• 제목/요약/키워드: learning by game

검색결과 398건 처리시간 0.026초

관절점 딥러닝을 이용한 쓰레기 무단 투기 적발 시스템 (Garbage Dumping Detection System using Articular Point Deep Learning)

  • 민혜원;이형구
    • 한국멀티미디어학회논문지
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    • 제24권11호
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    • pp.1508-1517
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    • 2021
  • In CCTV environments, a lot of learning image data is required to monitor illegal dumping of garbage with a typical image-based object detection using deep learning method. In this paper, we propose a system to monitor unauthorized dumping of garbage by learning the articular points of the person using only a small number of images without immediate use of the image for deep learning. In experiment, the proposed system showed 74.97% of garbage dumping detection performance with only a relatively small amount of image data in CCTV environments.

DDR게임을 활용한 퀴즈풀이 학습시스템 개발 (Development of Quiz Solving System using DDR Game)

  • 전현서;윤찬영;엄태웅
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 춘계학술대회
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    • pp.383-386
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    • 2018
  • 학습자들에게 흥미와 집중력을 유발시키고자 더 재밌고 효율적인 학습방법에 대한 관심이 많아지고 있다. 이러한 흐름에 맞추어 정보통신 기술을 융합한 게임기반 학습에 대한 연구들이 시도되고 있다. 집중력을 높여주는 게임의 특성을 활용하려 한다. 그러나 게임만 한다면 운동을 덜할 수도 있다. 따라서 본 논문에서는 DDR(Dance Dance Revolution)을 이용하여 게임과 스포츠를 융합하여 체력을 높여주고 성적도 높여주는 시스템을 설계하고 구현하였다.

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MMORPG를 활용한 영어교수 방법 제시: 군주 글로벌을 중심으로 (Suggesting an English Teaching Method by Utilizing the MMORPG: Focused on Goonzu Global)

  • 정동빈;원은석;김현정
    • 한국게임학회 논문지
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    • 제8권4호
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    • pp.3-16
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    • 2008
  • 본 연구는 온라인 MMOPRG가 지니고 있는 다양한 언어적 환경을 살펴보고, 이를 영어 교수 활동에 효과적으로 활용할 수 있는 교수방법을 제시하고자 한다. 이를 위해, 지금까지 외국어교육에서 활용되어 왔던 다양한 CALL(Computer Assisted Language Learning) 어플리케이션의 특징을 고찰하고 MMORPG가 기존의 CALL 기술의 흐름에서 어떤 위치를 차지하고 있는지 살펴보았다. 이후, ‘군주 글로벌’을 대상으로 MMORPG가 가지고 있는 언어적 환경을 살펴보았다. 그리고 영어교육에서 활용되는 교수방법인 협동학습, 과제중심학습, 문제해결학습을 중심으로 이 특성들을 어떻게 활용될 수 있는지 살펴보았다.

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Motivation based Behavior Sequence Learning for an Autonomous Agent in Virtual Reality

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1819-1826
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    • 2009
  • To enhance the automatic performance of existing predicting and planning algorithms that require a predefined probability of the states' transition, this paper proposes a multiple sequence generation system. When interacting with unknown environments, a virtual agent needs to decide which action or action order can result in a good state and determine the transition probability based on the current state and the action taken. We describe a sequential behavior generation method motivated from the change in the agent's state in order to help the virtual agent learn how to adapt to unknown environments. In a sequence learning process, the sensed states are grouped by a set of proposed motivation filters in order to reduce the learning computation of the large state space. In order to accomplish a goal with a high payoff, the learning agent makes a decision based on the observation of states' transitions. The proposed multiple sequence behaviors generation system increases the complexity and heightens the automatic planning of the virtual agent for interacting with the dynamic unknown environment. This model was tested in a virtual library to elucidate the process of the system.

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Proximal Policy Optimization을 이용한 게임서버의 부하분산에 관한 연구 (A Study on Load Distribution of Gaming Server Using Proximal Policy Optimization)

  • 박정민;김혜영;조성현
    • 한국게임학회 논문지
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    • 제19권3호
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    • pp.5-14
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    • 2019
  • 게임 서버는 분산 서버를 기본으로 하고 있다. 분산 게임서버는 서버의 작업 부하를 분산하기 위한 일련의 알고리즘에 의해 각 게임 서버의 부하를 일정하게 나누어서 클라이언트들의 요청에 대한 서버의 응답시간 및 서버의 가용성을 효율적으로 관리한다. 본 논문에서는 시뮬레이션 환경에서 기존 연구 방식인 Greedy 알고리즘과, Reinforcement Learning의 한 줄기인 Policy Gradient 중 PPO(Proximal Policy Optimazation)을 이용한 부하 분산 Agent를 제안하고, 시뮬레이션 한 후 기존 연구들과의 비교 분석을 통해 성능을 평가하였다.

