• Title/Summary/Keyword: Game score

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Relationship Between Titleist Performance Institute Level 1 Test and the Performance of Professional Golf Players (프로 골프선수의 TPI Level 1 Test Score에 따른 경기력 수준 분석)

  • Kim, Jae-Eun;Do, Kwang-Sun;Kim, Cheong
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.2
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    • pp.27-35
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    • 2022
  • Purpose : The purpose of this study is to analyze the correlation between the TPI Level 1 test and the performance of KPGA professional golf players. Methods : In 2019, 30 KPGA golf players attempted in the TPI Level 1 test. Their performance was then compared with the test based on the players' aggregated official records on the KPGA website, The most meaningful prize money ranking, average driving distance, fairway landing rate, and average number of putts were considered to evaluate their performance. Additionally, to obtain the average value of the players' accumulated records, the period from the first game in March 2019 to the end of October was considered. Results : The criterion for the difference between the upper group and the lower group was set based on the 9 points of the TPI Level 1 test, which showed the most significant difference. The prize money ranking stood at 63.00±51.77 in the upper group and 113.92±68.79 in the lower group in the TPI Level 1 test, the difference was significantly higher (p<.05) for the upper group (p<.05). The average driving distance was 286.15±10.06 yds for the upper group and 277.39±8.49 yds for the lower group, group, with the driving distance significantly higher in the upper group (p<.05). Further, the average number of putts for the upper group was 1.81±.02 and 1.85±.04 for the lower group, indicating a significant difference. Conclusion : A higher TPI Level 1 test score is likely to have a positive effect on performance.. As a result of the statistical values of this study, it was found that players must possess at least 9 out of 17 types of physical abilities Therefore, it can be considered that training and intervention to acquire these physical abilities are essential.

An Estimation Model for Defence Ability Using Big Data Analysis in Korea Baseball

  • Ju-Han Heo;Yong-Tae Woo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.119-126
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    • 2023
  • In this paper, a new model was presented to objectively evaluate the defense ability of defenders in Korean professional baseball. In the proposed model, using Korean professional baseball game data from 2016 to 2019, a representative defender was selected for each team and defensive position to evaluate defensive ability. In order to evaluate the defense ability, a method of calculating the defense range for each position and dividing the calculated defense area was proposed. The defensive range for each position was calculated using the Convex Hull algorithm based on the point at which the defenders in the same position threw out the ball. The out conversion score and victory contribution score for both infielders and outfielders were calculated as basic scores using the defensive range for each position. In addition, double kill points for infielders and extra base points for outfielders were calculated separately and added together.

Image classification and captioning model considering a CAM-based disagreement loss

  • Yoon, Yeo Chan;Park, So Young;Park, Soo Myoung;Lim, Heuiseok
    • ETRI Journal
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    • v.42 no.1
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    • pp.67-77
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    • 2020
  • Image captioning has received significant interest in recent years, and notable results have been achieved. Most previous approaches have focused on generating visual descriptions from images, whereas a few approaches have exploited visual descriptions for image classification. This study demonstrates that a good performance can be achieved for both description generation and image classification through an end-to-end joint learning approach with a loss function, which encourages each task to reach a consensus. When given images and visual descriptions, the proposed model learns a multimodal intermediate embedding, which can represent both the textual and visual characteristics of an object. The performance can be improved for both tasks by sharing the multimodal embedding. Through a novel loss function based on class activation mapping, which localizes the discriminative image region of a model, we achieve a higher score when the captioning and classification model reaches a consensus on the key parts of the object. Using the proposed model, we established a substantially improved performance for each task on the UCSD Birds and Oxford Flowers datasets.

Calibration of a Korean Weapon Systems Wargame Model (한국적 무기체계의 워게임 모델 교정에 관한 연구)

  • Jung, Kun-Ho;Yum, Bong-Jin
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.2
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    • pp.191-198
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    • 2009
  • Some of the wargame simulators currently used in the Korean Army were developed by other countries, and do not adequately reflect the Korean Peninsula terrain and weapon systems. This implies that these war game simulators need to be calibrated with respect to the input parameters for properly assessing the effectiveness of the Korean weapon systems. In this paper, AWAM, a wargame simulator, is calibrated in terms of the time-based fighting power(FP). The FP data obtained from the Korea Combat Training Center(KCTC) are used as a reference, and the differences between the AWAM and KCTC FP data are calculated at certain points in time. Then, the Taguchi robust design method is adopted using the probabilities of hitting for the K-2 rifle as controllable input parameters. Two performance characteristics are used. One is the difference between the AWAM and KCTC FP data and the other is the score derived by grouping the difference data. For each case, optimal settings of the probabilities of hitting are determined such that the mean of each characteristic is close to 0 with its dispersion being as small as possible.

