• 제목/요약/키워드: Game-based Learning

검색결과 430건 처리시간 0.027초

Q Learning MDP Approach to Mitigate Jamming Attack Using Stochastic Game Theory Modelling With WQLA in Cognitive Radio Networks

  • Vimal, S.;Robinson, Y. Harold;Kaliappan, M.;Pasupathi, Subbulakshmi;Suresh, A.
    • Journal of Platform Technology
    • /
    • 제9권1호
    • /
    • pp.3-14
    • /
    • 2021
  • Cognitive Radio network (CR) is a promising paradigm that helps the unlicensed user (Secondary User) to analyse the spectrum and coordinate the spectrum access to support the creation of common control channel (CCC). The cooperation of secondary users and broadcasting between them is done through transmitting messages in CCC. In case, if the control channels may get jammed and it may directly degrade the network's performance and under such scenario jammers will devastate the control channels. Hopping sequences may be one of the predominant approaches and it may be used to fight against this problem to confront jammer. The jamming attack can be alleviated using one of the game modelling approach and in this proposed scheme stochastic games has been analysed with more single users to provide the flexible control channels against intrusive attacks by mentioning the states of each player, strategies ,actions and players reward. The proposed work uses a modern player action and better strategic view on game theoretic modelling is stochastic game theory has been taken in to consideration and applied to prevent the jamming attack in CR network. The selection of decision is based on Q learning approach to mitigate the jamming nodes using the optimal MDP decision process

저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구 (A Case Study on Running a Game-based Programming Class for Lower Grades)

  • 최도현
    • 실천공학교육논문지
    • /
    • 제16권2호
    • /
    • pp.151-157
    • /
    • 2024
  • 기존 저학년 대상의 게임 기반 교육 프로그램은 대부분 간단한 블록코딩 연구로써 프로그래밍 심화 중점의 수업 운영 사례가 부족하다. 본 연구는 지역 초등학교 3학급 대상으로 방학 2주동안 마인크래프트 기반 파이썬 코딩 기초 수업을 실제 운영했다. 학습 프로그램은 수업 흥미 및 동기를 개선하기 위해 랜파티를 통한 건축 퀘스트, 게임 내 자체 스크립트 등 공식 웹사이트의 표준 학습 프로그램을 재구성했다. 이외 설문조사를 통해 수업 주제에 대한 만족도와 선호도를 분석했고, 앞으로 교육 프로그램 개발 방향성에 대한 유의미한 결과를 얻을 수 있었다. 본 연구는 앞으로 전 연령층의 게임 기반 교육 프로그램 설계/개발을 위한 기초 연구로써 의의를 갖는다.

Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제15권3호
    • /
    • pp.1015-1029
    • /
    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험 (The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft)

  • 배준희;구동모
    • 한국게임학회 논문지
    • /
    • 제15권1호
    • /
    • pp.115-124
    • /
    • 2015
  • 본 연구는 초경쟁적인 환경에서 온라인개발회사가 동태적 역량을 만들어 낼 수 있는 조직학습인 활용과 탐험에 대하여 엔씨소프트 사례를 중심으로 분석하였다. 학습, 루틴, 기존환경과의 적합성을 특징으로 하는 활용은 점진적 혁신을 이끌어 내는 반면, 비학습, 변화하는 환경에의 유연성과 관련된 탐험은 급진적인 혁신을 이끌어 낸다. 문헌연구를 바탕으로 우선 엔씨소프트의 활용과 탐험 활동을 온라인 게임산업의 사이클에 따라 검증하였다. 다음으로 엔씨소프트의 다양한 게임서비스의 사이클을 중심으로 활용과 탐험에 대해 살펴보았다. 온라인게임시장에서 비교적 빠르게 선도적 입지를 구축한 엔씨소프트는 온라인 게임산업 태동기와 성장기에는 활용 활동을 주로 하였으나, 산업의 성숙기에는 탐험활동을 늘여 왔다. 또한 각 게임서비스 라인의 신작 출시 및 기술개발에는 탐험활동을, 지속적인 패치 서비스 업데이트와 마케팅 및 시스템구축에는 활용활동을 수행하였다. 이것은 온라인 게임회사가 활용과 탐험의 균형을 통해 지속적인 경쟁우위를 창출할 수 있음을 시사한다.

