• Title/Summary/Keyword: History Game

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The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Jurisprudence in the History of Statistics (통계학사 속에서의 법)

  • Jo, Jae-Keun
    • Communications for Statistical Applications and Methods
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    • v.18 no.5
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    • pp.559-570
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    • 2011
  • The role of jurisprudence is examined in the early history of probability and statistics. From the mid-17th to the early 18th century, Christiaan Huygens and Jacob Bernoulli used mathematical expectation to solve the problems that originated from games of chance. We demonstrate that their concept of expectation as a fair price for participating in a game came from the legal concept of 'fair trade'. In addition, we consider that the probability that Bernoulli defined in his Ars Conjectandi originated from the legal concept of 'degree of certainty'. After considering some contributions of Laplace and Poisson, we examined the history of census and statistical survey in the early 19th century. Contrary to the history of the 17th and 18th century, statistics influenced society and law in the 19th century.

Higher Exchange Rate through The history, and Technical Development (역사적으로 들여다 본 고환율, 그리고 기술개발)

  • Kim, Kyu-Lin
    • Journal of the Korean Professional Engineers Association
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    • v.42 no.1
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    • pp.39-43
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    • 2009
  • At the moment, Korea has faced a big challenge to an economic crisis due to higher exchange rate against foreign currency. In order to escape from this type of economic crisis quickly, our professional engineers have to do every endeavor to develop the basic material industries so that we could produce our product with a competitive price. If we were not victorious in this of borderless game, we would be hungry again very shortly.

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Outline of 2001 FIFA World Cup$^{TM}$ (2002년 FIFA World Cup 대회의 개요)

  • 전상백
    • Journal of the Korean Professional Engineers Association
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    • v.34 no.5
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    • pp.10-17
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    • 2001
  • The 17th World Cup Event that raises a storm of excitement ever held in the New Millenium will be started with the opening game In Seoul, Korea, on 31st May,'02 and closed with the final match in Yokohama, Japan on 30th June'02 The 2002, FIFA World Cup held In Asian region for the first time in FIFA history is jointly-organized by Korea and Japan. Both Korea and Japan will host each 32 games at the chosen ten local venues in each countries Partierpants from 32 regional countries included host countries Korea and Japan as well as the previous Champion France are scheduled to match one another by tournament method

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Researches in 1900's on cooperative population dynamics (협력형 개체 수 동역학에 대한 1900년대 연구)

  • Chang, Jeongwook;Shim, Seong-A
    • Journal for History of Mathematics
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    • v.33 no.3
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    • pp.167-177
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    • 2020
  • Cooperative behavior may seem contrary to the notion of natural selection and adaptation, but is widely observed in nature, from the genetic level to the organism. The origin and persistence of cooperative behavior has long been a mystery to scientists studying evolution and ecology. One of the important research topics in the field of evolutionary ecology and behavioral ecology is to find out why cooperation is maintained over time. In this paper we take a historical overview of mathematical models representing cooperative relationships from the perspective of mathematical biology, which studies population dynamics between interacting biological groups, and analyze the mathematical characteristics and meanings of these cooperative models.

A Study on Serious Game Production Based on Jewish Play (유대인의 놀이를 주제로 한 기능성 게임 제작 방안에 관한 연구)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.725-731
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    • 2013
  • The Jews has been cited as the most influential nations in the world of politics, economy, and culture in many areas. For these reasons, the study of Jewish economic life such as child-rearing, family life, and religious life is getting expanded to various areas. In this paper, we deal with the Jews's play for the various areas. Play is the best way to see the consciousness of a certain age on learning the structure and lifestyle. Therefore, the research is described to produce serious games based on by study of Jewish play using information in the internet, researched paper. Then, the investigated play's role of technology for production of functional game plans are discussed. As a result, the Jews play: 1) the history, traditions of wisdom, tools, 2) a medium for delivering educational messages, 3) the formation of community tools emotions 4) promise to play a role as a tool for learning. The development and Release of serious games based on Jews play can lead to a positive social learning effect.

Applying Principal Component Analysis to Go Openings (주성분분석을 통한 바둑 포석 분석)

  • Lee, Byung-Doo;Park, Jong-Wook
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.59-70
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    • 2013
  • Although the history of the game of Go is more than 2,500 years, the theoretical studies of Go are still insufficient. In recent years a lot of studies using Artificial Intelligent(AI) have been conducted, but they do not provide the prominent theoretical reality. We applied Principal Component Analysis(PCA) to the professional Go openings, which are the early stage in Go, to analyze them especially focused on the Go game records of the professional 9-dan player Lee Sedol who is the world's top professional Go player. The results showed that among the 361 eigenvectors the 48 most significant eigenvectors capture most of the variance (99.9%) and the 30 most significant eigenvectors enable to possess 90.5 percent of the total variance. This result would be expected to considerably contribute to pattern recognition research of the professional Go openings in the near future.

Image Identification Plan for SeJong-City Presidential Archives (세종시 대통령기록관 상설전시 연출을 위한 색채·전시사인 계획)

  • Lee, In-Ho;Lee, Heung-Wu;Kyung, Byung-Pyo;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.169-174
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    • 2018
  • The museum, run by the archives, should show historical facts about the president through objective records that are not fully evaluated. The wartime atmosphere should maintain solemnity to highlight the evidential value of records about history, but include an interesting element that allows visitors to come comfortably. It would be possible to accommodate 360 viewers at the same time, and it would be an option to limit the number of visitors considering the operation of weekend events and the donor honor hall. In this study, we established and presented an image integration plan centered on the color plan and the signature plan. Although the real image integration plan is a case study that starts with symbols and logos and is conducted through an integrated and systematic system through the basic design and application design system, it is considered to be a meaningful study in terms of practical use.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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Effects of Game Application Science Learning on a Scientific Attitude of Middle School Students (게임 활용 과학 학습이 중학교 학생들의 과학 태도 변화에 미치는 효과)

  • Kwon, Ki-Soon;Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.30 no.2
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    • pp.257-264
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    • 2009
  • The purpose of this study was to examine the effects of the game application learning 8th graders' scientific attitude, which was utilized as a strategy to improve the teaching skills and methods in the lesson of 'the history of the earth and diastrophism'. The subjects of this study were 120 students of 8th grade at a middle school located in a metropolitan city in Korea. To start off with homogeneity of a group, this study recruited participants by the results of a diagnostic test taken early in the year and a mid-term examination taken at the end of April. As a result, a total of 4 male classes that showed similar results on the two tests were selected and divided into two groups: one in experimental and the other in control. In addition, the top 20% students and the low 20% students were chosen for comparison of their scientific attitudes based on the results of the mid-term examination. The traditional teachings were offered to the control groups while the experimental lessons with the game activities performed at the stages of application and summary in teaching were offered to the experimental groups over 10 periods. Results of the pre- and post-test on the students' scientific attitude demonstrated that there was a statistical significance between the two groups, which suggested that the experimental group showed a meaningful improvement in the scientific attitude after experimental intervention lesson activities with game applications. Also, the more meaningful improvement in the scientific attitude was found in the lower group than in the higher group. It implies that lessons with the game activities motivated the students to voluntarily participate in school science learning by enhancing their interests. Therefore, it is suggested that game application learning be a new teaching-learning material that helps to encourage learners to actively participate in middle school science learning.