• Title/Summary/Keyword: History Game

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Prototypical Eye Shape Classification to Solve Life-and-Death Problem in Go, using Monte-Carlo Method and Point Pattern Matching (몬테카를로 방법과 점 패턴 매칭을 활용한 바둑에서의 사활문제 해결을 위한 원형 안형의 분류)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.31-40
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    • 2021
  • Go has a history of more than 2,500 years, and the life-and-death problems in Go is a fundamental problem domain that must be solved when implementing a computer Go. We attempted to determine the numbers of prototypical eye shapes with 3, 4, 5, and 6 eyes that are directly related to the life-and-death problems, and to classify the prototypical eye shapes represented in 4-tuple forms. Experiment was conducted by Monte-Carlo method and point pattern matching. According to the experimental results, the numbers of prototypical eye shapes were 2 for 3-eye, 5 for 4-eye, 12 for 5-eye, and 35 for 6-eye shapes. Further, using a 4-tuple form, we classified prototypical eye shapes into 1 for 3-eye, 3 for 4-eye, 4 for 5-eye, and 8 for 6-eye shapes.

Study on the Theme Contents at Public Theme Park - Creation & Management of Public Theme Contents - (공공테마파크 특수영상에 관한 연구 - 공공테마파크 테마영상의 창작과 운영을 중심으로 -)

  • Sul, Gee-Hwan;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.399-408
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    • 2015
  • Walt Disney World focused on Theme opened in 1955. Many Theme Parks such as Everland had opened in Korea. And also Public Theme Parks were established on purpose of finding cultural identity by province government. Most of the Public Theme Parks made special Theme Images to revive the image characteristics and be stronger public theme. But these creativities of the theme images are struggling by the lack technical ability as well. This study derived several problems from the existing research and current issues and found out the future direction sought. Thus, the public theme images are to lead marketing and operating of public theme park by using storytelling and high tech, and look forward to getting position of the window to the future. In future, we must pay attention to study for creation methods and marketing, and plugging in new technology on public theme images. Continuing studies will support to enlarge the identity and educate traditional history through public theme images and park.

Planning for Taekwondo Park (태권도공원 계획)

  • Kim, Hyun;Joun, Hyo-Jae;Kim, Sang-Tae
    • Journal of Korean Society of Rural Planning
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    • v.14 no.1
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    • pp.73-82
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    • 2008
  • Taekwondo, Korean traditional martial art as one of the ten Korean cultural symbols, has acquired a reputation for introducing and globalizing Korean culture together with its standing as official Olympic Game in 2000, Sydney, Australia. Nevertheless the World Taekwondo Headquarters, Kukkiwon, which is an exclusive Taekwondo institution only accommodates for three thousand persons. Considering the worldwide reputation of Taekwondo, the scale of Kukkiwon leaves a big supply problem. This study therefore suggests the plan to design Taekwondo park that playa major role of Taekwondo development in the 21st century and represent the cultural heartland of Taekwondo. The study considers four points. The points are as follows: 1) Necessary programs drawn by analyzing and assessing Muju city as a site for Taekwondo park, then a survey conducted for potential visitors to a Taekwondo park. Under the theme of "A World Cultural Heritage Upon Our Own Lives", the park plan intends to become a shrine of Taekwondo as well as a big tourist attraction. 2) Programs are appropriate for the terms of the investment under the auspices of government, by considering potential visits and the site conditions. 3) The meaning of Taekwondo and its history should be reflected in the space distribution and facilities allotment. Three meaningful zones: symbolic zone, training zone and culture zone are considered in planning program and space distribution. 4) The plan also intends to harmonize with local development by groping Muju city's uplifting, not only designs a Taekwondo park.

A Study on the Prospect of the Maritime Transport Market Integration in the Northeast Asia

  • Kim, Tae-Seung
    • Journal of Navigation and Port Research
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    • v.30 no.7
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    • pp.585-590
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    • 2006
  • Though the issue on the integration of maritime transport market in Northeast Asia has a long history, there has never been any notable progress. Especially the lack of country-wise analysis on the barriers of market integration appears as a serious problem for more concrete discussion and the design of the roadmap for market integration. This study analyzes the maritime market of each country in the aspect of infrastructure provision, the development of the industry, change of institutions, and network connectivity and compare the competitiveness of 3 countries in the Northeast maritime market. Furthermore this study analyzes the barriers for market integration on the basis of bilateral relation, i.e. Korea-Japan, Korea-China and Japan-Korea. Based on these analyses, this study finds out the fact that the most serious barrier for market integration among 3 countries is the egocentric policies for the protection of industries in each country rather than any other institutional or physical barriers. In conclusion, this study argues that 3 countries should try to find out a third policy alternative which can make 3 countries enjoy the win-win game, such as route integration among 3 countries and joint venture for the liners operated in the region.

Encountering the Silk Road in Mengjiang with Tada Fumio: Korean/Japanese Colonial Fieldwork, Research, Connections and Collaborations

  • WINSTANLEY-CHESTERS, Robert;CATHCART, Adam
    • Acta Via Serica
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    • v.7 no.1
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    • pp.131-148
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    • 2022
  • While much has been written about Imperial Japan's encounter with geopolitics and developing ideas about Geography as a political and cultural discipline, little if anything has been written about relational and research Geographies between Japan and Silk Roads both ancient and modern. Memories of the ancient Silk Road were revivified in the late 19th century in tandem with the Great Game of European nations, as Japan modernized and sought new places and influence globally following the Meiji restoration. Imperial Japan thus sought to conquer and co-opt spaces imagined to be part of or influenced by the ancient Silk Road and any modern manifestation of it. This paper explores a particular process in that co-option and appropriation, research collaboration between institutions of the Empire. In particular it considers the exploration of Mengjiang/Inner Mongolia after its conquest in 1939/1940, by a collaborative team of Korean and Japanese Geographers, led by Professor Tada Fumio. This paper considers the making knowable of spaces imagined to be on the ancient Silk Road in the Imperial period, and the projecting of the imperatives of the Empire back into Silk Road history, at the same time as such territory was being made anew. This paper also casts new light on the relational and collaborative processes of academic exchange, specifically in the field of Geography, between Korean and Japanese academics during the Korean colonial period.

