• Title/Summary/Keyword: Game Strategy

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Squash Athlete's Perception and Emotional Response on the Referee's Judgment (스쿼시 심판판정에 대한 선수들의 인식과 정서 반응)

  • Park, Kyoung-Shil;Kang, Ho-Seok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.497-511
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    • 2017
  • The purpose of this study was to explore players' perception and emotional reaction toward referee's judgment. The participants of this study were six players (three male and three female) in 2016 national team. The results of this study are as follows: First, the differences in referee judgement were dependant on referees' subjective view point, rapid judging capability, qualification and experience. Second, we found that the a referee's judgement less affected match's results. The countermeasures against the adverse referee judgment include excitement, appeal, flow interruption, thought conversion, and concentration. Third, there were many opinions that both the degree of influence of the referee's judgement and the countermeasures was such that athletes were "not affected". In conclusion, the major determinant of players' performance were game strategy and accuracy of skill although the referee's judgement affected player's emotional reaction both in positive and negative ways.

The Biomechanical Properties of the Shock Absorption Phase during Drop Landing According to Landing Types (드롭랜딩 시 착지형태에 따른 충격흡수구간의 운동역학적 특성)

  • Park, Gu-Tae;Yoo, Kyoung-Seok
    • Korean Journal of Applied Biomechanics
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    • v.25 no.1
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    • pp.29-37
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    • 2015
  • Objective : The purpose of this study was to investigate the biomechanical properties of shock absorption strategy and postural stability during the drop landing for each types. Methods : The motions were captured with Vicon Motion Capture System, with the fourteen infra-red cameras (100Hz) and synchronized with GRF(ground reaction force) data(1000Hz). Ten male soccer players performed a drop landing with single-leg and bi-legs on the 30cm height box. Dependent variables were the CoM trajectory and the Joint Moment. Statistical computations were performed using the paired t-test and ANOVA with Turkey HSD as post-hoc. Results : The dominant leg was confirmed to show a significant difference between the left leg and right leg as the inverted pendulum model during Drop Landing(Phase 1 & Phase 2). One-leg drop landing type had the higher CoM displacement, the peak of joint moment with the shock absorption than Bi-leg landing type. As a lower extremity joint kinetics analysis, the knee joint showed a function of shock absorption in the anterior-posterior, and the hip joint showed a function of the stability and shock absorption in the medial-lateral directions. Conclusion : These findings indicate that the instant equilibrium of posture balance(phase 1) was assessed by the passive phase as Class 1 leverage on the effect of the stability of shock absorption(phase 2) assessed by the active phase on the effect of Class 2 leverage. Application : This study shows that the cause of musculo-skeletal injuries estimated to be focused on the passive phase of landing and this findings could help the prevention of lower damage from loads involving landing related to the game of sports.

A Study on Safe Electronic Commerce Activation Plan (안전한 전자상거래 활성화 방안에 관한 연구)

  • Park, Sun-Ae;Choi, Seong-Wook;Kim, Bong-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.741-744
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    • 2006
  • The e-commerce introduction at the Internet in base accept the renovation dimension from the organised side because of follow of the business in order to the big change. So when I considering the e-commerce introducing the problem easy to originate from the efficiency and expectation without radical preparation. Each commodities over the dimension of Internet information search it is using the various transaction of service as a matter of bank, securities, education, game that many business on the alternation of e-commerce and commerce tool the essentiality. Therefore the transactions at the Internet e-commerce under hold specific gravity and rule in the future with the propection increase the interest concern about the security skill. A study on this paper presentation through the planning method about the analysis on the objective which e-commerce follow the inflection of efficiency strategy and induction the plan on the penetration's revitalization about Internet e-commerce.

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A System Design for Mobile Service of a 3D Marine Characters (3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계)

  • Gang, Gyeong-Heon;Kim, Byoung-Hun;Youn, Jae-Hong;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.536-540
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    • 2006
  • The interest in the service of 3D mobile contents becomes larger due to the technological advance of production and services of mobile contents and the appearance of the exclusive mobile phone for 3D game. Therefore, the researches about the efficient mobile services of large 3D contents are wanted in the circumstances of the narrow bandwidth and the burden of the connection charge of wireless mobile communications. In this paper, we suggest a strategy of caching for looking up and downloading the 3D marine characters efficiently and a system model for mobile service of 3D marine characters. The suggested system is designed for serving efficiently the high-quality 3D characters through the wireless mobile communications using the database on the 3D marine objects of cyber aquarium constructed for the services through the wired internet.

