• Title/Summary/Keyword: use for game

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Real Time Recognition of Finger-Language Using Color Information and Fuzzy Clustering Algorithm

  • Kim, Kwang-Baek;Song, Doo-Heon;Woo, Young-Woon
    • Journal of information and communication convergence engineering
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    • v.8 no.1
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    • pp.19-22
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    • 2010
  • A finger language helping hearing impaired people in communication A sign language helping hearing impaired people in communication is not popular to ordinary healthy people. In this paper, we propose a method for real-time sign language recognition from a vision system using color information and fuzzy clustering system. We use YCbCr color model and canny mask to decide the position of hands and the boundary lines. After extracting regions of two hands by applying 8-directional contour tracking algorithm and morphological information, the system uses FCM in classifying sign language signals. In experiment, the proposed method is proven to be sufficiently efficient.

Benefits of Using Imperfect Information in Controlling an M/M/1 Queueing System

  • Nam, Ick-Hyun
    • Management Science and Financial Engineering
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    • v.1 no.1
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    • pp.1-19
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    • 1995
  • In this paper, we analyze an M / M / 1 queueing system where there are incentive conflicts among customers. Self-interested customers' decisions whether to join the system or not may not necessarily induce a socially optimal congestion level. As a way to alleviate the over-congestion, toll imposition was used in Naor's paper [3]. Instead of using a toll mechanism, we study the usefulness of imperfect information on system state (queue size, for example) as a way to reduce the over-congestion by self-interested customers. The main conclusion of this paper is that by purposefully giving fuzzy or imperfect information on the current queue size we can improve the congestion in the system. This result might look contradictory to rough intuition since perfect information should give better performance than imperfect information. We show how this idea is verified. In deriving this result, we use the concept of Nash equilibrium (pure and mixed strategy) as introduced in game theory. In some real situations, using imperfect information is easier to apply than imposing a toll, and thus the result of this paper has practical implications.

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Is a General Quality Model of Software Possible: Playability versus Usability?

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
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    • v.27 no.2
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    • pp.37-50
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    • 2020
  • This paper is very exploratory and addresses the issue 'Is a general quality model of software possible?'. If possible, how specific can/should it be?' ISO 25000 Series SQuaRE is generally regarded as a general quality model which can be applied to most kinds of software. Usability is one of the 8 characteristics of SQuaRE's Product Quality Model. It is the main issue associated with SQuaRE's Quality in Use Model too. it is the most important concept associated software quality since using is the only ultimate goal of software products. Playability, however, is generally regarded as a special type of usability, which can be applied to game software. This common idea contradicts with the idea that SQuaRE is valid for most kinds, at least many kinds, of software. The empirical evidences of this paper show that SQuaRE is too specific to be a general quality model of software.

Suggestion of Teaching-Learning Methods to Cultivate Creative Design Capacities

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.42-46
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    • 2014
  • This study suggests a teaching-learning method to improve creative design abilities of students majoring in design. By suggesting a creative design-inducing (CDI) teaching-learning method process and a creative design-inducing (CDI) teaching-learning method, this study aims to expand creative thinking among students with the aim of producing produce creative output as well as improving the effectiveness of design teaching. It also presents a case of the teaching-learning method in a design-related department, the process of teaching where the new method is applied is also examined. The teaching method this study suggests has the following merits: First, it allows the teacher to use various tools depending on the creative thinking abilities of individuals. By providing students with custom-made teaching, the method motivates and focuses students during the lesson. Second, it is easier for students to generate creative ideas than with other teaching methods.

Learning soccer robot using genetic programming

  • Wang, Xiaoshu;Sugisaka, Masanori
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.292-297
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    • 1999
  • Evolving in artificial agent is an extremely difficult problem, but on the other hand, a challenging task. At present the studies mainly centered on single agent learning problem. In our case, we use simulated soccer to investigate multi-agent cooperative learning. Consider the fundamental differences in learning mechanism, existing reinforcement learning algorithms can be roughly classified into two types-that based on evaluation functions and that of searching policy space directly. Genetic Programming developed from Genetic Algorithms is one of the most well known approaches belonging to the latter. In this paper, we give detailed algorithm description as well as data construction that are necessary for learning single agent strategies at first. In following step moreover, we will extend developed methods into multiple robot domains. game. We investigate and contrast two different methods-simple team learning and sub-group loaming and conclude the paper with some experimental results.

