• Title/Summary/Keyword: Excellent players

Search Result 28, Processing Time 0.027 seconds

Evolution of Exercise Performance and Medical Assessments in U-12 Youth Football Players (U-12 유소년 축구선수의 운동수행력 및 의학적 평가)

  • Seo, Sang-Won;Lee, Ho-Seong
    • 한국체육학회지인문사회과학편
    • /
    • v.56 no.5
    • /
    • pp.665-677
    • /
    • 2017
  • This study aimed to examine the evolution of exercise performance and medical assessments in U-12 youth football players. Participants were recruited from an youth football players (YFG, n=15; $11.2{\pm}0.9yrs$) and normal youth (CON, n=15; $11.5{\pm}0.6yrs$). Both groups were tested for exercise performance (health related physical fitness, skill related physical fitness, functional movement screen; FMS and Y-balance) and medical assessments (lower extremity alignment, range of motion; ROM and manual muscle test; MMT). YFG showed a positive effects on pacer in health related physical fitness, 50-m run and Single-leg standing with eyes closed in skill related physical fitness, active straight leg raise and rotary stability in FMS, non-dominant composite score in Y-balance, respectively compared to CON. However, YFG showed a negative effects on Q-angle of dominant and non-dominant in lower extremity alignment, dorsiflexion of non-dominant, plantarflexion of dominant and non-dominan in ROM, hip extension and abduction, knee flexion and extension of dominant, knee flexion and extension of non-dominant in MMT, respectively compared to CON. These results indicated that U-12 youth football players have shown excellent exercise performance, but medical assessments has proved negative effects.

Difference of optimism according to the level of performance: For the Korean badminton national youth players (경기력 수준에 따른 낙관성의 차이: 배드민턴 청소년 대표선수를 대상으로)

  • Kim, Deokjin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.179-183
    • /
    • 2020
  • Seligman argues that an optimistic athlete wins based on a study of US professional baseball and professional basketball players.(trans. Choi, 2008). So, the purpose of this study was to investigate whether optimism can predict the performance of badminton youth representatives. 60 high school students were divided into two groups according to their performance. We used the revised Life Orientation Test (LOT-R) developed by Scheier, Carver and Bridges(1994) and translated into Korean version by Shin Hyun-sook(2005). For this study, the data were analyzed by frequency analysis, reliability analysis, and independent t - test. As a result, there was a statistically significant higher level of optimism in the excellent group than in the non-excellent group. So, in order to improve sports performance, we need psychological skills training that can improve optimism as well as physical training and skills training.

Research of popular success factors of game content

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
    • /
    • v.11 no.2
    • /
    • pp.83-87
    • /
    • 2022
  • Genshin Impact is an open-world action role-playing game launched by miHoYo in 2020 and has been released on multiple platforms. Due to the excellent character design, it has received widespread attention once it was released, and it has been ranked in the top 10 best-selling lists in several countries after a few weeks of launch. This article will first analyze the map design of the game's open world, and what elements are used on the game map to allow players to immerse themselves in it. Then, in the gameplay of the game, a rich and varied combat system is formed by using the relationship between the elements to restrain each other.There is also a card drawing system added to it, which makes the acquisition of characters full of randomness and allows more players to participate in it. It is concluded that the novel design and rich and varied play methods have made the game Genshin Impact high in popularity, occupying the forefront of the app download list for a long time.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.340-345
    • /
    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Top batter select through the BAI in 2016 KBO -Focusing on the sabermetrics statistics WAR (2016 KBO 최고 타자의 타격능력선수는? - 대체선수대비승수 (WAR)을 중심으로)

  • Kim, Hyeon-Gyu;Lee, Jea-Young;Cho, Gyu-Tae
    • Journal of the Korean Data and Information Science Society
    • /
    • v.28 no.6
    • /
    • pp.1501-1509
    • /
    • 2017
  • Wins above replacement (WAR) is the most commonly used statistics of the sabermetrics that measure baseball players' abilities. The advantage of a WAR is that it enables to compare performances of players even though they have different roles such as pitcher and hitter. However, WAR is difficult to obtain with common records. Thus, a past studies (Lee and Kim, 2016) suggested the batting ability index to determine the ability of the batter focused on the sabermetrics statistics WAR. In this paper, we selected the best hitter with applying Korea baseball 2016 data based on a proposed model and then observed a total raking of others according to BAI. We are assured that BAI is very excellent statistics through comparing BAI and WAR which is in the spotlight in evaluating performances of players.

Visual Analysis of Deep Q-network

  • Seng, Dewen;Zhang, Jiaming;Shi, Xiaoying
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.3
    • /
    • pp.853-873
    • /
    • 2021
  • In recent years, deep reinforcement learning (DRL) models are enjoying great interest as their success in a variety of challenging tasks. Deep Q-Network (DQN) is a widely used deep reinforcement learning model, which trains an intelligent agent that executes optimal actions while interacting with an environment. This model is well known for its ability to surpass skilled human players across many Atari 2600 games. Although DQN has achieved excellent performance in practice, there lacks a clear understanding of why the model works. In this paper, we present a visual analytics system for understanding deep Q-network in a non-blind matter. Based on the stored data generated from the training and testing process, four coordinated views are designed to expose the internal execution mechanism of DQN from different perspectives. We report the system performance and demonstrate its effectiveness through two case studies. By using our system, users can learn the relationship between states and Q-values, the function of convolutional layers, the strategies learned by DQN and the rationality of decisions made by the agent.