Needs Analysis on Experience, Collaboration, Enquiry based Learning of College Students

  • Yena Bae;Danam Kwon
    • International Journal of Advanced Culture Technology
    • /
    • 제12권3호
    • /
    • pp.336-344
    • /
    • 2024
  • The purpose of this study is to analyze the need of college students for experiential learning, collaborative learning, and enquiry-based learning. To achieve this goal, a survey was conducted with 308 college students. The need for experience, collaboration, and enquiry-based learning was comprehensively analyzed through t-tests, Borich needs analysis, and priority determination using The Locus for Focus model. The research findings are as follows: First, in Borich need analysis, the highest needs were identified for deep learning, self-directed learning, connecting theoretical knowledge with practical application, immersion, and application to real-life situations. Second, in The Locus for Focus model, the highest needs were found for abstract conceptualization, interest, conflict management, self-directed learning, and curiosity. In summary, since self-directed learning showed the highest priority simultaneously in Borich need analysis and The Locus for Focus model, it should be considered as the most prioritized item.

관절점 딥러닝을 이용한 쓰레기 무단 투기 적발 시스템 (Garbage Dumping Detection System using Articular Point Deep Learning)

  • 민혜원;이형구
    • 한국멀티미디어학회논문지
    • /
    • 제24권11호
    • /
    • pp.1508-1517
    • /
    • 2021
  • In CCTV environments, a lot of learning image data is required to monitor illegal dumping of garbage with a typical image-based object detection using deep learning method. In this paper, we propose a system to monitor unauthorized dumping of garbage by learning the articular points of the person using only a small number of images without immediate use of the image for deep learning. In experiment, the proposed system showed 74.97% of garbage dumping detection performance with only a relatively small amount of image data in CCTV environments.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
    • /
    • 제35권6호
    • /
    • pp.1058-1067
    • /
    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

DDR게임을 활용한 퀴즈풀이 학습시스템 개발 (Development of Quiz Solving System using DDR Game)

  • 전현서;윤찬영;엄태웅
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2018년도 춘계학술대회
    • /
    • pp.383-386
    • /
    • 2018
  • 학습자들에게 흥미와 집중력을 유발시키고자 더 재밌고 효율적인 학습방법에 대한 관심이 많아지고 있다. 이러한 흐름에 맞추어 정보통신 기술을 융합한 게임기반 학습에 대한 연구들이 시도되고 있다. 집중력을 높여주는 게임의 특성을 활용하려 한다. 그러나 게임만 한다면 운동을 덜할 수도 있다. 따라서 본 논문에서는 DDR(Dance Dance Revolution)을 이용하여 게임과 스포츠를 융합하여 체력을 높여주고 성적도 높여주는 시스템을 설계하고 구현하였다.

  • PDF

Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
    • /
    • 제18권1호
    • /
    • pp.130-145
    • /
    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.

게임 환경을 통제할 수 있는 규칙 기반 Semi-Supervised Learning 오목 인공지능 프레임 워크 (Rule based Semi-Supervised Learning Gomoku Game AI Framework for Control Game Environment)

  • 김선민;구본우
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2022년도 춘계학술발표대회
    • /
    • pp.618-620
    • /
    • 2022
  • 게임은 수많은 NPC 와 규칙에 의해 작동되는 가상 공간을 의미한다. 이런 가상 공간에서는 규칙을 엄격히 지키면서 수행되는 AI 를 필수로 요구하게 된다. 하지만 강화 학습 기반의 AI 는 복잡한 게임의 규칙을 온전히 지키지 못하고 예상 밖의 행동을 돌출하면서 이를 해결하기 위한 많은 연구도 수행되고 있다. 본 논문에서는 규칙 기반으로 획득한 오목판의 확률 맵과 학습을 통해 획득한 확률맵 데이터를 병합하여 가장 높은 Value 를 가지는 위치를 다음 수로 반환하는 방법을 사용하였다. 향후 연구에서는 ANN(Approximate Nearest Neighbor)알고리즘을 적극 활용하여, 커널의 State 와 보드의 State 비교를 확률적으로 개선할 예정이다. 본 논문에서 제안된 프레임 워크는 게임 AI 연구에 기여할 수 있길 바란다.