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Position Detection of a Scattering 3D Object by Use of the Axially Distributed Image Sensing Technique

  • Cho, Myungjin;Shin, Donghak;Lee, Joon-Jae
    • Journal of the Optical Society of Korea
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    • v.18 no.4
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    • pp.414-418
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    • 2014
  • In this paper, we present a method to detect the position of a 3D object in scattering media by using the axially distributed sensing (ADS) method. Due to the scattering noise of the elemental images recorded by the ADS method, we apply a statistical image processing algorithm where the scattering elemental images are converted into scatter-reduced ones. With the scatter-reduced elemental images, we reconstruct the 3D images using the digital reconstruction algorithm based on ray back-projection. The reconstructed images are used for the position detection of a 3D object in the scattering medium. We perform the preliminary experiments and present experimental results.

The Improvement of the Data Overlapping Phenomenon with Memory Accessing Mode

  • Yang, Jin-Wook;Woo, Doo-Hyung;Kim, Dong-Hwan;Yi, Jun-Sin
    • Journal of Information Display
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    • v.9 no.1
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    • pp.6-13
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    • 2008
  • Mobile phones use the embedded memory in LDI (LCD Driver IC). In memory accessing mode, data overlapping phenomenon can occur. These days, various contents such as DMB, Camera, Game are merged to phone. Accordingly, with more data transmission, there would be more data overlapping phenomenon in memory accessing mode. Human eyes perceive this data overlapping phenomenon as simply horizontal line noise. The cause of the data overlapping phenomenon was analysed in this paper. The data overlapping phenomenon can be changed by the speed of data transmission between the host and LDI. The optimum memory accessing position can be defined. This paper proposes a new algorithm for avoiding data overlapping.

Utility-based Power Control Routing Mechanism for Energy-aware Optimization in Mobile Ad Hoc Networks

  • Min Chan-Ho;Kim Sehun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.349-352
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    • 2004
  • In this paper, we propose a newly energy-efficient routing protocol, which is called Maximum Utility Routing(MUR), in mobile ad hoc networks (MANETs) so as to investigate the minimum energy and maximum lifetimes issues together. We present a utility-based framework so as to meet various incompatible constraints simultaneously and fairly. To explore this issue, we use the concepts and mathematics of microeconomics and game theory. Though simulation results, we show that our routing scheme has much better performance especially in terms of network efficiency, network lifetime, and average power consumption.

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A Study on the Performance of a 5 kW Scale VAWT with Omni-Directional Guide Vanes

  • Ryu, In-Ho;Hoang, Anh Dung;Kim, Jun-Ho;Lee, Ki-Seon;Yang, Chang-Jo
    • The KSFM Journal of Fluid Machinery
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    • v.19 no.4
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    • pp.43-47
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    • 2016
  • Vertical axis wind turbine, despite of its limit in power efficiency, the simplicity in structure and maintenance is a competitive factor that keeps this type of turbine in the game until nowadays. Continuous solutions have been given to handle its major weakness and the use of omni-directional guide vane is an considerable one. In this paper, a 5kkW scale Savonius-based wind turbine enhanced with such guide vane system was design and studied. Together with reasonable blade design, the wind turbine shows promising performance compared with basic design while maintaining its original advantages.

Forecasting of IMT-2000 Market Size using Modified Multi-generation Lotka-Volterra Model (변형된 다세대 Lotka-Volterra 모형을 적용한 IMT-2000 가입자 수요예측)

  • Kim, Yun-Bae;Kim, Jae-Beom;Lee, Hee-Sang
    • IE interfaces
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    • v.14 no.1
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    • pp.54-58
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    • 2001
  • In this study, we suggest a multi-generation Lotka-Volterra model, which is a competition model using game theory and complex system theory. The suggested model shows many improvements to weakness of a well known Bass model to forecast new technology in competitive markets. We show that the Lotka-Volterra model has strong power to forecast mobile communication services when it is used for competition of 1st generation mobile phone service and 2nd generation phone service in Korea. We finally use the model to forecast IMT-2000 service, the 3rd generation mobile communication service.

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