인공신경망과 유전 알고리즘을 이용한 팩맨 게임 강화학습 (Pacman Game Reinforcement Learning Using Artificial Neural-network and Genetic Algorithm)

  • 박진수;이호정;황두연;조수선
    • 대한임베디드공학회논문지
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    • 제15권5호
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    • pp.261-268
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    • 2020
  • Genetic algorithms find the optimal solution by mimicking the evolution of natural organisms. In this study, the genetic algorithm was used to enable Pac-Man's reinforcement learning, and a simulator to observe the evolutionary process was implemented. The purpose of this paper is to reinforce the learning of the Pacman AI of the simulator, and utilize genetic algorithm and artificial neural network as the method. In particular, by building a low-power artificial neural network and applying it to a genetic algorithm, it was intended to increase the possibility of implementation in a low-power embedded system.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • 제7권4호
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

Traffic Offloading in Two-Tier Multi-Mode Small Cell Networks over Unlicensed Bands: A Hierarchical Learning Framework

  • Sun, Youming;Shao, Hongxiang;Liu, Xin;Zhang, Jian;Qiu, Junfei;Xu, Yuhua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권11호
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    • pp.4291-4310
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    • 2015
  • This paper investigates the traffic offloading over unlicensed bands for two-tier multi-mode small cell networks. We formulate this problem as a Stackelberg game and apply a hierarchical learning framework to jointly maximize the utilities of both macro base station (MBS) and small base stations (SBSs). During the learning process, the MBS behaves as a leader and the SBSs are followers. A pricing mechanism is adopt by MBS and the price information is broadcasted to all SBSs by MBS firstly, then each SBS competes with other SBSs and takes its best response strategies to appropriately allocate the traffic load in licensed and unlicensed band in the sequel, taking the traffic flow payment charged by MBS into consideration. Then, we present a hierarchical Q-learning algorithm (HQL) to discover the Stackelberg equilibrium. Additionally, if some extra information can be obtained via feedback, we propose an improved hierarchical Q-learning algorithm (IHQL) to speed up the SBSs' learning process. Last but not the least, the convergence performance of the proposed two algorithms is analyzed. Numerical experiments are presented to validate the proposed schemes and show the effectiveness.

성 평등적 초등수학 학습용 게임 소프트웨어 평가 준거에 관한 연구 (Gender Equity in Mathematical Game Software for Elementary School)

  • 권오남
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제5권2호
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    • pp.95-110
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    • 2001
  • What characteristics of computer games encourage persistence, engagement, and learning for both girls and boys\ulcorner The purpose in conducting this research was to identify characteristics of computer games that engage all children-girls and boys- in significant mathematical learning. A set of criteria for evaluating gender fair computer games was developed. Much of this research had involved observing children playing computer games in pairs and small groups. Two game softwares were analyzed by way of dialogues that occurred with the games.

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An Edutainment Game Prototype for Sasang Constitutional Food Therapy

  • Yea, Sang-Jun;Zhao, Dapeng;Ryu, Il-Han;Yang, Changsop;Kim, Chul;Gweon, Gahgene
    • 대한예방한의학회지
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    • 제19권2호
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    • pp.159-167
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    • 2015
  • Objective : Recently many kinds of food therapies have sprung up to prevent or manage disease and to promote health. Seeing Korean history, the Korean medical doctors have been applying food therapy based on the thought that the dietary sources were as important as the medicine. Therefore, in this study, we designed a mobile edutainment game prototype with the goal of providing education about healthy food knowledge for users who belongs to different constitutional types. Materials and Method : We adopted the Sasang Constitutional Medicine as the medical background knowledge for our edutainment game design. Based on the user study, we developed the process of edutainment system which is composed of 'My game', 'My constitution', and 'My food'. Among the whole process, we developed a prototype for the core module - the 'My game' part. This prototype used a jumping game for mobile devices that is composed of training, level 1 and level 2 stages. Results : From the target user evaluation, it was proved that 1) in terms of the learning effect of healthy diet, the edutainment game we developed has a significant advantage over the conventional learning media. 2) after playing the edutainment game, the good and bad food identification accuracy based on picture and text format were increased by 44% and 42% respectively, and 3) target users perceived enjoyment while using this prototype, as well as showed positive intention to use this game as edutainment tool in the future. Conclusion : We designed and developed mobile edutainment game prototype to educate healthy food knowledge based on Sasang Constitutional Medicine. Through user evaluation, we proved that our prototype enhanced healthy food knowledge and that user accepted the prototype as a beneficial edutainment tool.