• Title/Summary/Keyword: Game Players

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Using Data Mining Techniques to Predict Win-Loss in Korean Professional Baseball Games (데이터마이닝을 활용한 한국프로야구 승패예측모형 수립에 관한 연구)

  • Oh, Younhak;Kim, Han;Yun, Jaesub;Lee, Jong-Seok
    • Journal of Korean Institute of Industrial Engineers
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    • v.40 no.1
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    • pp.8-17
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    • 2014
  • In this research, we employed various data mining techniques to build predictive models for win-loss prediction in Korean professional baseball games. The historical data containing information about players and teams was obtained from the official materials that are provided by the KBO website. Using the collected raw data, we additionally prepared two more types of dataset, which are in ratio and binary format respectively. Dividing away-team's records by the records of the corresponding home-team generated the ratio dataset, while the binary dataset was obtained by comparing the record values. We applied seven classification techniques to three (raw, ratio, and binary) datasets. The employed data mining techniques are decision tree, random forest, logistic regression, neural network, support vector machine, linear discriminant analysis, and quadratic discriminant analysis. Among 21(= 3 datasets${\times}$7 techniques) prediction scenarios, the most accurate model was obtained from the random forest technique based on the binary dataset, which prediction accuracy was 84.14%. It was also observed that using the ratio and the binary dataset helped to build better prediction models than using the raw data. From the capability of variable selection in decision tree, random forest, and stepwise logistic regression, we found that annual salary, earned run, strikeout, pitcher's winning percentage, and four balls are important winning factors of a game. This research is distinct from existing studies in that we used three different types of data and various data mining techniques for win-loss prediction in Korean professional baseball games.

Research on how IoT can be taken into account when start encouraging Startups for the elderiy (고령층 일자리연계를 위한 드론테크산업 교육에 관한 연구)

  • Kim, Ki-hyuk;Ahn, Gwi-Im;Lim, Hwan-Seob;Jung, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.430-432
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    • 2016
  • It seems that the hottest UAV drone market shows a similar move to that of smartphone. Depart from a communication medium, smartphone incorporates the role of cameras and game players. Likewise, drone will be versatile in the future. For example, drone was developed as war weapons but now it is getting close to our real life as toy or tool for aerial photography. In this paper, we studied how to bring the aging population to drone industry. Previously, controlling skills and taking aerial photography seemed to have nothing to do with citizen seniors. However, we try to show any positive relationship between those, thus creating more job opportunities in this paper.

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A Development of Traffic Safety Education Application Using Mixed Reality (혼합현실을 활용한 교통 안전교육 애플리케이션 개발)

  • Kim, Kang-Ho;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1602-1608
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    • 2019
  • In this study, we developed a "Zetton Children's Traffic Safety Education" application using mixed reality to help children experience a variety of traffic situations indirectly and to help them defend themselves from accidents. We analyze the types of high mortality child traffic accidents to set learning goal. And we developed the experience-oriented contents that players could acquire signal systems and traffic information naturally and funny in the course of playing scenarios according to designed various traffic situations. In order to verify the educational effectiveness of the developed application, children were given traffic safety education through after-school education activities. The result shows that the frequency of right answers to questions related to traffic safety awareness and learning objectives is increased.

A Study on Futsal Video Analysis System Using Object Tracking (객체 추적을 이용한 풋살 영상 분석 시스템에 관한 연구)

  • Jung, Halim;Kwon, Hangil;Lee, Gilhyeong;Jung, Soogyung;Ko, Dongbeom;Jeon, GwangIl;Park, Jeongmin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.201-210
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    • 2021
  • This paper introduces the futsal video analysis system consisting of an analysis program using object tracking technology and a web server that visualizes and provides analyzed data. In this paper, small and medium-sized organizations and amateur players are unable to provide game analysis services, so they propose a system that can solve this problem through this paper. Existing analytical systems use special devices or high-cost cameras, making them difficult for users to use. Thus, in this paper, a system is designed and developed to analyze the competitors' competitions and visualize the data using flat images only. Track an object and calculate the accumulated values to obtain the distance per pixel of the object and extract speed-related data and distance-based data based on it. Converts extracted data to graphs and images through a visualization library, making it convenient to use through web pages. Through this analysis system, we improve the problems of the existing analysis system and make data-based scientific and efficient analysis available.

The Effects of a Group Exercise Program with Competitive Games on Balance in Chronic Stroke Patients (경쟁적 게임을 적용한 집단 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Yong-Ho, Cho;Sun-Wook, Park
    • Journal of the Korean Society of Physical Medicine
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    • v.17 no.4
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    • pp.133-139
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    • 2022
  • PURPOSE: The purpose of this study was to investigate the effects of a group exercise program with competitive games on balance in chronic stroke patients. METHODS: The subjects were chronic stroke patients living at home after their discharge from the hospital. A total of 32 subjects were divided into two groups. The experimental group performed a group exercise program with competitive games, and the control group performed individual exercises. The exercise program duration was one hour, and it comprised 10 minutes of stretching, 40 minutes of the main exercise, and 10 minutes of stretching at the end. The experimental group was divided into two teams of 8 players each and played competitive games (transfer a gym ball to another person, relay 10 m walking and return, transfer an object to the next person using both arms while sitting). The control group performed an arm/trunk exercise for 15 minutes and gait training for 25 minutes. These exercises were conducted twice a week (4 weeks). The Berg Balance Scale (BBS) and timed up-and-go (TUG) tests were performed to confirm the change in balance. RESULTS: In the experimental group, BBS showed a significant increase (p < .05) and TUG showed a significant decrease (p < .05). In the control group, there was no statistically significant change in the BBS. However, the TUG showed a significant decrease (p < .05). The BBS and TUG both showed statistically significant differences (p < .05) in the between-group comparison of the change in pre-post intervention values. CONCLUSION: A group exercise program with competitive games to improve the balance ability for fall prevention in chronic stroke patients could be used as a good intervention method.

