• Title/Summary/Keyword: Game rules

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An Improvement of the Decision-Making of Categorical Data in Rough Set Analysis (범주형 데이터의 러프집합 분석을 통한 의사결정 향상기법)

  • Park, In-Kyu
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.157-164
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    • 2015
  • An efficient retrieval of useful information is a prerequisite of an optimal decision making system. Hence, A research of data mining techniques finding useful patterns from the various forms of data has been progressed with the increase of the application of Big Data for convergence and integration with other industries. Each technique is more likely to have its drawback so that the generalization of retrieving useful information is weak. Another integrated technique is essential for retrieving useful information. In this paper, a uncertainty measure of information is calculated such that algebraic probability is measured by Bayesian theory and then information entropy of the probability is measured. The proposed measure generates the effective reduct set (i.e., reduced set of necessary attributes) and formulating the core of the attribute set. Hence, the optimal decision rules are induced. Through simulation deciding contact lenses, the proposed approach is compared with the equivalence and value-reduct theories. As the result, the proposed is more general than the previous theories in useful decision-making.

A Study on the Optimal Size of Dum in Professional (프로바둑에서 덤의 크기 관한 연구)

  • Kim, Jin-Ho
    • The Korean Journal of Applied Statistics
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    • v.20 no.2
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    • pp.245-255
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    • 2007
  • In playing Baduk, Black plays first and, thus, can control the pace of a game. Usually a player with black stones plays conservatively to maintain the advantage of playing first. The purpose of dum is to compensate for Black having the first move. Currently, 6.5-point dum is applied in Korea and Japan, while 8-point dum is applied in Taiwan and China. In this study we investigated whether the current size of dum(6.5 points) is optimal, by statistically analyzing and comparing the advantage of taking Black across two data sets with different dun rules. Under the 5.5-point handicap, Blacks won significantly more games than Whites, revealing the advantage of playing first. However, with 6.5-point dum, Black's advantage of playing first was not significant. In Conclusion, implications and future research areas are discussed.

Cartoon Rendering with Level-of-Detail (세분화 단계(LOD)를 적용한 카툰렌더링)

  • Park, Jung-Hyun;Ryoo, Seung-Teak;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.26-33
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    • 2007
  • NPR is the area of research which does the image creation of the impression where the hazard person who creates made a human intimate image by the hand in objective. NPR in Cartoon-Rendering when the human being recognizes a thing, it is a technique which expresses a thing to use an appearance and the line which are a means of basic and intuitional expression. Also Cartoon the person probably is, the hazard which helps, raises the efficiency of namely meaning delivery and a simplification technique with the means for it uses. Is like this cartoon basic rules where the simplification and omission are life, from modeling, the low of LOD technique which it is using specially actively from game and one pulse communication is having a common point. The research which it sees Cartoon effects of GPU bases which use DirectX Shader programs LOD it leads and it applies the method for about under presenting it expresses Cartoon effects in exterior.

Japanese-to-Korean Inflected Word Translation Using Connection Relations of Two Neighboring Words (인접 단어들의 접속정보를 이용한 일한 활용어 번역)

  • Kim, Jung-In;Lee, Kang-Hyuk
    • Korean Journal of Cognitive Science
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    • v.15 no.2
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    • pp.33-42
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    • 2004
  • There are many syntactic similarities between Japanese and Korean language. These similarities enable us to build Japanese-Korean translation systems without depending cm sophisticated syntactic analysis and semantic analysis. To further improve translation accuracy, we have been developing a Japanese-Korean translation system using these similarities for several years. However, there still remain some problems with regard to translation of inflected words, processing of multi-translatable words and so on. In this paper, we propose a new method for Japanese-Koran machine translation by using the relationships of two neighboring words. To solve the problems, we investigate the connection rules of auxiliary verb priority. And we design the translation table, which consists of entry tables and connection form tables. for unambiguous words, we can translate a Japanese word to the corresponding Korean word in terms of direct-matching method by consulting the only entry table. Otherwise we have to evaluate the connection value computed from connection form tables and then we can select the most appropriate target word.

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Corruption and Government Expenditure Volatility (부패와 정부지출의 변동성)

  • Lim, Eung-Soon;Hwang, Jin-Young;Song, In-Sang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.188-194
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    • 2011
  • Using cross-section of 83 countries, this paper empirically examines the relationship between corruption and government expenditure volatility. A country's corruption is denoted by either control of corruption, compiled by Kaufmann et al. (2008), or corruption perceptions index, provided by Transparency International. In addition, a country's government expenditure volatility is measured by the standard deviation of the change ratio of government expenditure from 1990 to 2005. Regression results suggest that a country's control of corruption and corruption perceptions index (higher ratings signifying more transparency) are significantly and negatively associated with the volatility of government expenditure. However, the estimated coefficients of corruption perceptions index show somewhat reduced statistical significances. The results are robust to the sub-sample of countries excluding European OECD countries. Therefore, the regression results suggest corrupt bureaucrats are able to periodically change economic rules of the game, which results in the possibility of a higher variance in government expenditure.

Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals (개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션)

  • Ahn, Eun-Young;Kim, Jae-Won;Han, Sang-Hoon;Moon, Chan-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.1-9
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    • 2009
  • In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

Adaptive Frequent Pattern Algorithm using CAWFP-Tree based on RHadoop Platform (RHadoop 플랫폼기반 CAWFP-Tree를 이용한 적응 빈발 패턴 알고리즘)

  • Park, In-Kyu
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.229-236
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    • 2017
  • An efficient frequent pattern algorithm is essential for mining association rules as well as many other mining tasks for convergence with its application spread over a very broad spectrum. Models for mining pattern have been proposed using a FP-tree for storing compressed information about frequent patterns. In this paper, we propose a centroid frequent pattern growth algorithm which we called "CAWFP-Growth" that enhances he FP-Growth algorithm by making the center of weights and frequencies for the itemsets. Because the conventional constraint of maximum weighted support is not necessary to maintain the downward closure property, it is more likely to reduce the search time and the information loss of the frequent patterns. The experimental results show that the proposed algorithm achieves better performance than other algorithms without scarifying the accuracy and increasing the processing time via the centroid of the items. The MapReduce framework model is provided to handle large amounts of data via a pseudo-distributed computing environment. In addition, the modeling of the proposed algorithm is required in the fully distributed mode.

Rule-based Speech Recognition Error Correction for Mobile Environment (모바일 환경을 고려한 규칙기반 음성인식 오류교정)

  • Kim, Jin-Hyung;Park, So-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.25-33
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    • 2012
  • In this paper, we propose a rule-based model to correct errors in a speech recognition result in the mobile device environment. The proposed model considers the mobile device environment with limited resources such as processing time and memory, as follows. In order to minimize the error correction processing time, the proposed model removes some processing steps such as morphological analysis and the composition and decomposition of syllable. Also, the proposed model utilizes the longest match rule selection method to generate one error correction candidate per point, assumed that an error occurs. For the purpose of deploying memory resource, the proposed model uses neither the Eojeol dictionary nor the morphological analyzer, and stores a combined rule list without any classification. Considering the modification and maintenance of the proposed model, the error correction rules are automatically extracted from a training corpus. Experimental results show that the proposed model improves 5.27% on the precision and 5.60% on the recall based on Eojoel unit for the speech recognition result.

The Effect of Types of Initial Drive-in Steps on Technical Factors in Basketball

  • Park, Sangheon;Yoon, Sukhoon
    • Korean Journal of Applied Biomechanics
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    • v.28 no.3
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    • pp.181-185
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    • 2018
  • Objective: The purpose of this study was to investigate the effect of types of drive-in initial steps in basketball on technical factors, to provide basic information for the enhancement of basketball skill. Method: Ten men (age: $24.70{\pm}2.26years$; height: $181.00{\pm}5.72cm$; weight: $75.70{\pm}8.23kg$; career length: $10.00{\pm}3.59years$), each with a career length of over five years and no history of injury to the lower extremities within the prior six months, participated in this study. They were asked to perform four types of drive-in movements at $35{\sim}60^{\circ}$, wearing their own shoes, after running from a start line 5 m away and catching a basketball passed by an expert passer. The drive-in movements were measured by eight infrared cameras (Oqus 300, Qualisys, Sweden). Collected raw data were used to calculate total initial step time, displacement, velocity, center of mass (COM) height, and COM velocity. Results: Total initial step displacement and velocity of cross drive-ins (JC, SC) were greater than that of direct drive-ins (JD, SD; p < .05). COM velocity of cross drive-ins (JC, SC) was also greater than that of direct drive-ins (JD, SD; p < .05). Conclusion: Our results indicated that cross drive-ins, regardless of stop step type, are more effective than direct drive-ins. This is because cross drive-ins are technically bold due to less influence from walking violations and double dribble rules in basketball. However, using one-sided movement is too difficult to play in competitive game; therefore, basketball players should develop the ability to choose appropriate movement frequency.

A Study on the Effects of Information Perception and Purpose of Information Use on Trust in Government (정보화 인식과 정보활용 목적이 정부신뢰에 미치는 영향에 관한 연구)

  • Myeong, Seunhwan;Kwon, Yongmin;Park, Juyong;Lee, Bokja
    • Informatization Policy
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    • v.19 no.1
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    • pp.25-44
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    • 2012
  • This study examined the relationship among perception on information, purpose of information use, and trust in government. It also identified different patterns of groups by their ideological inclination via a national survey on sample population over the age of twenty. The result showed the statistical significance of the relationship among information perception, purpose of information use, ideological inclination, and trust in government. The analysis result implies that the role of government should be readjusted in terms of publicness toward meta-data provider which is transparent and fair without any discrimination by individual difference and economic condition. This will increase the level of trust in government data and its utilization will be tied into the individual connectedness for social integration. The role of government as an information provider needs to establish the role of mediator which always keeps social rules and tracks down violators in a timely manner in the process of information production. With transparent information flow and fair game, the richness of information and a positive production environment will be created.

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