. However it is really difficult to construct feasible evaluation function in computer Go. Monte-Carlo Tree Search(MCTS) has created strong computer Go programs such as MoGo and CrazyStone which defeated human Go professionals played on the $9{\times}9$ board. MCTS is based on the winning rate estimated by Monte-Carlo simulation. Prior to implementing MCTS into computer Go, we tried to measure each winning rate of three positions, center, corner and side, in Tic-Tac-Toe playing as the best first move. The experimental result revealed that the center is the best, a corner the next and a side the last as the best first move.

DeepPurple : Chess Engine using Deep Learning (딥퍼플 : 딥러닝을 이용한 체스 엔진)

  • Yun, Sung-Hwan;Kim, Young-Ung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.119-124
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    • 2017
  • In 1997, IBM's DeepBlue won the world chess championship, Garry Kasparov, and recently, Google's AlphaGo won all three games against Ke Jie, who was ranked 1st among all human Baduk players worldwide, interest in deep running has increased rapidly. DeepPurple, proposed in this paper, is a AI chess engine based on deep learning. DeepPurple Chess Engine consists largely of Monte Carlo Tree Search and policy network and value network, which are implemented by convolution neural networks. Through the policy network, the next move is predicted and the given situation is calculated through the value network. To select the most beneficial next move Monte Carlo Tree Search is used. The results show that the accuracy and the loss function cost of the policy network is 43% and 1.9. In the case of the value network, the accuracy is 50% and the loss function cost is 1, respectively.

Comparison of LDA and PCA for Korean Pro Go Player's Opening Recognition (한국 프로바둑기사 포석 인식을 위한 선형판별분석과 주성분분석 비교)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.15-24
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    • 2013
  • The game of Go, which is originated at least more than 2,500 years ago, is one of the oldest board games in the world. So far the theoretical studies concerning to the Go openings are still insufficient. We applied traditional LDA algorithm to recognize a pro player's opening to a class obtained from the training openings. Both class-independent LDA and class-dependent LDA methods are conducted with the Go game records of the Korean top 10 professional Go players. Experimental result shows that the average recognition rate of class-independent LDA is 14% and class-dependent LDA 12%, respectively. Our research result also shows that in contrary to our common sense the algorithm based on PCA outperforms the algorithm based on LDA and reveals the new fact that the Euclidean distance metric method rarely does not inferior to LDA.

Enhanced strategic Monte-Carlo Tree Search algorithm to play the game of Tic-Tac-Toe (삼목 게임을 위해 개선된 몬테카를로 트리탐색 알고리즘)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.79-86
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    • 2016
  • Monte-Carlo Tree Search(MCTS) is a best-first tree search algorithm and has been successfully applied to various games, especially to the game of Go. We evaluate the performance of MCTS playing against each other in the game of Tic-Tac-Toe. It reveals that the first player always has an overwhelming advantage to the second player; and we try to find out the reason why the first player is superior to the second player in spite of the fact that the best game result should be a draw. Since MCTS is a statistical algorithm based on the repeated random sampling, it cannot adequately tackle an urgent problem that needs a strategy, especially for the second player. For this, we propose a strategic MCTS(S-MCTS) and show that the S-MCTS player never loses a Tic-Tac-Toe game.

A Study on the Repair Method for Performance Degradation Cause of Korean Arch Bridge -Focused on the Seonamsa Seungseonggyo, Songgwangsa Geukrockgyo- (홍예교 성능저하 원인에 따른 보수방안 고찰 - 선암사 승선교·송광사 극락교를 중심으로 -)