A Study on Expression of NPC Colloquial Speech using Chat-GPT API in Games against Joseon Dynasty Settings (조선시대 배경의 게임에서 Chat-GPT API를 사용한 NPC 대화체 표현 연구)

  • Jin-Seok Lee;In-Chal Choi;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.157-162
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    • 2024
  • This study was conducted to implement Joseon Dynasty conversational style using the ChatGPT API to enhance the immersion of games set in the Joseon era. The research focuses on interactions between middle-class players and other classes. Two methods were employed: learning the dialogues from historical dramas set in the Joseon Dynasty and learning the sentence endings typical of the period. The method of learning sentence endings was rated higher based on self-evaluation criteria. Reflecting this, prompts were constructed to represent NPC dialogues in the game settings of the Joseon era. Additionally, a method was proposed for creating various NPC prompts using prompt combination techniques. This study can serve as a reference for NPC dialogue creation in games set in the Joseon Dynasty.

Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.73-95
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    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

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Injuries of the Elite Taekwondo Players in the International Tournament Performance - Analysis of the 2011 Gyeongju World Taekwondo Championship - (엘리트 태권도 선수의 국제 대회 경기 중의 손상 - 2011 경주 세계 태권도 선수권 대회의 분석 -)

  • Kim, Jong Pil;Chung, Phil Hyun;Kang, Suk;Kim, Young Sung;Lee, Ho Min;Choi, Young Hwa
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.10 no.2
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    • pp.86-93
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    • 2011
  • Purpose: The purpose of this study was to analyze the characteristics of the injuries of the national elite Taekwondo players with the best performance in the international championship competition. Materials and Methods: Fifty-two athletes who got the injury in the 2011 Gyeongju World Taekwondo Championship competition were included in this sturdy. 950 members of national team of 146 countries participated in this game, 1,063 matches were performed. We analyzed the characteristics of the injuries such as injury rate by gender, age, weight class, injured region and injury type. Results: Fifty-two athletes of 950 athletes in 1,063 matches got injured and injury rate was 5.47 per 100 participants and 24.47/1,000 athlete-exposures. Injury rate of female athletes was higher than mail, but there was no significant statistical difference (p=0.512). Injury rate of over 30 years old was 17.39 per 100 participants, and injury rate of over 87 kg in male weight class and 68 to 73kg in female weight class were highest than other groups, but there was no significant statistical difference (p=0.838). Overall injury rate of the lower extremity was 13.17/1,000 A-E, higher than upper extremity or head and neck or trunk, but injury rate of the hand was 5.17/1,000 A-E, highest as a specific injured region, followed by the knee, 4.70/1,000 A-E (p=0.714). Injury rate of the sprain was 10.81/1,000 A-E, highest as an injury type, the second most common injury type was the fracture, 5.40/1,000 A-E in men, and was the contusion, 9.63/1,000 A-E in women (p=0.033). As one of the most serious injury, 4 of 8 fractures were occurred in hand. Conclusion: Overall injury rate of the elite Taekwondo players in 2011 Gyeongju World Taekwondo Championship was 5.47 per 100 participants and 24.46 per 1,000 athlete exposures. Although the most common type of injury was the sprain of the knee and ankle, the fractures were more commonly occurred in hand.

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A analysis of friction relation between tennis outsole and tennis playing surfaces (테니스화겉창과 테니스 스포츠바닥재간의 마찰관계상관 분석)

  • Kim, Jung-Tae
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.361-380
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    • 2002
  • The purposes of this study were to a analysis of friction relation between tennis outsole and tennis playing surfaces. Tennis footwear is an important component of tennis game equipment. It can support or damage players performance and comfort. Most importantly athletic shoes protect the foot preventing abrasions and injuries. Footwear stability in court sports like tennis is incredibly important since it is estimated that as many as 45% of all lower extremity injuries occur in the foot and ankle. The friction force is the force exerted by a surface as an object moves across it or makes an effort to move across it. The friction force opposes the motion of the object. Friction results when two surfaces are pressed together closely, causing attractive intermolecular forces between the molecules of the two different surfaces. The outsole provides traction and reduces wear on the midsole. Today's outsoles address sport specific movements (running versus pivoting) and playing surface types. Different areas of the outsole are designed for the distinct frictional needs of specific movements. Traction created by the friction between the outsole and the surface allows the shoe to grip the surface. As surfaces, conditions and player motion change, traction may need to vary. An athletic shoe needs to grip well when running but not when pivoting. Laboratory tests have demonstrated force reductions compared to impact on concrete. There is a correlation between pain, injury and surface hardness. These are a variety of traction patterns on the soles of athletic shoes. Traction like any other shoe characteristic must be commensurate and balanced with the sport. The equal and opposite force does not necessarily travel back up your leg. The surface itself absorbs a portion of the force converting it to other forms of energy. Subsequently, tennis court surfaces are rated not only for pace but also for the percentage of force reduction.

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.5
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    • pp.475-482
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    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.