• Title/Summary/Keyword: game methods

검색결과 666건 처리시간 0.031초

Fuzzy c-means의 문제점 및 해결 방안 (Problems in Fuzzy c-means and Its Possible Solutions)

  • 허경용;서진석;이임건
    • 한국컴퓨터정보학회논문지
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    • 제16권1호
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    • pp.39-46
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    • 2011
  • 클러스터링은 주어진 데이터 집합을 균일한 특성을 가지는 몇 개의 그룹으로 묶는 대표적인 비교사 학습 방법 중 하나로 지금까지 다양한 형태의 알고리듬이 개발되어 다양한 응용 분야에서 사용되어 왔다. 이 중 fuzzy c-means (FCM)는 분할 기반의 클러스터링 기법에 속하는 알고리듬으로 1970년대에 정립된 이후 지금까지 사용되고 있는 대표적인 클러스터링 알고리듬 중의 하나이다. 하지만 FCM에는 여러 가지 문제점이 있으며 이를 해결하기 위해 지금까지도 다양한 FCM의 변형이 제안되고 있다. 이 논문에서는 먼저 FCM의 문제점을 살펴보고 이를 해결하기 위해 제안된 방법들을 통해 연구 방향을 제시하고자 한다. FCM의 문제점을 해결하고자 하는 대부분의 FCM 변형은 주어진 문제 영역의 지식을 활용하고 있다. 하지만 이 논문에서는 문제 영역을 한정하지 않고 모든 문제에 적용할 수 있는 일반적인 방안을 제시하는데 초점을 둔다. 제시하는 방안은 앞으로 더 많은 연구가 필요하지만 클러스터링을 연구하고자 하는 이들에게 최근의 연구 동향과 더불어 출발점을 제시할 수 있을 것으로 기대한다.

부트로더와 물리적으로 독립된 저장장치를 이용한 모바일 운영체제 무결성 검증 (A Mobile OS Integrity Verification Using Bootloader & Physically Independent Storage Device)

  • 박재경;이상훈;권미영;김효남
    • 한국컴퓨터정보학회논문지
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    • 제19권12호
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    • pp.123-132
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    • 2014
  • 본 논문에서는 보안의 문제가 발생 할 경우 앱보다 치명적일 수 있는 운영체제 무결성에 대한 검증 기법에 대해 연구하였다.최근 스마트폰의 보급은 급속도로 발전하고 있으며, PC와 유사한 서비스를 제공하는 단계까지 왔다. 그리고 그에 따르는 보안 위협도 PC와 유사한 부분이 많다. 최근의 모바일 네트워크 환경에서 단말기의 루트 권한 탈취 및 운영체제 위변조 등에 의한 피해가 날로 늘어나고 있는 추세이며 이를 종합적으로 대응할 수 있는 시스템에 대한 연구가 필요하다. 모바일 위협에 대한 피해를 막기 위한 방법으로 운영체제의 무결성을 검사하는 방법이 사용되기도 한다. 무결성 검증 알고리즘은 운영체제 부팅 이전 레벨에서의 검증과 제어권이 운영체제로 넘어간 시점에서의 검증으로 구분될 수 있다. 무결성 검증은 앱 무결성과 운영체제 무결성으로 나뉘어 볼 수 있는데, 본 논문에서는 부트로더와 단말기 내부의 물리적으로 독립된 저장장치를 이용하여 운영체제의 무결성을 검증하는 기법을 제안하였다.

넓은 가상환경 구축을 위한 다수의 TIP (Tour into the Picture) 영상 합성 (Multiple TIP Images Blending for Wide Virtual Environment)

  • 노창현;이완복;류대현;강정진
    • 대한전자공학회논문지TE
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    • 제42권1호
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    • pp.61-68
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    • 2005
  • 영상 기반 엔더링은 장면을 3차원 기하 모델로 구축할 필요없이 실사 영상만을 이용하여 빠른 속도로 사실감 높은 결과 영상을 렌더링 할 수 있는 기법이다. 특히, '그림 속으로의 여행(Tour into the Picture: TIP)' 기법은 3차원 배경을 매우 간단히 구축할 수 있어 널리 이용되고 있다. 그러나 기존 TIP 기법은 영상 촬영 지점을 많이 벗어나면 원거리 지형 정보 부족으로 인해 시점 이동 범위에 한계가 있다. 이점을 보완하기 위해 본 연구에서는 다수의 TIP 영상을 합성하여 넓은 가상환경을 구축하는 방법을 개발하였다. 제안된 방법은 먼저, 다수의 시점에서 각각 TIP 모델을 구축하고, TIP 모델을 구성하는 전경 물체와 배경 물체를 각각 보간하여 렌더링 함으로써 부드러운 네비게이션 영상을 얻었다. 본 연구는 게임, 차량용 네비게이션 등 다양한 산업 분야에 응용될 수 있다.