Development of Nutrition Education Program that Promotes Eating Behavior of Preschool Children -Especially Focused on Being Familiar with Vegetable- (미취학 아동의 편식지도를 위한 영양교육 프로그램 개발에 관한 연구)

  • Yang, Il-Sun;Kim, Eun-Kyung;Bai, Young-Hee;Lee, So-Jung;Ahn, Hyo-Jin
    • Journal of the Korean Society of Food Culture
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    • v.8 no.2
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    • pp.125-137
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    • 1993
  • The purpose of this study was to develop nutrition education program that promotes eating behavior of preschool children. 118 parents of preschool children were surveyed to understand of children's food preferences and prejudices. The preference for vegetable showed the lowest score(2.345) and fruit was the favorite food(4.11). These results imply the consequence of teaching balanced diet with emphasizing vegetables for preschoolers. Thus, nutrition education program including teaching material were developed to provide the preschoolers with cognitive, affective, and psychomotor activities in order them to the familiar with vegetables. The program were consisted of following five parts: 1. Read-A-Story includes six stories with follow-up activities. 2. Grow-A-Plant gives instructions for growing vegetables. 3. Play-A-Game stimulates children's imagination and learning. 4. Take-A-Trip suggests places to visit that grow, sell, and prepare vegetables. 5. Eat-A-Treat presents easy ways to prepare and enjoy vegetables. Twenty one-Standardized recipes for vegetable dishes were also developed for preschooler's luncheon and snack in daycare center.

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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.

On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
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    • v.11 no.2
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    • pp.1-11
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    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

Comparative Evaluation of Machine Learning Models for Predicting Soccer Injury Types

  • Davronbek Malikov;Jaeho Kim;Jung Kyu Park
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_1
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    • pp.257-268
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    • 2024
  • Soccer is type of sport that carries a high risk of injury. Injury is not only cause in the unlucky soccer carrier and also team performance as well as financial effects can be worse since soccer is a team-based game. The duration of recovery from a soccer injury typically relies on its type and severity. Therefore, we conduct this research in order to predict the probability of players injury type using machine learning technologies in this paper. Furthermore, we compare different machine learning models to find the best fit model. This paper utilizes various supervised classification machine learning models, including Decision Tree, Random Forest, K-Nearest Neighbors (KNN), and Naive Bayes. Moreover, based on our finding the KNN and Decision models achieved the highest accuracy rates at 70%, surpassing other models. The Random Forest model followed closely with an accuracy score of 62%. Among the evaluated models, the Naive Bayes model demonstrated the lowest accuracy at 56%. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

The Relationship between the Personality of Elementary School Students and the Safety Accidents in the School (초등학생의 성격특성과 학교안전사고)

  • Kim, Chang-Hee;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.4
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    • pp.1-20
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    • 2003
  • This study was not intended to analyze out the realities of the safety accidents in school. The purpose of this study was to find out the personality of elementary school students in 6th grade and analyze the relationship between the personality of elementary school students and the safety accidents in the school. We made a visit 12 elementary school personally in the B city of Gyeonggi Province and gave out 552 questionaries in order to accomplish the purpose of this study. And we analyzed the 501 answer data except the unfittable data 51 sheets-in case of no answer or untruthfulness. The inspection of the personality used the Eysenck Personality Questionnaire(EPQ) and the questionnaires of the safety accidents in the school were reorganized of the questionnaires which were used in Chun-Ok, Joen(1997) and One-Yong, Kim(1999)'s study to correspond with our purpose of study. Answer sheets were gone through the t and x2 test by using the program of SPPS. First, elementary school students are in the formative period in the life of a man. So many students's personality was in the middle group rather than in high and low group. In regard of the distintion between the boy students and the girl students, the boy students had higher score in Psychoticism(P) but the girl students had higher score in Neutroticism(N). And Lie(L) was showing a little more score in the girl students. Second, there was significant difference in the investigation of safety accidents in school according to sex distinction. 1) Comparing the boy students and the girl students, the rate of accidents was higher in boy rather than girl. And there was significant difference. 2) Comparing the grade of the school, the rate of accidents was higher in upper grade than lower grade both girls and boys. 3) In the kind of accidents, the traumatic Injuries were very popular and the next were contusions. There was significant difference in the traumatic injury and nosebleed. 4) The results of injured parts showed that the injuries of foot, leg, hand, arm hold a large majority. And there was a significant difference in head, face, foot, leg and etc. 5) Most accidents broke out during the break time and then accidents happened after school were the next. The flowings were lunch time and class time. There was a significant difference in accidents happened during the class, break time and lunch time. 6) Comparing the subjects, the most accidents broke out in the class of physics. 7) Among the cause of accidents, one's own carelessness was showing the highest rate. There was a significant distintion in the fight and game. 8) The safety accidents took place most in playground, and there was a significant difference. 9) Being slight wound was showing almost in the degrees of damage. And there was a significant difference. Third, the boy students were not showing the significant difference in relation to the personality, the frequency of accidents and the degrees of damage. But the girl students were showing the significant difference in relation to the Extraversion-Introversion(E) and the frequency of accidents. And there were a significant difference between E and N. Also they were showing the intense damages.

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