  • Kim, Jeong-Eon;Cheon, Deuk-Youm
    • Journal of architectural history
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    • v.23 no.1
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    • pp.7-19
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    • 2014
  • This study considers the proper repair techniques by examining the most representative repair cases of the Korean arch bridges and proposes the constructional manual which can apply similar occasions. The cases are Seonamsa Seungseongyo and Songgwangsa Geukrockgyo where this researcher had taken part in the repair works. This Study proposes the maintenance construction manual about the performance degradation drew by performance degradation of the both Korean arch bridges in the maintenance process. First, arch bridge maintenance should be carried out in the dry season, when water is impermeable in the bottom surface of the bridge. Moreover, risk factors of the maintenance should be excluded to secure the water vally flow, the bypass and the temporary bridge. Second, prior to repair, it has to precede (1)3D shooting (2)formal examination (3)structure safety test (4)geological and lithic surveys (5)arch curvature establishment and makeshift frame settlement before transformation (6)relationship expert comments. Third, if the baduk and the foundation stones are inevitable to replace due to performance degradation on the foundation, it should use the high quality stones and secure greater stress by extending the standard range. The foundation on irregular rock needs to be flattened and underside on the replaced materials require Grengyijil to deliver the equal loads. Fourth, In the process of dismantling the stones of the arched bridge, it could make heavy weathering degree and not reuse the materials. Charge should converge the expert advices to choose the reuseable, the conservate and the alternative materials, and increase the reutilization of the raw materials by preservation and reinforcement treatments. Fifth, the side wall should be repaired by the rubble work technique which is not able to pile compost satiety, so it must use long depth of masonary stones for reinforcement. It is considered to reinforce the stone wall in shore as much as possible and protect the abutment and the side wall on the upstream for the arch bridge maintenance works.

How Does the Media Deal with Artificial Intelligence?: Analyzing Articles in Korea and the US through Big Data Analysis (언론은 인공지능(AI)을 어떻게 다루는가?: 뉴스 빅데이터를 통한 한국과 미국의 보도 경향 분석)

  • Park, Jong Hwa;Kim, Min Sung;Kim, Jung Hwan
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.175-195
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    • 2022
  • Purpose The purpose of this study is to examine news articles and analyze trends and key agendas related to artificial intelligence(AI). In particular, this study tried to compare the reporting behaviors of Korea and the United States, which is considered to be a leader in the field of AI. Design/methodology/approach This study analyzed news articles using a big data method. Specifically, main agendas of the two countries were derived and compared through the keyword frequency analysis, topic modeling, and language network analysis. Findings As a result of the keyword analysis, the introduction of AI and related services were reported importantly in Korea. In the US, the war of hegemony led by giant IT companies were widely covered in the media. The main topics in Korean media were 'Strategy in the 4th Industrial Revolution Era', 'Building a Digital Platform', 'Cultivating Future human resources', 'Building AI applications', 'Introduction of Chatbot Services', 'Launching AI Speaker', and 'Alphago Match'. The main topics of US media coverage were 'The Bright and Dark Sides of Future Technology', 'The War of Technology Hegemony', 'The Future of Mobility', 'AI and Daily Life', 'Social Media and Fake News', and 'The Emergence of Robots and the Future of Jobs'. The keywords with high centrality in Korea were 'release', 'service', 'base', 'robot', 'era', and 'Baduk or Go'. In the US, they were 'Google', 'Amazon', 'Facebook', 'China', 'Car', and 'Robot'.

Spontaneous Passage of Gastrointestinal Foreign Bodies in Children (소아에서 위장관 이물의 자연 배출에 대한 경험적 고찰)

