• Title/Summary/Keyword: Asian Game

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3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

연소 생성물의 입경 분포와 소기감지기 작동에 미치는 영향

  • 하정호
    • The Magazine of the Society of Air-Conditioning and Refrigerating Engineers of Korea
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    • v.12 no.2
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    • pp.81-100
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    • 1983
  • 이 글은 본인이 1982년 9월부터 11월까지 약 2개월간 일본 자치성 소방연구소에서 연수중에 지도 받은 내용으로서 고층건물 등 대형건물에서 화재의 조기 감지 및 오동작억제에 많은 문제점이 대두되고 있어 동 연구소의 죽원소부씨와 도변창부씨가 공동 연구한 결과이다. 연기감지기의 작동에 영향을 미치는 연소 생성물에 대한 근본적인 연구 결과는 우리나라도 '86 Asian Game 및 '88 Olympic 등을 대비한 대형 Hotel등의 조기 화재 경보 체제를 위해 많은 도움이 될 것으로 사료되어 소개한다.

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Outline of 2001 FIFA World Cup$^{TM}$ (2002년 FIFA World Cup 대회의 개요)

  • 전상백
    • Journal of the Korean Professional Engineers Association
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    • v.34 no.5
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    • pp.10-17
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    • 2001
  • The 17th World Cup Event that raises a storm of excitement ever held in the New Millenium will be started with the opening game In Seoul, Korea, on 31st May,'02 and closed with the final match in Yokohama, Japan on 30th June'02 The 2002, FIFA World Cup held In Asian region for the first time in FIFA history is jointly-organized by Korea and Japan. Both Korea and Japan will host each 32 games at the chosen ten local venues in each countries Partierpants from 32 regional countries included host countries Korea and Japan as well as the previous Champion France are scheduled to match one another by tournament method

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The Roots and Drivers of the Color-based Polarizations in Thailand

  • Thananithichot, Stithorn
    • Asian Journal for Public Opinion Research
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    • v.9 no.2
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    • pp.85-106
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    • 2021
  • What is the basis of the political polarization in Thailand? What are the key differences between the opposing camps? This paper aims to answer these questions at the individual level, using a national survey conducted by the authors between July and August 2017. The paper argues that the color-based polarizations in Thailand are significant and deeply rooted in a complicated array of demographic, attitudinal, and political dimensions. That is, despite their relative differences in demographics and socioeconomic status, the Yellow Shirt and Red Shirt supporters differ in party identification and democratic values. This finding indicates that the struggle between the conflicting groups in this country is not just about competing interests, but about the identities and basic values underlying the "rules of the political game."

Comparison between Word Embedding Techniques in Traditional Korean Medicine for Data Analysis: Implementation of a Natural Language Processing Method (한의학 고문헌 데이터 분석을 위한 단어 임베딩 기법 비교: 자연어처리 방법을 적용하여)

  • Oh, Junho
    • Journal of Korean Medical classics
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    • v.32 no.1
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    • pp.61-74
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    • 2019
  • Objectives : The purpose of this study is to help select an appropriate word embedding method when analyzing East Asian traditional medicine texts as data. Methods : Based on prescription data that imply traditional methods in traditional East Asian medicine, we have examined 4 count-based word embedding and 2 prediction-based word embedding methods. In order to intuitively compare these word embedding methods, we proposed a "prescription generating game" and compared its results with those from the application of the 6 methods. Results : When the adjacent vectors are extracted, the count-based word embedding method derives the main herbs that are frequently used in conjunction with each other. On the other hand, in the prediction-based word embedding method, the synonyms of the herbs were derived. Conclusions : Counting based word embedding methods seems to be more effective than prediction-based word embedding methods in analyzing the use of domesticated herbs. Among count-based word embedding methods, the TF-vector method tends to exaggerate the frequency effect, and hence the TF-IDF vector or co-word vector may be a more reasonable choice. Also, the t-score vector may be recommended in search for unusual information that could not be found in frequency. On the other hand, prediction-based embedding seems to be effective when deriving the bases of similar meanings in context.

An Empirical Comparative Study of the Seaport Clustering Measurement Using Bootstrapped DEA and Game Cross-efficiency Models (부트스트랩 DEA모형과 게임교차효율성모형을 이용한 항만클러스터링 측정에 대한 실증적 비교연구)

