• Title/Summary/Keyword: Yutnori

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Study on an Artificial Intelligence Player of the Yutnori Game Using the Fuzzy Logic (퍼지논리를 이용한 윷놀이 인공지능 플레이어 연구)

  • Chung, Sungwook;Kim, Kinyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.1-12
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    • 2017
  • Recently, the Go game has been performed between the 'AlphaGo' of the DeepMind and Lee Sedol, a famous professional Go-player of Korea, which leads to arise a lot of interests in the AI (Artificial Intelligence) research area. Based on the Fuzzy logic of the AI, we have also developed another game's AI, .i.e., the Yutnori game, one of Korean traditional board games. However, it is not easy and simple to consider all the cases of the Yutnori game since it is a non-perfect information game in terms of the AI. Thus, we have developed the Fuzzy-logic-based AI which tries to simulate humans' selections, meaning that the suggested AI has focused on the humans' choices depending on diverse situations in the Yutnori. With our extensive simulations using the suggested Yutnori AI, we have analyzed its performances with respect to 10 Yutnori situations among various scenarios. In conclusion, our suggested AI have demonstrated that 6 out of 10 situations are exactly same with the humans' choices and the rest 4 cases are also similar to that of human's, which reveals that our Fuzz-logic-based Yutnori AI can effectively simulate human's choices.

Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

A Study on Child Rearing in the High Officials' Collection of Works During the Late Period of the Goryo Dynasty: Focusing on the Conception of Children and their Activities in Everyday Lives(I) (고려 말 신흥사대부의 개인문집에 나타난 아동양육 (I) - 아동기 개념화와 일상생활을 중심으로 -)

  • Shin, Yang-Jai
    • Journal of the Korean Home Economics Association
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    • v.43 no.12 s.214
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    • pp.79-96
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    • 2005
  • The purpose of this study is to explore the conceptions of children and their activities in everyday lives during the late period of the Goryo Dynasty. The historical method was used and the materials for analysis were the literatures written from the late thirteenth century to the fourteenth century in the Goryo Dynasty, such as 'the Ikjaijip'(익재집), 'Mokeunjip'(목은집), 'Yangchonjip'(양촌집). According to the results, the perspective on the nature of a chad was that children were inherently good with the true character which was given from natural laws and that each child was born with different natural endowment. Also, the notions on child development were that the infancy was a pure and perfect period which us not contaminated by temperament and worldly desires, instead of the developmental model that childhood is as a stage and the child must develop from the state of incompetence to the state of maturity. In addition, there were the principles for development that were keeping the innate ideal state and fostering it from the earliest time as infants were born with innate ideal state or ability. The concepts of children's characteristics were considered that they were inclined to make much noise and movement, but to have the plain and straightforward expressions and consistency in their feelings and everyday activities. And intelligent abilities for learning were often considered as desirable traits. In everyday lives, children did the household chores such as caring for livestock and silkworms or embroidering. Among their games were exploring activities, free plays using natural materials, pretend-plays, bamboo-stilts riding, and Yutnori.