  • Lee, Ji-Hyuk;Nam, Suk-Hyun;Lee, Jee-Hyun;Lee, Hae-Jeong;Choe, Yon-Ho
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.10 no.2
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    • pp.157-165
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    • 2007
  • Purpose: Ingested foreign bodies are removed by endoscopy, surgery or spontaneous passage, however, the decision of therapeutic modality chosen depends on the type, size, shape and location of the ingested foreign bodies. Therefore, this study was conducted to investigate the rate and characteristics of foreign bodies that were passed spontaneously out of the intestine. Methods: One hundred and sixty patients who visited Samsung Medical Center for treatment of gastrointestinal foreign bodies between January 2001 to July 2007 were enrolled in this study. Related data was colleted by reviewing the medical records of patients with proven foreign bodies retrospectively, as well as by conducting phone interviews with the parents of the patients. All cases were classified based on the nature and location of the ingested foreign body, as well as whether it was treated by spontaneous passage. Results: Of the 160 cases involving the passage of foreign bodies in children were included in this study (95 boys and 65 girls), endoscopic removals, operative removals or spontaneous passages were conducted in 80, 3 and 77 patients, respectively. The spontaneous passage rates for each type of object were as follows; coins (36.5%), bead and baduk stones (83.3%), long and sharp materials (52.6%), magnets (69.2%) and disc batteries (50.0%). In cases involving round-shaped foreign bodies, such as coins, the diverse spontaneous passage rates were more diverse. When foreign bodies were stuck below esophagus, similar sized coins and baduk stones had spontaneous passage rates greater than 80% regardless of age. Conclusion: It is better for clinicians to wait for spontaneous passage to occur in cases involving coins or round-shaped foreign bodies that are located at or below the stomach.

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A Study on Design and Construction Methods of Movable Pavilions (이동식 정자의 설계 시공법 연구)

  • Lee, Jung-Han
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.4
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    • pp.51-59
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    • 2019
  • This study aims to examine the design and construction methods of movable Pavilions. Through the literature analysis, the setting up of the construction background, location and direction, size and composition, materials and construction methods were analyzed. The results are as follows; First, the movable pavilion is designed to enjoy a wide range of views. It was a creation that reflected the way in which the ideal life was pursued based on the experience of enjoying scenery rather than owning one's own house and running a pavilion. Second, the formation of movable pavilion was intended to enjoy the scenery by season without restrictions on time and place. It can also relieve the hassle of having to move tools to enjoy the wind every time. Third, the movable pavilion faces to a place with good scenery and determines its position and direction. Most of them were built on a small scale and divided the space for viewing the scenery, playing GO(Baduk), writing poems, and playing musical instruments. Also, wood was used mainly. To reduce the load, roofs and walls were constructed with light materials such as bamboo, straw, thick sheet of oil, and cotton cloth. The construction method was mainly used by the method of fastening for easy coupling and dismantling. When a building was constructed on the upper part of a ship or cart, the wooden structure of a regular pavilion was constructed. Fourth, when comparing the design and construction characteristics of ordinary pavilion and movable pavilion, the movable pavilion is easy to see for contrast purposes, so there is no limit to setting the location and direction. Instead, more stringent systems and techniques were called for, because as mobility forces should be considered, structurally measures to withstand loads, and they should satisfy their function and form as pavilion.

Fruit price prediction study using artificial intelligence (인공지능을 이용한 과일 가격 예측 모델 연구)

  • Im, Jin-mo;Kim, Weol-Youg;Byoun, Woo-Jin;Shin, Seung-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.197-204
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    • 2018
  • One of the hottest issues in our 21st century is AI. Just as the automation of manual labor has been achieved through the Industrial Revolution in the agricultural society, the intelligence information society has come through the SW Revolution in the information society. With the advent of Google 'Alpha Go', the computer has learned and predicted its own machine learning, and now the time has come for the computer to surpass the human, even to the world of Baduk, in other words, the computer. Machine learning ML (machine learning) is a field of artificial intelligence. Machine learning ML (machine learning) is a field of artificial intelligence, which means that AI technology is developed to allow the computer to learn by itself. The time has come when computers are beyond human beings. Many companies use machine learning, for example, to keep learning images on Facebook, and then telling them who they are. We also used a neural network to build an efficient energy usage model for Google's data center optimization. As another example, Microsoft's real-time interpretation model is a more sophisticated translation model as the language-related input data increases through translation learning. As machine learning has been increasingly used in many fields, we have to jump into the AI industry to move forward in our 21st century society.