  • Park, Ro-Kyung
    • Journal of Korea Port Economic Association
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    • v.32 no.1
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    • pp.29-58
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    • 2016
  • The purpose of this paper is to show the clustering trend and the comparison of empirical results and is to choose the clustering ports for 3 Korean ports(Busan, Incheon and Gwangyang Ports) by using the bootstrapped DEA(Data Envelopment Analysis) and game Cross-efficiency models for 38 Asian ports during the period 2003-2013 with 4 input variables(birth length, depth, total area, and number of cranes) and 1 output variable(container TEU). The main empirical results of this paper are as follows. First, bootstrapped DEA efficiency of SW and LT is 0.7660, 0.7341 respectively. Clustering results of the bootstrapped DEA analysis show that 3 Korean ports [ Busan (6.46%), Incheon (3.92%), and Gwangyang (2.78%)] can increase the efficiency in the SW model, but the LT model shows clustering values of -1.86%, -0.124%, and 2.11% for Busan, Gwangyang, and Incheon respectively. Second, the game cross-efficiency model suggests that Korean ports should be clustered with Hong Kong, Shanghi, Guangzhou, Ningbo, Port Klang, Singapore, Kaosiung, Keelong, and Bangkok ports. This clustering enhances the efficiency of Gwangyang by 0.131%, and decreases that of Busan by-1.08%, and that of Incheon by -0.009%. Third, the efficiency ranking comparison between the two models using the Wilcoxon Signed-rank Test was matched with the average level of SW (72.83 %) and LT (68.91%). The policy implication of this paper is that Korean port policy planners should introduce the bootstrapped DEA, and game cross-efficiency models when clustering is needed among Asian ports for enhancing the efficiency of inputs and outputs. Also, the results of SWOT(Strength, Weakness, Opportunity, and Threat) analysis among the clustering ports should be considered.

Descriptive of Dietary Supplementation Practice and Purchase Process by Age and Gender in Judoists (엘리트 유도 선수의 성별과 연령에 따른 운동영양 보조물 섭취와 섭취경로 분석)

  • Kim, Jongkyu;Kang, Seoung-Ki;Chun, Yoon-Seouk
    • Korean Journal of Exercise Nutrition
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    • v.13 no.3
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    • pp.185-192
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    • 2009
  • The aim of this study was to examine the use of such dietary supplementation practices, opinions, taking period for dietary supplement, and among elite Judoists varying in age and gender. Subjects were recruited from Korea National Team Judoists in elite athlete training centers (Taenuing in Seoul, Korea and surrounding area), a total of 223 elite Judoists (2003y n=34, 2005y n=41, 2006y n=101, 2007y n=30, 2008y n=17). Data were collected from personal interviews with Judoists who participated at the Olympic games, Asian game and World Championship game since 2003-2008. Elite Judoists representing mean age of 2003y (men: 23.5±2.7, women: 22.6±2.4), 2005y (men: 23.4±2.6, women: 22.5±2.3), 2006y (men: 20.3±3.2, women: 21.9±2.4), 2007y (men: 25.3±2.6, women: 22.5±2.8) and 2008y (men: 23.9±3.9) completed a validated questionnaire assessing dietary supplementation practices and opinions. Older Judoists were significantly more likely to report greater dietary supplementation usage; to be advised by oneself; health food store and pharmacy retailers; to decrease taking period days per week and past 6 month. Relative to gender, significant differences were observed for the types of dietary supplementation reported; supplementation practice trend; reasons for dietary supplementation use.

Analysis of Network for Asian Cup Soccer Final based on Social Network Theory: Based on Centrality Indexes (사회 연결망 이론에 근거한 아시안컵 축구 결승전 네트워크 분석: 중심성 지표를 중심으로)

  • Kim, Sun-Duck;Seong, Tae-Young;Lee, Dong-Min;Lee, Man-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.205-216
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    • 2016
  • This study aimed to discover the most influential player in the network of Soccer game and how individual players contribute within the team with quantitative capabilities they possess. It also examined whether or not the network of relationship between players and the coach's tactics were in harmony. The results showed high level of correlation between the network between offenders and defenders according to tactics of the coach during the first half. It can be said that each players fulfilled their role and formed a network within them to lead the game and form a virtuous network structure. On the other hand, the overall network of the team was focused on a specific player during the second half. But the coach's appropriate use of substitutes and change in tactics stabilized the network balance between the players.

Cluster Analysis of 12 Chinese Native Chicken Populations Using Microsatellite Markers

  • Chen, G.H.;Wu, X.S.;Wang, D.Q.;Qin, J.;Wu, S.L.;Zhou, Q.L.;Xie, F.;Cheng, R.;Xu, Q.;Liu, B.;Zhang, X.Y.;Olowofeso, O.
    • Asian-Australasian Journal of Animal Sciences
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    • v.17 no.8
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    • pp.1047-1052
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    • 2004
  • The genomes of Chinese native chicken populations were screened using microsatellites as molecular markers. A total of, 528 individuals comprisede12 Chinese native chicken populations were typed for 7 microsatellite markers covering 5 linkage groups and genetic variations and genetic distances were also determined. In the 7 microsatellite loci, the number of alleles ranged from 2 to 7 per locus and the mean number of alleles was 4.6 per locus. By using fuzzy cluster, 12 Chinese native chicken populations were divided into three clusters. The first cluster comprised Taihe Silkies, Henan Game Chicken, Langshan Chicken, Dagu Chicken, Xiaoshan Chicken, Beijing Fatty Chicken and Luyuan Chicken. The second cluster included Chahua Chicken, Tibetan Chicken, Xianju Chicken and Baier Chicken. Gushi Chicken formed a separate cluster and demonstrated a long distance when comparing with other chicken populations.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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