• Title/Summary/Keyword: E-Sports

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Authoring Software Development of 3D Natural Environment for Realistic Contents (실감형 콘텐츠 제작을 위한 3D 자연환경 저작 소프트웨어 개발)

  • Lee, Ran-Hee;Lee, Kyu-Nam;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.108-116
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    • 2007
  • Nowadays, many graphic researchers are interested in 3D outdoor environment. They want to express more realistic natural background with natural phenomenon because computer hardware has become more powerful and increased a demand for a background of 3D natural environment in a content. Especially, e-sports contents and simulation contents with outdoor environment need more natural environment for a background than indoor contents. It is very important technology for a quality of 3D outdoor contents. We propose a software EMtool(Environment Making Tool) for authoring of natural environment for realistic contents. EMtool has been developed to depict relationship and interaction between natural phenomena and include methods for creating natural environment and natural objects. The proposed results are applied to real-time 3D contents such as 3D golf games and simulations for natural objects.

Quantitative Analysis for Win/Loss Prediction of 'League of Legends' Utilizing the Deep Neural Network System through Big Data

  • No, Si-Jae;Moon, Yoo-Jin;Hwang, Young-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.213-221
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    • 2021
  • In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting the '2020 League of Legends Worlds Championship' utilizing the real data in the middle of the game. It employed functions of Sigmoid, Relu and Logcosh, for better performance. The experiments found that the four variables largely affected the accuracy of predicting the match --- 'Dragon Gap', 'Level Gap', 'Blue Rift Heralds', and 'Tower Kills Gap,' and ordinary users can also use the model to help develop game strategies by focusing on four elements. Furthermore, the model can be applied to predicting the match of E-sports professional leagues around the world and to the useful training indicators for professional teams, contributing to vitalization of E-sports.

The Effects of Swim Training on Neurogenesis in the Hippocampal Dentate Gyrus and Functional Ability After Focal Ischemic Stroke in Rats (수영 훈련이 뇌허혈 유발 흰쥐의 해마 치아이랑에서 뇌신경생성과 기능적 능력에 미치는 영향)

  • Kim, Ho-Sung;Kim, Deuk-Ho;Lee, Jeong-Pil;Kim, Young-Joo;Shin, Young-Oh;Kim, Sang-Hoon;Kwon, Ki-Wook;Oh, Jae-Keun
    • Physical Therapy Korea
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    • v.12 no.3
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    • pp.11-21
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    • 2005
  • The present study was aimed at investigating the effect of swimming training on brain function after focal cerebral ischemia in rats. Therefore, this study was examined on neurogenesis in dentate gyrus of hippocampus using 5-bromo-2'-deoxyuridine (BrdU) to label proliferating cells and assessed the neurological response following focal cerebral ischemia in rats using neurological motor behavioral test. In an observer-blinded fashion, twenty male Sprague-Dawley (280~310 g, 7 weeks old) rats were divided into four groups: MCAO plus swimming group (ME, $n_1$=5), MCAO plus control group (MC, $n_2$=5), SHAM plus swimming group (SE, $n_3$=5), SHAM plus control group (SC, $n_4$=5). The results of this study were as follows: 1) The limb placing time before and after swimming in the ME group were significantly longer than the MC group (p<.05), the SE group were significantly longer than the SC group (p<.01). 2) The balance beam scores before and after swimming in the ME group was higher than the SE group, the MC group was higher than the SC group but was not significantly different (p>.001). 3) The foot fault index before and after swimming training in ME group was significantly lower (i.e., improved) than the MC group (p<.001) and the SE group (p<.001), the SE group was significantly lower (i.e., improved) than the SC group (p<.001). 4) The mean number of BrdU-positive cells in the dentate gyrus in the ME group was significantly higher than the MC group (p<.001) and the SE group (p<.01). The MC group and the SE group was significantly higher than the SC group (p<.001). 5) There was significantly correlation between limb placing time and number of BrdU-positive cells on swimming training, there was positive correlation (r=.807, p<.0001) and between foot fault index and BrdU-positive cells number, there was negative correlation (r=-.503, p<.05). However, between balance beam scores and BrdU-positive cells number, there was no correlation. In conclusion, the present study demonstrates that the role of swimming training improves behavioral motor function probably by enhancing cell proliferation in that hippocampus. This study provides a model for investigating the stroke rehabilitation that underlies neurogenesis and functional ability.