부산 . 경남지역 중학교 남학생의 학년에 따른 컴퓨터 음란물 접촉실태에 관한 연구 (A Study on the contact to lascivious computer programs and sexual attitude and behaviour by the grade of middle school students in Pusan and Kimhae area)

  • 손혜숙;김혜옥;김대환;이종태
    • 보건교육건강증진학회지
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    • 제16권2호
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    • pp.55-66
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    • 1999
  • To evaluate the status of the contact to lascivious computer programs and sexual attitude and behaviour by the grades of middle school boy students, the questionnaire survey was done on 715 students of five middle schools in Pusan and Kimhae area from December 15 to December 24, 1997. The data were analyzed by PC SAS; $X^2$ -test. The level of significance was 0.05. 404 students (56.5%) had a personal computer in their home. 516 students(72.2%) have experienced of using a computer program. 294(57%) of them usually played a game with computer. 514 students(71.9%) had experiences of the contact to a lascivious computer program, which increased with the grades of the students(p〈0.05). The first exposure to a lascivious program was when they were elementary school students in 24.6% of first grade middle school student, 13.8% of second grade, and 11.3% of 3rd grade students. 92% of the students was introduced to first contact through their friends. 63.7% of them watch the program at their friends home. The most common drives to contact to a lascivious programs were curiosity (53%). Sexual desire was a higher drive in third grade students (20.6%) than lower grades. After contacting to a computer lascivious program, desire of masterbation was more frequent in lower grade students. and feeling disgust was more frequent in higher grade students (p〈0.05). Frequence of masterbation or sexual intercourse was higher in high grade students(p〈0.05) In conclusion, distribution and popular use of computer attributes to the increased exposure to lascivious programs and lowering the age of first exposure. There was the difference according to the grades in the feeling and sexual behaviour after contacting to computer lascivious program. Appropriate methods to protect young students to contact a lascivious program should be sought. The use of computer should be educated in elementary school students accompanied by proper sex education.

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한.중.일 중학생의 정신건강에 영향을 미치는 요인 (The Factors Influencing the Mental Health of Middle School Students in Korea, China and Japan)

  • 최은희;남은우;이규식;진기남
    • 보건교육건강증진학회지
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    • 제27권4호
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    • pp.39-49
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    • 2010
  • Objectives: This study analyzed the factors that influence the mental health of adolescents in Korea, China, and Japan. Methods: The survey was conducted in each country between November 2008 and January 2009. The respondents were 1,390 Korean, Chinese, and Japanese students aged between 14 years and 16. The mental health was measured by the School Mental Health Scale of Ochanomizu University (2004), which is composed of six scales: physical symptoms, eating disorders, depression, interpersonal relationship, powerlessness, and impulsiveness. Results: The relationship with family and friends are strongly associated with mental health. As for Korean and Chinese female students experienced mental illness more than male. Regarding Korean students, the time to use TV computer game is related to relationship and impulsiveness. The mobile phone use more than three hours is related to depression and relationship for Japanese, and the number of family member less than three, is associated with powerlessness for Chinese. Conclusion: Regular and effective health education is required in order to improve students lifestyles and family and peer relationships. This study also offers the fundamental information for health promotion programs for Korean, Chinese and Japanese students.

청소년의 인터넷 아이템의 구매실태 및 충동, 모방, 과시소비 성향 (Adolescents' Actual Conditions of Buying and Impulsive Buying, Imitative Buying, and Conspicuous Consumption on the Internet Items)

  • 정은영;이은희
    • 대한가정학회지
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    • 제45권8호
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    • pp.105-126
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    • 2007
  • The aims of this study were to examine the actual conditions surrounding the purchasing of online game items and Internet cyberspace items by adolescents the propensity of adolescents to consume these items, to determine the difference in the propensity for high and low consumption of these items among adolescents, and to investigate the characteristics of the adolescents who show a high propensity for the consumption of Internet items. The data for this study were collected from 483 adolescent consumers who were middle school and high school students in the city of Bucheon in Gyeonggi Province. The statistical methods used for the data analysis included frequency, percentage, standard deviation, t-test, and one-way ANOVA. The results of the present study can be summarized as follows. The majority(79.5%) of the students surveyed had had the experience of purchasing items. Most students(67.5%) had a rare frequency of buying ($1{\sim}2$ times in a period of 6 months or less). Nearly half (47.9%) of the students spent less than 1000 won per month on the item(s) purchased. Most of the students purchased items with their parents' permission, but 26.6% of the students bought the items without their parents' permission. Most of the characteristics of the items purchased, such as the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, and whether or not they had their parents' permission differed according to gender, grade level, record, and monthly allowance. The level of propensity to consume the items was not high. The propensity of imitation consumption (1.96) was lower than that of impulsive consumption (2.38) and conspicuous consumption (2.45). Most of the buying characteristics, including the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, parents' permission, grade level, and monthly allowance were different between the high and low propensity for consumption groups.

