• Title/Summary/Keyword: K리그

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Implementation and Verification of Lateral Navigation Algorithm for Korean Utility Helicopter (기동헬기 측면항법 알고리즘 구현 및 검증)

  • Kim, Sung-woo;Go, Eun-kyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.2
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    • pp.354-361
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    • 2018
  • This paper describe the Lateral Navigation algorithm design and verification that implementation on Mission Computer's OFP for Korean Utility Helicopter(KUH) instead of Auto Flight Control System(AFCS) Vehicle Management System. The LNAV function transmits Roll command into the AFCS System. The Roll command value will be calculated by control algorithms in MC. The Operational Flight Program(OFP) shall use for its calculations different measurements of the aircraft's attitude and place. Using these inputs, the OFP will translate a navigational demand(for example-to perform the selected flight plan) into Roll commands to the autopilot. By conducting integration test using SIL and ground test, flight test, it is confirmed that the introduced algorithm meets the requirements of the Mission Equipment Package(MEP) system. LNAV function is verified through the System Integration Laboratory(SIL) test, ground and flight test.

Changes in National-Level Locational Pattern of Professional Sports Franchises in the U.S. during 1950-2001 : Focusing on Four Major Sports Leagues (미국 프로스포츠 프랜차이즈의 입지패턴과 그 변화양상(1950-2001))

  • Pillsung Byun;Ahn, Young-Jin
    • Journal of the Korean Geographical Society
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    • v.37 no.5
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    • pp.498-510
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    • 2002
  • This study has the following two focuses to analyze the changes in national-level locational pattern of the U.S. professional sports franchises during 1950-2001. The first is to empirically clarify spatial orientation in the changing locational pattern of sports franchises. The second is to identify compared characteristics of the relocation cases reflecting the orientation to other cases, for the variables indicative of franchises' and leagues' pursuits of their relocation-related interests ultimately affecting franchises' relocations, by employing a legit model. As a result of the analyses, sports franchises and leagues, respectively have shown spatial orientation toward relocating to and toward locating new franchises in southern and western areas, responding to the changes in U.S. urbanization pattern. And, relocation cases reflecting the orientation have displayed a feature of the higher annual population growth rate in destination urban area than in origin area, in comparison to other cases.

An Analysis on the Media Reports Frames regarding Special Naturalization of Foreign Athletes (외국인 운동선수 특별귀화 관련 언론보도 프레임 분석)

  • Lee, Jangwon;Lim, Seungyup
    • Journal of the Korea Convergence Society
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    • v.8 no.3
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    • pp.295-306
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    • 2017
  • The purpose of the study was to explore media frames and its contents regarding foreign athletes' naturalization to Korea. For data, 101 media reports from the year of 2014 to 2016 were collected and analyzed. As results, in the simple-fact-report frame, facts regarding foreign athletes' naturalization process and results of the matches were reported. In the economic frame, legitimacy of the naturalization was supported by emphasizing its benefits. In the humane-interest frame, personal history and difficulty as foreign athletes were described. In the conflict frame, negative effects by the foreign athletes' naturalization were mainly reported.. In the morality/responsibility attribution frame, Chelsey Lee's document forgery case was mostly highlighted that later issued naturalized athletes' morality and following legal actions.

Recognition of the Type and Cause of Trolling (<리그 오브 레전드> 트롤링의 유형과 발생 원인에 대한 인식 -사용자 심층인터뷰를 중심으로-)

  • Seo, Seong-Eun;Kim, Chi-Yo
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.93-110
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    • 2015
  • This study aimed at identifying user recognition of the types and causes of online game trolling through in-depth interview with users of . Online game trolling refers to anti-social behaviors to do acts provoking other users to anger intentionally so induce their actual reaction in online games. Types of online game trolling contained flaming, griefing, unskilled player and lack of understanding on user's rule. And users are recognizing as problems that anonymity is excessively high in the game, a single game has undue significance, team play is given too much emphasis in a situation lacking in social cohesivenessk as the structural causes of trolling in . Accordingly, in order to decrease online game trolling, it is urgent to improve the game-structured layer causing trolling rather than regulate trollers only.

Analyzing records of Korean pro-basketball using general linear model (일반선형모형을 적용한 한국남자프로농구 경기기록분석 : 2014-2015 정규리그)

  • Kim, Sae Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.957-970
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    • 2015
  • The purpose of this study was to analyze records of Korean pro-basketball using general linear model (two-way ANOVA and hierarchical multiple regression analysis). Korea Basketball League (KBL) informed the records (2014-2015 season) of this study. The eight variables (TA, 2PA, 3PA, 2P, 3P, Ast, TFB, CH) were selected in content validity. SPSS program was used to analyze general linear model. All alpha level was set at 0.05. Major results were as follow. 3PA had significant interaction effect between victory & defeat variable and home & away variable. Victory teams showed that 3PA was higher in home games than away games, and defeat teams was the other. 2PA, AS, TFB, and CH were selected significant variables affecting victory and defeat. In result of hierarchical regression, Ast had significant moderation effect between 3PA and TS. TFB also had significant moderation effect between AS between 2P. The other construct (Ast between 2PA and TS; TFB between AS between 3P) had no significant moderation effect. In the effect of 2PA, 3PA and Ast to TS, CH also had no significant moderation effect.

Analysis of Plan and Production for Documentary 'Preservation of Letters' ("살아있는 글씨" 다큐멘터리 기획 및 제작 분석)

  • Kouh, Hoon-Joon;Jang, Kyeong-Su
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.17-22
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    • 2016
  • As the change in the analog age to the digital age with the development of civilization, people are living in a more friendly smart phone screen more books. In the past, people can easily see the text in the book, and now letters are disappearing from people's minds. And although they can see the letters easily anytime, anywhere using smart devices, they have no interest in the letters, they are interested only in information. So, the letters will disappear. However, there are people who try to keep the development of disappearing letters. In this paper, we are planning to produce a documentary about those people. We show that the letters survive in a modern society through Letterpress print shop, calligraphy, a computer font. And it seeks to inform that the letters are valuable.

User-Created Content (UCC) based OSMU virtual character making - Focused on K/DA Girl Group - (사용자 제작 콘텐츠(UCC) 기반 OSMU 디지털 캐릭터 메이킹 - K/DA 걸 그룹을 중심으로-)

  • Han, Zhe;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.49-50
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    • 2019
  • 2018년 11월 '리그 오브 레전드' S8 파이널 폐막식장에서 Riot Games회사는 홀로그래픽 기술을 이용하여 디지털 K/DA 걸 그룹과 리얼 걸 그룹 멤버들과 함께 K/DA의 데뷔 앨범 타이틀곡 'POP/STARS'를 제작하였다. 디지털 캐릭터는 VOCALOID 기술 및 창작자의 디자인에 기반을 두지만, 디지털콘텐츠로써의 가치는 UCC 컨버전스를 통해 기존 콘텐츠의 영역을 확장하여 디지털 캐릭터의 생명력과 활용성을 확대하였다. UCC에 기반을 둔 디지털 캐릭터는 주요한 정보 기여자와 소비자가 콘텐츠를 제작함으로써 그 영역이 확대되고 있다. 이에 본 연구에는 디지털 캐릭터 콘셉트를 이용한 K/DA 걸 그룹의 캐릭터의 특성을 살펴보고, UCC를 바탕으로 K/DA 걸 그룹 데뷔 이래 뉴스, OSMU의 특성, 디지털 캐릭터의 가용성을 중심으로 사용자의 캐릭터에 대한 역할을 분석하고자 한다.

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