• 제목/요약/키워드: game methods

검색결과 664건 처리시간 0.041초

A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • 제8권2호
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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Network Security Situation Assessment Method Based on Markov Game Model

  • Li, Xi;Lu, Yu;Liu, Sen;Nie, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권5호
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    • pp.2414-2428
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    • 2018
  • In order to solve the problem that the current network security situation assessment methods just focus on the attack behaviors, this paper proposes a kind of network security situation assessment method based on Markov Decision Process and Game theory. The method takes the Markov Game model as the core, and uses the 4 levels data fusion to realize the evaluation of the network security situation. In this process, the Nash equilibrium point of the game is used to determine the impact on the network security. Experiments show that the results of this method are basically consistent with the expert evaluation data. As the method takes full account of the interaction between the attackers and defenders, it is closer to reality, and can accurately assess network security situation.

온라인 게임 봇 길드 탐지 방안 연구 (Research on online game bot guild detection method)

  • 김하랑;김휘강
    • 정보보호학회논문지
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    • 제25권5호
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    • pp.1115-1122
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    • 2015
  • 불법 프로그램을 이용한 게임 내 봇은 개인에서 조직으로 확장되고 있으며, 불량조직인 작업장을 통해 온라인 게임 산업에 심각한 문제를 야기하고 있다. 게임 봇을 효율적으로 관리하고 많은 게임머니를 취득하기 위해, 게임 봇들을 온라인 게임 내 소셜 커뮤니티인 길드로 구성하여 봇 길드 활동을 하는 작업장이 존재한다. 게임 사업자들은 게임 봇 탐지 알고리즘을 이용해 봇을 탐지하고 있지만, 이러한 탐지 알고리즘은 작업장의 일부만 탐지가 가능하다. 본 논문에서는 일반 길드와 봇 길드의 특징을 추출하여 분석하고, 봇 길드로 활동하는 작업장을 탐지 할 수 있는 방법을 제안한다. 봇 길드와 일반 길드를 구분하기 위해 개인거래와 경매장 거래, 채팅 패턴을 분석하고, 분석한 결과를 중심으로 봇 길드를 탐지할 수 있었다. 본 논문에서 제시한 기법을 국내 유명 온라인 게임의 실제 데이터 샘플에 적용한 결과, 효율적으로 봇 길드를 탐지해 낼 수 있음을 확인 할 수 있었다.

정신분열병 환자의 인지 기능 재활에 대한 보드게임 요법의 효과 분석 (The Effects of Board-Game Therapy on Cognitive Rehabilitation in Patients with Chronic Schizophrenia)

  • 윤탁;정안순
    • 생물정신의학
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    • 제13권2호
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    • pp.82-94
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    • 2006
  • Objectives : In order to explore effects of board-game therapy for cognitive rehabilitation in patients with schizophrenia, we investigated the change of executive cognitive function over a 2-month period of board-game therapy in patients with schizophrenia. Methods : Two groups of chronic schizophrenic inpatients were participated in this study. One group(n=21) were treated with board-game therapy for 2 months and the other control group(n=19) were not treated. For the evaluation of the executive cognitive function, a Wisconsin Card Sorting Test(WCST) was administered before and after the introduction of the board-game therapy. PANSS score change was also evaluated. Result : At the beginning of this study, there was no significant difference in performance of cognitive function tests, demographical data or clinical severity between both patient groups. After 2 months of treatment with the board-game therapy, the board-game therapy group showed significant improvements of executive cognitive function without any significant change of their schizophrenic symptoms. On the contrary, there was no change in control group. Conclusion : This study showed that a board-game therapy is effective for the enhancement of executive cognitive function in patients with chronic schizophrenia. A board-game therapy could be introduced with ease into psychiatric fields, such as inpatients' or outpatients' clinic wards and day hospital. Our result indicates that the board-game therapy is a promising tool for the enhancement of cognitive function, especially executive cognitive function and helpful for cognitive rehabilitation for schizophrenic patients.

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Which Information is Commonly Used for Patients with Stroke at Rehabilitation Settings?

  • Lee, Haejung;Song, Jumin
    • The Journal of Korean Physical Therapy
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    • 제27권6호
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    • pp.392-399
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    • 2015
  • Purpose: This study investigated whether the strength imbalance between two muscles can affect the score of EMG based biofeedback game, and whether the EMG based biofeedback game score can be used as predictable indicator of the degree of muscle balance alternating the conventional strength measuring equipment. Methods: 40 participated in this study. Biodex was used to measure the peak torque/weight in order to calculate the muscle strength balance index between plantar flexor and dorsiflexor of ankle joint. And muscle balance index (MBI) was calculated. The EMG biofeedback game scores of dorsiflexor and plantar flexor were acquired, so that the EMG electrodes were attached at tibialis anterior and gastrocnemius. The relationship between the game score and the muscle balance index were analyzed. Results: There was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the peak torque/weight of plantar flexor (r=-0.70). And there was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the game score of plantar flexor (r=-0.83). Conclusion: The EMG biofeedback game score had significant relationship with muscle imbalance at ankle joint, so it seems that the game score can be used for predicting the degree of muscle imbalance as a parameter.