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

A Study on Development of Evaluation Indicator for Golf Course User's Preference (골프장 이용자 선호도 평가지표 개발)

  • Seok, Young-Han;Moon, Seok-Ki;Lee, Eun-Yeob
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.25-34
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    • 2010
  • This study was conducted to develop evaluation indicators to improve athletic performance and operational management of golf courses and the results of the research are as follows. Through theoretical research and a preliminary professional survey, 15 on-going evaluations of golf course composition and operational management and 55 sub-evaluation indices were rejected while 10 on-going evaluations and 52 sub-evaluation indicators were reconfigured as final for environmental-friendliness, level of member services, level of human service of game personnel, difficulties of course, management level of the course, fairness of operational management, accessibility and location characteristic, traditions and ambiance of the golf club, quality of course, and course layout. When analyzing the important decision factors in golf course user preference evaluation indicators, the following contributed in the order of higher to lower contributions: the management level of the course, excellence of the course, level of human services for personnel, course layout and environmental-friendliness. When identifying the path coefficient of golf course evaluation indicators, the curvature of a hole and the length of the course had a causal effect on the 'course layout' section. Tournament facilities and various shot values had a causal relationship with 'excellence of the course', in the order of higher to lower, and convenience of waiting and fair allocation of reservations for 'fairness of operational management'. The history of the golf course and its environmental characteristics, history and culture of the region have relatively higher causal effects on 'traditions of the golf club' and geographical conditions on 'accessibility and location characteristics', pesticide and fertilizer usage and water pollution on 'environmental-friendliness', and member benefit and kindness of employees on 'level of member services'. The kindness and expertise of the game personnel had a relatively higher causal effect on the 'level of human services of game personnel', the location of tenning area, and location of OB and hazards on 'difficulties of course', and rough conditions and obstacles management on 'management level of the course'. There is a need to complete a systematic evaluation index system for golf course user preferences through future studies for a more detailed assessment, as well as a process to verify these evaluation indicators by application to domestic and international golf courses.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

The Case Study on a Documentation of Mega Sports Event (메가 스포츠이벤트의 기록화를 위한 사례연구)

  • Cheon, Ho Jun
    • The Korean Journal of Archival Studies
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    • no.42
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    • pp.37-71
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    • 2014
  • The purpose of this study was to analyze developed case of archiving on Mega Sport Event for searching effective method on a documentation of Mega Sport Event. In order to conduct this study, literature review method was using about book, thesis and data of internet homepage for exploring the stage on Mega Sports Event and case of Mega Sports Event record management. The field study was conducted about institute related to Olympic record management institution for analysing Mega Sports Event record management. The result of this study is following: Firstly, 2012London Organizing Committee of the Olympic Games's case(The People's Record Project) is useful to ex-ante event phase. Secondly, 2000Sydney Organizing Committee of the Olympic Games's case(Olympic Games Knowledge Management Project) is useful to event operation phase. Thirdly. LA84Foundation's case(Olympic Oral History Project) is useful to ex-post event. The significance of this study which came up with the study result above can be presented as follows. Based on the result of this study, it is assumed that three case for documentation about Mega Sports Event. Lastly, the result of this study was useful to Mega Sports Event record management institution. For the more, it will be conducted to study law of Mega Sport Event record management, humane and Material resource and method related to record management of the Mega Sports Event organizing committee.

The Legend's Modernization and Horror Strategy - Focus on uncanny stories concerning army (전설의 현대화와 공포의 전략 - 군대괴담을 중심으로 -)

  • Jin, Eun-Jin
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.439-472
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    • 2017
  • The purpose of this paper is to confirm how traditional legends are changing and existing in modern times, and how they are inheriting and developing legendary values and meanings. The subject of the study is uncanny stories concerning army that is judged to be worthwhile alongside uncanny stories concerning school. The uncanny stories concerning army are urban legends that are active in the internet. It can be defined as 'a narrative story that raises fear with supernatural and strange experiences in the army'. In addition to the internet community sites, humor sites and game sites are actively handed down. Recently, ghost stories have appeared on the site, and uncanny stories concerning army are easily collected from these various sites. The uncanny stories concerning army can be divided into three types: ghost experience type, Bulgogi GP type, mystery radio type. The ghost experience type has the largest number of version, the contents are rich and varied. It does not deviate much from the traditional notion of ghosts. Bulgogi GP type has a frenzied horror from its name. It is related to actual events and raises horror. Mystery radio type is a romantic material used in movies and dramas. However, unlike movies and dramas, uncanny stories concerning army are perceived as fearsome. The uncanny stories concerning army continues to emphasize that the story is actually experienced in the title and content. It has presented concrete evidence. The emphasis on truthfulness is intended to make fear more realistic. This comes from the desire for safety. Uncanny stories concerning army focus on horror. So It tries to reveal the history and truthfulness of the story itself. As a result, the history of reality, the truth of reality, and the realistic ideology are erased. Historical and truthfulness of traditional legends has been varied in the case of uncanny stories concerning army.