• 제목/요약/키워드: Training Game

검색결과 350건 처리시간 0.025초

도시재생을 위한 건물공간관리 플랫폼 사용자 역량 교육에 관한 연구 (A Study on User Competency Training for Building Space Management Platform for Urban Regeneration)

  • 강현주;김치용
    • 한국멀티미디어학회논문지
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    • 제23권3호
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    • pp.499-507
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    • 2020
  • This paper is one of the types of 'sharing economy', a social economic model that borrows and shares things, spaces, and services from the development of the 4th Industrial Revolution. Through sharing of empty space and time in the city, I would like to suggest a way to reduce the closure of small business owners in order to create jobs, which is one of urban problems in the community. We also build a platform that utilizes the free time and space of buildings through space sharing, one of the types of sharing economy, and provides education programs for start-up education, promotion, marketing, and consulting by matching small business owners with building owners. Therefore, in this paper, by sharing the space and time, the landlord and the small business can share the profits of the small business by reducing the business owner's closure and the job creation plan. Coaching urban regeneration was proposed.

Generative Adversarial Network를 이용한 손실된 깊이 영상 복원 (Depth Image Restoration Using Generative Adversarial Network)

  • 나준엽;심창훈;박인규
    • 방송공학회논문지
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    • 제23권5호
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    • pp.614-621
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    • 2018
  • 본 논문에서는 generative adversarial network (GAN)을 이용한 비감독 학습을 통해 깊이 카메라로 깊이 영상을 취득할 때 발생한 손실된 부분을 복원하는 기법을 제안한다. 제안하는 기법은 3D morphable model convolutional neural network (3DMM CNN)와 large-scale CelebFaces Attribute (CelebA) 데이터 셋 그리고 FaceWarehouse 데이터 셋을 이용하여 학습용 얼굴 깊이 영상을 생성하고 deep convolutional GAN (DCGAN)의 생성자(generator)와 Wasserstein distance를 손실함수로 적용한 구별자(discriminator)를 미니맥스 게임기법을 통해 학습시킨다. 이후 학습된 생성자와 손실 부분을 복원해주기 위한 새로운 손실함수를 이용하여 또 다른 학습을 통해 최종적으로 깊이 카메라로 취득된 얼굴 깊이 영상의 손실 부분을 복원한다.

블랙아웃과 레드아웃을 적용한 비행 시뮬레이션 (Flight Simulation based on Blackout and Redout)

  • 유기엽;송창우;정경용;김성호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.953-957
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    • 2009
  • 비행 시뮬레이션은 항공기와 같은 비행용 장비를 조종하는 훈련이나 탑승체험 등을 목적으로 실제 비행 상황을 흉내 내는 것을 의미한다. 이와 같은 기존의 비행 시뮬레이션은 비행기의 조종과 직접적으로 관련된 시각적이고 물리적인 제어에 국한된 연구 개발에 치중하여 각종 게임이나 시뮬레이터 등에 활용하였다. 그러나 비행 시뮬레이션에 조종사의 생리적 현상을 고려하여 적용한 현실적인 연구들은 거의 없었다. 그러므로 본 논문에서는 조종사의 블랙아웃과 레드아웃 현상을 가정한 비행 시뮬레이션을 간단히 구현해보고, 발전 가능성을 가늠해본다.

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한국적 무기체계의 워게임 모델 교정에 관한 연구 (Calibration of a Korean Weapon Systems Wargame Model)

  • 정건호;염봉진
    • 한국군사과학기술학회지
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    • 제12권2호
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    • pp.191-198
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    • 2009
  • Some of the wargame simulators currently used in the Korean Army were developed by other countries, and do not adequately reflect the Korean Peninsula terrain and weapon systems. This implies that these war game simulators need to be calibrated with respect to the input parameters for properly assessing the effectiveness of the Korean weapon systems. In this paper, AWAM, a wargame simulator, is calibrated in terms of the time-based fighting power(FP). The FP data obtained from the Korea Combat Training Center(KCTC) are used as a reference, and the differences between the AWAM and KCTC FP data are calculated at certain points in time. Then, the Taguchi robust design method is adopted using the probabilities of hitting for the K-2 rifle as controllable input parameters. Two performance characteristics are used. One is the difference between the AWAM and KCTC FP data and the other is the score derived by grouping the difference data. For each case, optimal settings of the probabilities of hitting are determined such that the mean of each characteristic is close to 0 with its dispersion being as small as possible.