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The Effects of Treadmill Exercise on Inhibition of Soleus Muscle Atrophy and Improvement Functional Recovery after Spinal Cord Contusion in the Rats (척수타박손상 후 트레드밀운동이 근 위축지연과 기능적 회복에 미치는 효과)

  • Oh, Myung-Jin;Jang, Moon-Nyeo;Seo, Tae-Beom;Kim, Jong-Oh;Byun, Jae-Jong;Yoon, Jin-Hwan;Jeong, Il-Gyu
    • Journal of Life Science
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    • v.19 no.11
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    • pp.1651-1657
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    • 2009
  • Physical activity and exercise can promote sensorimotor recovery from central nerve injury. It has been suggested that the functional recovery promoted by exercise training after spinal cord injury might be associated with insulin-like growth factor-I in the inflicted muscle. To investigate morphological and biochemical change of the soleus muscle after spinal cord injury, all tissues were used for H&E, immunofluorescence staining and Western blot. Also, BBB-test was used to evaluate behavioral improvement after spinal cord contusion. Thirty male Sprague-Dawley rats ($230{\pm}10\;g$; 7week in age) were assigned equally to three different groups; Normal (n=10), SCI (n=10), SCI+TMT (n=10). Every rat in SCI and SCI+TMT groups underwent laminectomy at T9 level and then contusion on the exposed spinal cord site in anesthetized condition. After one week-recovery from contusion, every rat in the SCI+TMT group exercised on a motorized treadmill for 30min/d, 5d/wk for 7wks. TMT followed by injury increased IGF-I induction levels in the soleus muscle and inhibited muscle atrophy. Behavioral scales for 4 and 8 weeks after spinal cord injury were improved in the SCI+TMT group compared to the SCI group. These results suggest that treadmill exercise after spinal cord injury might promote functional recovery along with muscle regrowth through the up-regulation of IGF-1 in muscle tissue.

A Study on the Effects of Advertising Attributes in YouTube e-sport Video

  • Byun, Kyung-Won;Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.137-143
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    • 2020
  • The purpose of this study is to analyze the structural relationship among advertising attribute, advertising attitude, product attitude and purchase intention in YouTube advertising. The survey subjects to achieve the purpose of this study were selected the group of 300 students who have been watching YouTube VOD once more and are attending in three universities that are located in Seoul, Gyeonggi and Chungnam. Data processing was done with SPSS 23 for frequency analysis, Cronbach's α analysis. Also, AMOS 18 was used for confirmatory factor analysis and structural equation model analysis. information, irrtation and individuality affect viewers' advertisement attitude, their product attitude and purchasing intent, among advertisement attributes of e-sports items perceived by viewers of YouTube's e-sports videos with the insertion of advertisements that cannot be skipped in the middle of the video.Therefore, the similarity between the video and the advertised product or brand should be taken into account when producing advertisements inserted in the YouTube video, and a more positive advertising effect can be achieved when advertisement can be carried out reflecting the characteristics of the target viewers.

Barriers to E-Commerce Business Model in Cambodia and The Suggestion: A Case Study

  • Khoeurn, Saksonita;Kim, Yun Seon
    • Asia Pacific Journal of Business Review
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    • v.2 no.1
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    • pp.69-85
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    • 2017
  • Electronic commerce (e-commerce) has seen as the potential to improve profitability and productivity in many areas as well as gaining notable attention in many countries. Despite, there has been some uncertainty about the e-commerce impacts for developing countries. The sufficient basic infrastructural deficiency, socio-political, economic and the lack of government public ICT policies have formed the significant barriers to the adoption and e-commerce growth in developing countries. Even though there are many researchers have found the common barriers to e-commerce in the developing nations, all business models targeting those countries are not equally successful. Small companies' persistence failed to challenge the e-commerce barriers in Cambodia because the firms didn't know the correct business model to succeed in this country online market. Therefore, this study will discuss the existing barriers which lead to limit e-commerce growth in Cambodia and the suggested solutions with the suitable business model for the e-commerce business in the country too.

