• Title/Summary/Keyword: 슈팅

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Applying of SOM for Automatic Recognition of Tension and Relaxation (긴장과 이완상태의 자동인식을 위한 SOM의 적용)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju;Jang, Dae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.65-74
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    • 2010
  • We propose a system that automatically recognizes the tense or relaxed condition of scrolling-shooting game subject that plays. Existing study compares the changed values of source of stimulation to the player by suggesting the source, and thus involves limitation in automatic classification. This study applies SOM of unsupervised learning for automatic classification and recognition of player's condition change. Application of SOM for automatic recognition of tense and relaxed condition is composed of two steps. First, ECG measurement and analysis, is to extract characteristic vector through HRV analysis by measuring ECG after having the player play the game. Secondly, SOM learning and recognition, is to classify and recognize the tense and relaxed conditions of player through SOM learning of the input vectors of heart beat signals that the characteristic extracted. Experiment results are divided into three groups. The first is HRV frequency change and the second the SOM learning results of heart beat signal. The third is the analysis of match rate to identify SOM learning performance. As a result of matching the LF/HF ratio of HRV frequency analysis to the distance of winner neuron of SOM based on 1.5, a match rate of 72% performance in average was shown.

Comparative Analysis of Muscle Activity and Ground Reaction Force between Skilled and Unskilled Player during a Free Throw (농구 자유투 동작 시 숙련자 및 미숙련자의 근전도 및 지면 반력 분석)

  • Gu, Hyung-Mo;Chae, Woen-Sik;Kang, Nyeon-Ju;Yoon, Chang-Jin;Jang, Jae-Ik
    • Korean Journal of Applied Biomechanics
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    • v.19 no.2
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    • pp.347-357
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    • 2009
  • The purpose of this study was to compare EMG and GRF during a free throw. Seven pairs of surface electrodes were attached to the right-hand side of the body to monitor the flexor carpi radialis (FC), extensor carpi radialis longus (EC), biceps brachii (BB), triceps brachii (TB), rectus femoris (RF), tibialis anterior (TA) and medial gastrocnemius (GM). GRF data from two force platform were collected during a free throw. The results showed that the muscle activities in the unskilled group must be highly activated prior to the moment of release. This means that a skilled participant can shoot a free throw more efficiently while producing less muscle activeness than an unskilled participant. The DCP of unskilled group in the medio-lateral direction were greater than the corresponding values in skilled group. This showed that the unskilled group were not able to shoot the free throws stably. Thus, when a teacher or instructor teaches students how to shoot free throw, it is considered that the teacher show the learner how to use not only the upper limbs but also lower limbs on the basis of the efficent connecting movement and the flexibility in a stable procedure.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.61-71
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    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.

Study on the Testing Method for Setting Time of Set Accelerating Agent Using Shotcrete by Gilmour Needles (길모어침에 의한 숏크리트용 급결제의 품질시험방법에 대한 고찰)

  • Kim, Chun Ho
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.15 no.6
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    • pp.195-200
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    • 2011
  • KS F 2782 (for shotcrete accelerators) standard cross-section of tunnel construction or repair is a reinforcement used in the field of shotcrete accelerators as a criterion in assessing shotcrete performance. Thus, KS F 2782 by standard accelerator will determine the nature of the product of concrete accelerators that will be used to record variations in the product roles, through determination of the quality of the experimental method to identify only the quality of the many variables that exist. This evaluation standard has so far distinguished accelerator products in indoor experiments that do not meet quality standards but were mostly for an on-site accelerator mixed with the shotcrete after being quite satisfied with the level of quality in a certain number of products. This observation is derived from the results of an indoor experiment considered to verify whether the site is suitable for indoor experiments, and whether its actual location in the city is relevant to the accelerator quality, to find a way to test if it fits. This study centers on the material conditions of the shotcrete accelerator and a variety of experimental results, and used the Gilmore needle to compare the compressive strength and KS F 2782 specification of the accelerator as a means to ensure product quality conformity analysis and for further research experiments. In conclusion, a portion of KS F 2782 standard that fixes the problems that can be resolved from the ground up as a whole is not a review for the domestic reality. As an indoor experiment to ensure uniformity in the field when applied in a sufficient correlation, complement must be in place.