Clinical Analysis of Tennis Elbow - 148 Cases -

  • Cho Duck Yun;Hahm Young Gil;Lee Joon Myoug
    • The Academic Congress of Korean Shoulder and Elbow Society
    • /
    • 1995.05a
    • /
    • pp.22-22
    • /
    • 1995
  • One hundred and forty-eight cases of tennis elbow were treated by conservative managements firstly such as rest, medication, immobilization, physical therapy and local steroid injection, from Jan. 1985 to Jun. 1994 at Department of Orthopaedic Surgery, National Medical Center. Among the 148 cases, 16 cases who failed conservative managements, were treated with Nirschl & Pettrone operation. The results were summarized as follows, 1. Among the 148 cases, 110 cases$(74\%)$ were female, and 61 cases$(41.2\%)$ were in the age group 41 to 50, and mean age was 42.3 2. Ninety-nine cases were housewives and only 15 cases were related to sports. 3. The results 116cases$(78\%)$, of conservative treatment were excellent and good 10 fair and failure in 32 cases$(22\%)$, by Nirschl and Peettrone assessment. 4. Among the 16 cases who were treated with Nirschl and Pettrone operation, excellent result was obtained 10 7cases, good in 3 cases, fair in 4cases and failure in 2 cases. 5. Recurrence was developed in 18 cases$(12.2\%)$, and we obtained excellent & good result in 17 cases with both conservative and operative treatment. Above results suggest that the term, tennis elbow is a misnomer because it occurs more commonly in non-athletes such as housewives than in tennis players. So it seems to be a occupational disease rather than sports injury. Now, we propose eliminate of the term, elbow and substitute with terminology that described the true understanding and therapeutic orientation of it.

  • PDF

A Research on the Actual State of Manufacturers of Cycle Wears and Condition in Wearing - Focusing on Cycle Wear of Male ($20{\sim}35$ Age) - (사이클 웨어의 생산 현황 및 착용 실태 조사 연구 - 사이클 웨어 $20{\sim}35$세의 남성 착용자를 대상으로 -)

  • Lee, Yu-Jin;Suh, Mi-A
    • The Research Journal of the Costume Culture
    • /
    • v.16 no.1
    • /
    • pp.58-69
    • /
    • 2008
  • The purpose of this research therefore, was to conduct research on the actual state of manufacturers of cycle wears and the condition in wearing; to present the basic data to develop cycle wears which can lessen the trouble for the human body and an excellent feeling in wearing. For research on the actual state of manufacturers of cycle wears, three domestic companies were grasped. To inquire the condition in wearing, the method of questionnaire was used for 100 peoples consisted of male cycling professional players and ordinary peoples with the same tastes. As the result of research: The manufacturers were targeting for the professional players and men with the same tastes. They produced goods by themselves as well as in the form of subcontract, and they did not classify goods for male & female. Materials they used for cycle wears were mainly composed of jersey with spandex and nylon. The production ratio of cycle wears is shown as 80% for company A, 25% for company B, and 90% for company C. They make a pattern of cycle wears by a technical tie-up with foreign companies, or by the development of their own pattern. As the result of study on the present condition in wearing cycle wears according to each season, it was figured out that the users usually weard short-sleeved T-shirts with dividing zipper for summer upper garment, shorts most preferably for summer lower garment; long-sleeved shirts for spring and fall upper garment, and shorts with incision most preferably for spring and fall lower garment. Also, they usually weard jumpers with incision for winter upper garment, and long pants in which ankle parts of incision were tightened most preferably for winter lower garment.

  • PDF

The Influences of Immune Function and Respiratory System on Aerobic Exercise by Exposed Acute Hypobaric Hypoxic Environment. (급성 저압.저산소 노출에서의 유산소성 운동이 면역기능 및 호흡기계에 미치는 영향)

  • Lee, Dong-Jun
    • Journal of Life Science
    • /
    • v.19 no.6
    • /
    • pp.825-831
    • /
    • 2009
  • The purpose of this study was to investigate the influences of immune function and respiratory system on aerobic exercise of 75 %HRmax intensity in an exposed acute hypobaric hypoxic environment. The subjects were 20 male college students, 10 of which were soccer players (19.6${\pm}$0.8 yr, BMI 22.3${\pm}$1.0, V02max 56.5${\pm}$4.8 mljkgjmin) and 10 general students (22.2${\pm}$2.3 yr, BMI 22.7${\pm}$2.1, $VO_{2max}$ 50.5${\pm}$6.6 ml/kg/min). Items of measurement after exercise on level and high altitude were $O_{2}$, $CO_{2}$, ventilation (VE), respiratory frequency, respiratory quotient, RBC, MCV, MCH, MCHC, Hb, Hct, reticulocyte, WBC, neutrophil, lymphocyte, monocyte, basophil, and immunoglobulin (IgA, IgD, IgG, IgM). As the result of the verifying hypothesis, these results may suggest three new findings: first, to produce hypoxic ventilatory depression not only at level land but also at 3,000 m high altitude during 30 minute aerobics exercise of 75 %HRmax intensity, second to be more excellent for soccer players in adaptation and sensibility on response of respiratory system at high altitude, and third, to change each other by regular exercise habits or altitude in the monocyte.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.137-146
    • /
    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.