대학생의 자아존중감, 사회적 지지, 인터넷 게임 의존성과 스마트폰 의존성의 관계에 대한 연구 (A Study on the Relationship between Self-Esteem, Social Support, Smartphone Dependency, Internet Game Dependency of College Students)

  • 최희정;유장학
    • 동서간호학연구지
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    • 제21권1호
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    • pp.78-84
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    • 2015
  • Purpose: The purpose of this study was to investigate the relationship between self-esteem, social support, smartphone dependency and internet game dependency of college students. Methods: This was a descriptive study. The survey participants were 299 college students in M city and I city. The data were collected from June 2 to June 20, 2014 and self-report questionnaires including Self-Esteem Scale, Multidimensional Scale of Perceived Social Support, Smartphone Dependency Sale, Internet Game Dependency Scale. Data were analyzed by descriptive statistics, independent-sample t-test, ANOVA, stepwise multiple regression. Results: Social support & smartphone dependency showed significant differences according to gender. Smartphone dependency was found to have a statistically negative correlation with self-esteem, social support and positive correlation with internet game dependency. Internet game dependency was found to have a statistically negative correlation with self-esteem, social support. Social support was found to have a statistically negative correlation with self-esteem. Stepwise multiple regression analysis revealed that the significant predictors of smartphone dependency were internet game dependency, gender, self-esteem, accounted for 16.6% of the variance. Conclusion: It is necessary for reduction program of college students' smartphone dependency that consider their internet game dependency, gender, self-esteem.

게임 그래픽의 예술적 표현을 위한 NPR기법 연구 (A Study of NPR Techniques for Artistic Expressions In Game Graphics)

  • 김종서;곽훈성
    • 한국게임학회 논문지
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    • 제8권1호
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    • pp.59-70
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    • 2008
  • 게임 그래픽은 컴퓨터 그래픽의 한 분야로서 비약적인 기술발전으로 끊임없는 시도와 연구를 통해 표현 기법의 다양성을 추구하고 있다. 게임 그래픽의 렌더링 방식도 크게 두 가지 분야로 구분된다. 사진과 같은 정확한 영상을 구현하는 사실적 렌더링(Photorealistic rendering)기법과, 사람의 감성과 예술성이 표현되는 비사실적 렌더링(꾜PR: Non-Photorealistic rendering)기법이다. 본 논문에서는 게임 그래픽에서 사용되는 비사실적 렌더링(NPR)기법에 대하여 각각의 제작사례에 대한 분석과 특징을 조사하였다. 그리고 게임 그래픽을 예술적인 측면으로 접근하여 다양한 효과들을 제안하였다. 이러한 연구를 통해 최근의 비사실적 렌더링(NPR)기법의 적용성과 장단점을 파악하여 좀 더 감성적이고 친근하며 예술적인 게임을 제작 할 수 있도록 하는데 목적이 있다.

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중학생의 자기 효능감과 인터넷게임 중독 간의 관계에서 자기 조절력, 무망감의 매개효과 검증 (Mediation Effects of Self regulation and Hopelessness between Self efficacy and Internet game addiction in Middle School Students)

  • 김보영
    • 한국보건간호학회지
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    • 제29권3호
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    • pp.441-451
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    • 2015
  • Purpose: This study was conducted in order to examine the multiple mediated effects of self-regulation and hopelessness between self efficacy and internet game addiction in middle school students. Methods: The participants were 458 middle school students in G City, South Korea. Multiple mediation was analyzed using Indirect SPSS macro and the bootstrapping method. Results: Significant negative correlations were observed for internet game addiction, self-efficacy, and self-regulation. Self-efficacy and self-regulation were positively correlated. Self-efficacy showed a direct effect on Internet game addiction. The results of the indirect effects of all mediators showed the mediated effect of self-regulation (estimated effect=-.11, 95% CI[-.20, -.03]) and hopelessness(estimated effect=-.06, 95% CI[-.12, -.01]). Conclusion: Based on these study results, we suggest that self-efficacy should be examined to prevent development of Internet game addiction in middle school students. It is necessary to provide Internet game addiction preventive programs focusing on changing the self-regulation and relieving the feelings of hopelessness.

사행성 게임 이용자의 문제도박 예측 구조모형 (Testing a Model to Predict Problem Gambling in Speculative Game Users)

  • 박향진;김석선
    • 대한간호학회지
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    • 제48권2호
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    • pp.195-207
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    • 2018
  • Purpose: The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. Methods: The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. Results: The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. Conclusion: The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling.

Stackelberg Game between Multi-Leader and Multi-Follower for Detecting Black Hole and Warm Hole Attacks In WSN

  • S.Suganthi;D.Usha
    • International Journal of Computer Science & Network Security
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    • 제23권8호
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    • pp.159-167
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    • 2023
  • Objective: • To detect black hole and warm hole attacks in wireless sensor networks. • To give a solution for energy depletion and security breach in wireless sensor networks. • To address the security problem using strategic decision support system. Methods: The proposed stackelberg game is used to make the spirited relations between multi leaders and multi followers. In this game, all cluster heads are acts as leaders, whereas agent nodes are acts as followers. The game is initially modeled as Quadratic Programming and also use backtracking search optimization algorithm for getting threshold value to determine the optimal strategies of both defender and attacker. Findings: To find optimal payoffs of multi leaders and multi followers are based on their utility functions. The attacks are easily detected based on some defined rules and optimum results of the game. Finally, the simulations are executed in matlab and the impacts of detection of black hole and warm hole attacks are also presented in this paper. Novelty: The novelty of this study is to considering the stackelberg game with backtracking search optimization algorithm (BSOA). BSOA is based on iterative process which tries to minimize the objective function. Thus we obtain the better optimization results than the earlier approaches.