Development and Application of Siphon Breaker Simulation Program (사이펀 차단기 시뮬레이션 프로그램의 개발 및 활용)

  • Lee, Kwon-Yeong;Kim, Wan-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.346-353
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    • 2016
  • In the design conditions of some research reactors, the siphon phenomenon can cause continuous efflux of water during pipe rupture. A siphon breaker is a safety device that can prevent water efflux effectively. However, the analysis of the siphon breaking is complicated because many variables must be included in the calculation process. For this reason, a simulation program was developed with a user-friendly GUI to analyze the siphon breaking easily. The program was developed by MFC programming using Visual Studio 2012 in Windows 8. After saving the input parameters from a user, the program proceeds with three steps of calculation using fluid mechanics formulas. Bernoulli's equation is used to calculate the velocity, quantity, water level, undershooting, pressure, loss coefficient, and factors related to the two-phase flow. The Chisholm model is used to predict the results from a real-scale experiment. The simulation results are shown in a graph, through which a user can examine the total breaking situation. It is also possible to save all of the resulting data. The program allows a user to easily confirm the status of the siphon breaking and would be helpful in the design of siphon breakers.

Kinematic Analysis of Drag Flick Shooting Motion for Training Shooters Specializing in Penalty Corners in Women's Field Hockey: A Case Study (여자 필드하키 페널티코너 전문 슈터 양성을 위한 Drag Flick 슈팅 동작의 운동학적 분석: 사례 연구)

  • Park, Jongchul;Byun, Kyungseok;Kim, Eonho
    • Korean Journal of Applied Biomechanics
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    • v.29 no.2
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    • pp.43-51
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    • 2019
  • Objective: This study aims to propose an efficient technical model through a kinematic analysis of field hockey drag flick shooting motion in laboratory situations and game situations and to build up the basic data on drag flick shooting technique through a comparative analysis of a Korean specialized shooter and specialized shooters of competing Asian countries. Method: This study selected one Korean female national specialized shooter and seven specialized shooters of competing countries, China, Japan, India, and Malaysia, who participated in the 2018 Asian Hockey Champions Trophy as research subjects. In exercise situations, a 3-D motion analysis utilizing an infrared camera was conducted, while in game situations, an image-based 3-D motion analysis utilizing a digital camera was conducted. Results: The Korean specialized shooter had smaller changes in the angles of the trunk and the stick in game situations than in exercise situations. She had a high angular velocity of the trunk and the stick head, and the maximum speed of the ball was high. The Korean specialized shooter had the maximum angular velocity of the trunk higher than the specialized shooters of the competing countries did, and the angular velocity of the stick head and the maximum speed of the ball were in the average level. Conclusion: As for drag flick shooting in game situations, changes in the angle of the trunk and the stick were small, and the angular velocity was high due to the pressure that the shooters should perform the motion fast with the defenders' interruptions, and this high angular velocity of the trunk and the stick head affected the movement of the ball. Thus, the maximum speed of the ball was higher in game situations than in exercise situations. The Korean specialized shooter had the maximum angular velocity higher than the specialized shooters of the competing countries did; however, the maximum speed of the ball was average, and it turned out that the maximum speed of the ball was associated with the angular velocity of the stick head in P3. Therefore, Korean specialized shooters need complementary training for a change to the torque of the stick head, using the strong torque of the trunk.

A Study on the Competition of the World Women's Handball Championship Using Bigdata : Focused on the top 5 teams of the 2007-2019 World Women's Handball Championship (빅데이터를 활용한 여자핸드볼선수권대회 전력 비교 연구 -2007~2019년 세계여자핸드볼선수권대회 상위 5개팀과 대한민국을 중심으로-)

  • Kang, Yong-Gu;Kwak, Han-Pyong
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.147-158
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    • 2021
  • This study was conducted seven times from 2007 to the 2019 Women's World Handball Championships to analyze and strengthen the strength of the Korean women's handball team through the analysis of the top five countries' strengths. Among the 41 national teams participating in the World Women's Handball Championship, a total of five national teams, including the Netherlands, Norway, Russia, Spain, and France, were selected for the final study. Among the records provided by the International Handball Federation (IHF), the ranking was selected by analyzing the competition records of 41 participating countries, and technical statistics and frequency analysis were conducted using the SPSS/PC+ Ver21.0 program. based on the accumulated records of the top five women's handball competitions, handball attack and defense strategies that can make up for the inferiority in future physical conditions are needed and detailed follow-up studies are needed. Also, we hope to use it as a basic resource for improving the performance of Korean women's handball players and to play a key role in enhancing the level of women's handball at the 2021 Tokyo Olympics.