• Title/Summary/Keyword: Game process

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Robot's Motivational Emotion Model with Value Effectiveness for Social Human and Robot Interaction (사람과 로봇의 사회적 상호작용을 위한 로봇의 가치효용성 기반 동기-감정 생성 모델)

  • Lee, Won Hyong;Park, Jeong Woo;Kim, Woo Hyun;Lee, Hui Sung;Chung, Myung Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.5
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    • pp.503-512
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    • 2014
  • People would like to be socially engaged not only with humans but also with robots. One of the most common ways in the robotic field to enhance human robot interaction is to use emotion and integrate emotional concepts into robots. Many researchers have been focusing on developing a robot's emotional expressions. However, it is first necessary to establish the psychological background of a robot's emotion generation model in order to implement the whole process of a robot's emotional behavior. Therefore, this article suggests a robot's motivational emotion model with value effectiveness from a Higgins' motivation definition, regulatory focus theory, and Circumplex model. For the test, a game with the best-two-out-of-three rule is introduced. Each step of the game was evaluated by the proposed model. As the results imply, the proposed model generated psychologically appropriate emotions for a robot in the given situation. The empirical survey remains for future work to prove that this research improves social human robot interaction.

A Study on User Adoption of Advanced ICTs in Uganda : Focused on GIS/GPS Gorilla Tracking System (우간다에서의 고급 정보통신기술 수용도 연구 : GIS/GPS 고릴라 추적 시스템 사례)

  • Tedson, Twesigye;Hwang, Gee-Hyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.192-203
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    • 2016
  • Uganda is a country blessed with the biggest number of mountain Gorillas in the whole world. These animals contribute at least 12% in revenue generation to the Tourism sector through tracking by both local and foreign tourists who pay for the tracking permits. However, Gorilla tracking is also a big challenge even in the presence of highly skilled and well-trained game rangers. Development and implementation of a secure Computer and Mobile based Gorilla Tracking (GT) system that uses GIS and GPS technologies would be the most ideal technology to use. Therefore, this study aimed to find out the critical factors that would affect the Behavioral Intention of the would-be users to successfully decide to use such GIS/GPS-GT system. We used the existing UTAUT model to integrate six factors such as Performance Expectancy, Effort Expectancy, Employee Peer Influence, Facilitating Conditions, Behavioral Intention and System Use. However, Infrastructure Availability and Non-Technical Facilitating Conditions were added to reflect Ugandan ICT context. This amended UTAUT model was used to carry out the survey. The questionnaire was emailed to 220 government employees in the fields of ICT, Tour and Travel, Environmental Groups officials and Farmers who garden near the game reserves. A total of 133 were obtained fully completed, whereas 127 were deemed usable thus yielding a response rate of 58%. The analysis results show that except for non-technical facilitating conditions, effort expectancy, peer influence, performance expectancy and infrastructure availability positively affects behavioral Intention to use GIS/GPS-GT. This indicates that people in Uganda don't bother about regulations and rules in regard to using information system. As long as the system does what they want it to, anything else does not matter. As an employee in an organization is told to use a system by their supervisor, they have no objection to otherwise they risk losing their job. This implies that, supervisors have a great responsibility in the process of developing, implementing and using the system in Uganda.

(The Development of Janggi Board Game Using Backpropagation Neural Network and Q Learning Algorithm) (역전파 신경회로망과 Q학습을 이용한 장기보드게임 개발)

  • 황상문;박인규;백덕수;진달복
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.39 no.1
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    • pp.83-90
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    • 2002
  • This paper proposed the strategy learning method by means of the fusion of Back-Propagation neural network and Q learning algorithm for two-person, deterministic janggi board game. The learning process is accomplished simply through the playing each other. The system consists of two parts of move generator and search kernel. The one consists of move generator generating the moves on the board, the other consists of back-propagation and Q learning plus $\alpha$$\beta$ search algorithm in an attempt to learn the evaluation function. while temporal difference learns the discrepancy between the adjacent rewards, Q learning acquires the optimal policies even when there is no prior knowledge of effects of its moves on the environment through the learning of the evaluation function for the augmented rewards. Depended on the evaluation function through lots of games through the learning procedure it proved that the percentage won is linearly proportional to the portion of learning in general.

A HMM-based Method of Reducing the Time for Processing Sound Commands in Computer Games (컴퓨터 게임에서 HMM 기반의 명령어 신호 처리 시간 단축을 위한 방법)

  • Park, Dosaeng;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.119-128
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    • 2016
  • In computer games, most of GUI methods are keyboards, mouses and touch screens. The total time of processing the sound commands for games is the sum of input time and recognition time. In this paper, we propose a method for taking only the prefixes of the input signals for sound commands, resulting in the reduced the total processing time, instead of taking the whole input signals. In our method, command sounds are recognized using HMM(Hidden Markov Model), where separate HMM's are built for the whole input signals and their prefix signals. We experiment our proposed method with representative commands of platform games. The experiment shows that the total processing time of input command signals reduces without decreasing recognition rate significantly. The study will contribute to enhance the versatility of GUI for computer games.

The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

Design of an Integrated Product Management System for Game Software Development (게임 소프트웨어 산출물 통합관리시스템 설계)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.319-324
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    • 2015
  • This paper proposes an integrated management system for products of game software development. Those products generated over software life-cycle are generally huge in numbers, various in kinds and interconnected in relationships among them. Especially they are highly complex and tightly coupled each other because they are used to build another world which is composed of multi-modal data such as graphics, sound, logics and so on. Therefore it is critical to manage development products in an integrated manner to guarantee the quality of software. The proposed system is designed to provide project/requirement/configuration/traceability management capabilities and interfacing to CASE standards. To achieve the objective, it is based on data warehouse technologies which provide central repositories of heterogeneous data, multi-aspect reporting&analysis capabilities, traceability, verification, etc.

Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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A Study on Technology Standardization Method Using Network Analysis: Focused on Wireless Communication Technology Layer of Internet of Things (네트워크 분석을 이용한 기술 표준화 방법론 연구: 사물인터넷 무선 통신 기술 계층을 중심으로)

  • Kim, Keungoui;Jung, Sungdo;Hwang, Junseok
    • Journal of Technology Innovation
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    • v.23 no.3
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    • pp.43-65
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    • 2015
  • Technology standard continues to exist as an social agreement throughout all industry. With development of Information and Communication, it is recently considered as a strategic factor for enhancing interoperability and increasing market dominance. Hence, technology standard research(standardization research) have a significance in analyzing the process of standard adoption and its economic effect and deriving theoretical and policy implications. However, as existing relative researches are lack in consideration on indigenous value of technology and its interoperability, there exists limitation in drawing the result of technology centered analysis. The goal of this study is to suggest new technology centered standard method by implying function of technology differentiation rate and technology preference that are deduced by technology network analysis into two stage game theory. As an example of empirical case, we selected wireless pan technology of Internet of Things, and derive its technological structure and implications related to standard.

A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.449-455
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    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.