태권도공원 계획 (Planning for Taekwondo Park)

  • 김현;전효재;김상태
    • 농촌계획
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    • 제14권1호
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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.

일본 노인복지센터의 공간구성 특성에 관한 연구 (A Study on the Characteristics of Space Programs for Senior Center in Japan)

  • 소준영
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.153-162
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    • 2001
  • This study suggests the basic data required in setting up the standard for the architectural planning of Korean senior center by analyzing the standard and current situation of a senior center in Japan that has the welfare facility system similar to that of Korea and understanding its architectural characteristics. 1) Basic spaces that constitute the senior center in Japan are meeting room, lecture room, library, multipurpose meeting room, conference room, game-recreation room, kitchen, lounge, locker room and office. ADL, kitchen, relaxing room, private bathroom, and special bathroom are needed for adult day care as establishments as an annex and work room is also required for Job training. 2) The area of a senior center is calculated in consideration of its space organization that are required as basic. For the type "A", minimum area of 1,256.42 $m^2$2 and maximum area of 2,050.56$m^2$ and for the type "B", minimum area of 812000$m^2$ and maximum area of 1,604.14$m^2$ are suggested as optimum areas. 3) The circulation planning is presented by the connected between the space organization as well as the circulation system in day care center.

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견비통 완화 도인기공체조에 대한 기초적인 연구 (Basic Study on the Doin Gigong Exercise for the Reduction of Shoulder-arm Pain)

  • 김이순;김경철
    • 동의생리병리학회지
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    • 제20권1호
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    • pp.52-57
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    • 2006
  • Gigong exercise is simple form's game for health care. Gigong exercise is the training method in mind and body, and it prevent or cure the disease by becoming larger the human's nature-healing power This syudy intends to identify the effective processing channel of the Doin Gigong Exercise for the reduction of shoulder-arm pain. The processing channel of the Doin Gigong Exercise for the reduction of shoulder-arm pain cinsist of warming, main, finishing exercise. The warming exercise start breathing and concentrate upon shoulder-arm exercise. The upper and lower sides join-hands exercise give help smoothly the Gi-circulation of human body in every direction. The finishing exercise consist of experience to Gi with the object of maintaining human comfortable condition. As mentioned above, the Doin Gigong exercise is effective intervention for the reduction of shoulder-arm pain.

역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기 (Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data)

  • 한구현;김영범;박병하;정광모;한정현
    • 한국멀티미디어학회논문지
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    • 제19권8호
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

국제경기에서 나타난 엘리트 여자하키 스프린트 특성분석: 2016~2018 A-match를 중심으로 (Analysis of Elite Korean Women's Hockey Sprint Characteristics in International Games: Focus on the 2016~2018 A-match)

  • Kim, Jieung;Park, Jongchul;Choi, Eunyoung;Lee, Seunghun
    • 한국운동역학회지
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    • 제31권4호
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    • pp.234-240
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    • 2021
  • Objective: The purpose of this study is to analyze the distance, number, duration, velocity of sprints generated during women's hockey competition by position to identify sprint patterns. Method: The data was collected in 17 matches between 2016 and 2018, 49 elite women's hockey players were tested using SPI-HPU to identify differences by position using SPSS 25.0. A total of 376 Sprint information was utilized. Results: First, women's hockey players all showed significant differences in the number of sprints, duration, distance, and max velocity depending on their positions. Second, there was a significant difference in the number of sprints in the difference between quarters. And the factors of duration, distance, and max velocity showed differences between positions. Third, according to the results, there were differences in the number of times, duration, distance, and max velocity in the difference between positions. Conclusion: These results can be confirmed the sprint patterns of depends on position during the women's hockey game and can be used as information for the development of physical and tactical training programs.

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • 4차산업연구
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    • 제1권1호
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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.