Evaluation of Thermal Physiological Responses and Comfort in Vitamin E Fabric (비타민 E 소재의 인체생리반응 및 쾌적성 평가)

  • Im Soon;Chung Myung-Hee
    • The Research Journal of the Costume Culture
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    • v.13 no.3 s.56
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    • pp.406-413
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    • 2005
  • This study performed the evaluation of skin temperature, heart rate, temperature and relative humidity of microclimate, and subjective sensation, such as thermal sensation, wet sensation and comfort sensation to estimate physiological responses of the human body and its comfortable feeling to the vitamin E fabric. Experiments were performed on the five healthy adult women whose average age was 21, at climate chamber in which temperature, relative humidity and air current were set up below $30{\pm}\;1^{\circ}C$, $50{\pm}\;15\%$ and 0.2m/s, respectively. Two kinds of clothes were used for experiments: unfinished sports clothes, with the same form and the same size, of short-sleeved knit shirt and long trousers made with $100\%$ cotton, and finished sports clothes printed with the vitamin E solution of the level of $0.88\%$. Exercises of walking (about 105 steps/minute) with the exercise intensity of 2.5 were performed for 20 minutes using treadmill. In result, the study showed significant difference (p<0.01) in average skin temperature between unfinished and finished sport clothes, and represented higher value with having unfinished sport clothes in wear than with finished one. The study also showed significant difference (p<0.01) in heart rate only during the period of exercise, and represented higher value generally with unfinished sport clothes than with finished one. There were significant differences not only in temperature of microclimate (p<0.01) but also in humidity of microclimate (p<0.05) between two sport clothes. As for the evaluation of subjective sensation, the study showed significant difference (p<0.05) in thermal sensation between the two kinds of sport clothes, significant difference in wet sensation only during the period of exercise, and significant difference (p<0.05) in comfort sensation only during the period of recovery.

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A study on the difference in whether or not to watch e-sports game according to gender (성별에 따른 e스포츠 경기 시청여부의 차이에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.201-202
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    • 2022
  • 본 연구에서는 게임관련 학업을 전공으로 하는 남학생 31명, 여학생 18명, 총 49명을 대상으로 e스포츠 경기 시청 여부를 조사하였다. 그 결과 남학생의 경우는 응답자의 약 77%가 e스포츠 경기를 시청한다고 응답하였으며, 약 13%만이 e스포츠 경기를 시청하지 않는다고 응답하였다. 여학생의 경우는 응답자의 61%가 e스포츠 경기를 시청하지 않는다고 응답하였으며, 33%가 e스포츠 경기를 시청한다고 응답하였다. 교차분석를 한 결과, 유의수준 P값이 0.0004 (P>0.05)로 남학생과 여학생간의 e스포츠 경기 시청에 대한 차이가 있는 것으로 나타났다.

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Video Highlight Prediction Using GAN and Multiple Time-Interval Information of Audio and Image (오디오와 이미지의 다중 시구간 정보와 GAN을 이용한 영상의 하이라이트 예측 알고리즘)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.143-150
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    • 2020
  • Huge amounts of contents are being uploaded every day on various streaming platforms. Among those videos, game and sports videos account for a great portion. The broadcasting companies sometimes create and provide highlight videos. However, these tasks are time-consuming and costly. In this paper, we propose models that automatically predict highlights in games and sports matches. While most previous approaches use visual information exclusively, our models use both audio and visual information, and present a way to understand short term and long term flows of videos. We also describe models that combine GAN to find better highlight features. The proposed models are evaluated on e-sports and baseball videos.

Trend Complex Analysis of Exercise Content on the Rings Final in the Korea Cup 2014 (2014 코리아컵 국제체조대회 링 경기 복합연기내용 분석)

  • Song, Joo-Ho;Park, Jong-Hoon;Min, A-Young
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.377-385
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    • 2015
  • The purpose of the study was to perform trend analysis of the exercise content i.e. element difficulty distribution scores, element group distribution scores obtained by the athletes during 2014 Korea Cup International Gymnastic finals. The conclusion drawn from the analysis are as follows: Firstly in terms of tournament technical difficulty value, Korean athletes showed characteristics of reliance on swing element rather than strength hold element which could actually secure higher difficulty scores. Secondly, skill acquisition of higher difficulty value is demanded by taking advantage of familiar characteristics from the swing element i.e. Jonasson and Roll bwd. Slowly with str. arms and body to swallow (2s.). Thirdly, development of sensory training and strengthening exercise program are essential to enhance strength hold technique.