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The Jumping Performance Strategy over 8 meters in National Long Jumpers through the Kinematic Variable Researches (멀리뛰기 8m 선수들의 운동학적 변인 조사를 통한 국내 멀리뛰기 선수들의 8m 뛰기 전략)

  • Ryu, Jae-Kyun
    • Korean Journal of Applied Biomechanics
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    • v.15 no.2
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    • pp.129-138
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    • 2005
  • The purpose of this study was to investigate the techniques used by long jumpers who recorded over 8meters in 2002 Busan Asian Game and 2003 Daegu Universiade. The kinematic characteristics from the last three stride to takeoff at the takeoff board were analyzed such as velocities, heights and angles. The real-life three-dimensional coordinates of 20 body landmarks during each trial were collected using a Direct Linear Transformation procedure. The conclusion were as follows; 1. The height variation who recorded over 8 meters of center of gravity of the jumpers at the last stride was under 8cm. In order to record over 8meters the national long jumpers should have under 10cm height variation. 2. In the approach phase the horizontal velocity of the jumpers should reach to 10.5m/s in last three strides and 9.79m/s in touch down at take off board. 3. The horizontal velocity at take off board must have over 8.51m/s and the vertical velocity must have 3.75m/s simultaneously in order to record 8meters. 4. The forward body lean angle should have over 20degrees with pushing the take off board in forwarding movement. The appropriate body variation range ratio between take off and touch down should be 1.2 vs 1 and the trunk angle at touch down on the board should be close to the erect posture for higher body flight.

Linking Findings from Text Analyses to Online Sales Strategies (온라인상의 기업 및 소비자 텍스트 분석과 이를 활용한 온라인 매출 증진 전략)

  • Kim, Jeeyeon;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • Journal of the Korean Operations Research and Management Science Society
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    • v.41 no.2
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    • pp.81-100
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    • 2016
  • Much effort has been exerted to analyze online texts and understand how empirical results can help improve sales performance. In this research, we aim to extend this stream of research by decomposing online texts based on text sources, namely, companies and consumers. To be specific, we investigate how online texts driven by companies differ from those generated by consumers, and the extent to which both types of online texts have different effects on online sales. We obtained sales data from one of the biggest game publishers and merged them with online texts provided by companies using news articles and those created by consumers in user communities. The empirical analyses yield the following findings. Word visualization and topic analyses show that firms and consumers generate different contexts. Specifically, companies spread word to promote their own events whereas consumers produce online words to share winning strategies. Moreover, online sales are influenced by consumer-generated community topics whereas firm-driven topics in news articles have little to no effect. These findings suggest that companies should focus more on online texts generated by consumers rather than spreading their own words. Moreover, online sales strategies should take advantage of specific topics that have been proven to increase online sales. In particular, these findings give startup companies and small business owners in variety of industries the advantage when they use the online channel for distribution and as a marketing platform.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • An Jae-Hyeon;Kim Mun-Gu;Han Sang-Pil;Park Bong-Won;Lee Sang-Yun;Bang Yeong-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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Snowboard Injury (스노우보드 손상)

  • Seo Joong-Bae;Lee Sung-Cheol;Park Jin-Young
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.3 no.1
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    • pp.22-24
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    • 2004
  • Snowboarding has become one of the premier alpine sports. The past decade has seen the popularity of snowboarding increase dramatically and the recent Winter Olympic Game showcased the strong visual appeal of the sport and the youth-oriented lifestyle and culture that accompanies it. The injury profile of the sport has also undergone change along with technological advances in boot and binding systems and the changing demographics of the sports participants. Central to the development of injury-prevention strategies is knowledge of the profile of injuries that occur, understanding those who are at particular risk and, if possible, the biomechanical factors involved in each injury type. Snowboarding was initially considered a dangerous, uncontrolled, alpine sport - an opinion based on little or no scientific evidence. That evidence has rapidly grown over the past decade and we now know that snowboard injury rates are no different to those in skiing; however, the injury profile is different. The purpose of this review is to give some perspective to the current snowboard injury literature. It discusses not only the demographic profile of those injured and the type of injuries that occur, but also gives some insight into the progress that has occurred in determining the impact of specific prevention strategies, such as splints to prevent injuries to the wrist/forearm. As the literature indicates, however, some things will not change, e.g. injuries are more likely to occur in beginners and lessons need to be reinforced as a fundamental aspect of any injury-prevention strategy.

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A Study on the Influence of Connectivity and Convenience of Smartphones of Word-of mouth Intentions in the Convergence Era : Focused on the Mediating Effects of Application (융복합 시대 스마트폰의 접속성과 편리성이 구전의도에 미치는 영향연구 : 어플리케이션을 매개효과로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.69-78
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    • 2015
  • In this study, Word-of-mouth Intention of the factors Influence the Connectivity, Convenience and Application also was Investigated. Connectivity, Convenience on the Influence of the Mediation Effect was Carried out to Examine. The test results used in this Study Established Connectivity, Convenience of Application and Word-of-mouth to the Positive Effect was Found. Also Verifying the results of the Mediating Effect of Application and Application the Mediation Effect was Verification. These Factors Result in the Application and also in Calendar, Useful Application, Video, Music, Game of Word-of-mouth Intention Influence. For this Study, the use of Smartphones is a lot of College Students Surveyed and the Findings were Derived. This result provides an application development strategy implications that can satisty the user's Smartphone Convergent times.