변형된 데이터베이스와 선택적 연산을 이용한 WLAN 실내위치인식 알고리즘 (Indoor localization algorithm based on WLAN using modified database and selective operation)

  • 성주현;박종성;이승희;서동환
    • Journal of Advanced Marine Engineering and Technology
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    • 제37권8호
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    • pp.932-938
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    • 2013
  • 최근 WLAN을 이용한 실내 위치인식 방법 중 하나인 Fingerprint 기법은 신호의 반사 및 굴절에 의한 페이딩 현상에 강인하여 많이 연구되고 있다. 그러나 이 방법은 신호의 수집과 데이터베이스와 측정된 신호의 비교 연산의 과정에서 요구되는 시간과 연산량이 많다. 본 논문에서는 연산량을 줄이기 위하여 제안한 변형된 데이터베이스를 기반으로 실시간으로 수집되는 신호의 선택적 연산을 이용한 WLAN 실내 위치인식 알고리즘을 제안한다. 제안한 알고리즘은 신호의 세기에 따른 선형보간과 문턱치를 통하여 데이터베이스의 구성 시간 및 크기를 줄이고, 실시간으로 측정되는 신호의 선택적 연산을 통해 연산량은 감소시키면서 위치정확도를 유지하였다. 실험결과 제안한 알고리즘은 실내 복도 환경에서 기존의 Fingerprint 기법 대비 정확도를 17.8% 향상시켰으며 연산량은 평균 46% 감소되는 것을 확인하였다.

일부 지역 청소년의 인터넷 중독에 영향을 미치는 요인 (Factors Influencing Internet Addiction among Adolescents in an Area)

  • 신승배;이주열;김석환
    • 한국학교ㆍ지역보건교육학회지
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    • 제12권1호
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    • pp.45-58
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    • 2011
  • Objectives: The purpose of this study is to analyze the fators affecting Internet addiction among adolescents in an area. Methods: By using cluster sampling, 2,479 participants representing 22 elementary school, 11 middle school, 7 high school students in a county of the Chungcheongnam-do. Data was analyzed by SPSS 12.0. using t-test, F-test, chi-square test, Pearson correlation coefficient and multiple regression. Results: Internet addiction positively correlated with high school students(dummy variable), Internet-connected computers in PC Game Room(dummy variable), Internet using time(weekday) and Internet using time(weekend). Internet addiction negatively correlated with Internet-connected computers in school(dummy variable), Internet-connected computers in friend's house(dummy variable). For the male students, Significant factors affecting Internet addiction were eating habits, Internet-connected computers in friend's house, Internet using time(weekend). For the female students, Internet using time(weekday) and Internet using time(weekend) were significant. For the elementary school students, Significant factors affecting Internet addiction were Internet using tine(weekday) and Internet using time(weekend). In the case of the middle school students, Internet using tine(weekday), Internet using time(weekend) and eating habits were significant. but, the high school students, Internet using time(weekend) was significant. Conclusions: Students who spend more time in the internet have higher tendency to become addicted to the internet. Therefore, it would be necessary to develop program to prevent internet addiction.

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한.중.일 중학생의 생활양식 비교 및 생활양식이 주관적 건강에 미치는 영향 (The Factors Influencing Perceived Health: A Comparison of Life Styles in Korean, Chinese and Japanese Adolescents)

  • 최은희;남은우;이규식;진기남
    • 한국학교ㆍ지역보건교육학회지
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    • 제11권2호
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    • pp.1-12
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    • 2010
  • Objectives: This study examined the life style differences of middle school students among in Korea, China and Japan and analyzed the factors influencing on the perceived health. Methods: The data of 1,390 students aged between 14 years and 16 from three countries collected between in November, 2008 and January, 2009 and analyzed the data using $x^2$-test, ANOVA-test and logistic regression analysis in SPSS Win 12.0. Results: Korean students spent more time on study and mobile phone use than Japanese, and more time on TV computer game than Chinese students. In addition, Korean students had a higher percentage in skipping breakfast and in not exercising than the other two countries. Overall, students who went to bed before midnight, having breakfast or doing exercise had better perceived health. Conclusions: The policies on health education should be conducted at a national level in order to improve their unhealthy life styles of Korean middle school students.

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Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교 (Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients)

  • 심경섭;전혜선
    • 한국전문물리치료학회지
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    • 제24권1호
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.