• Title/Summary/Keyword: National player

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A Study on Methodology for Considering Risk in Power Transactions in Futures Market (선물 시공에서의 전력거래 위험 고려 방법론 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Kim, Jin-Ho
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.400-402
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    • 2000
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PooICo model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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A Study on the Transition of Design of Korean Soccer Uniform -Based on national soccer players uniform- (한국 축구 유니폼 디자인 변천에 관한 연구 -국가대표 축구선수 유니폼을 중심으로-)

  • 조영아;손영미
    • Journal of the Korean Society of Costume
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    • v.52 no.7
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    • pp.103-121
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    • 2002
  • This study intended to analyze the transition of design of Korean soccer player's uniform according to development of the society and changes in formative elements, and examine features inside them by considering designs of soccer player's uniform by ages ranging from the introduction of soccer up to now. Results of the study are summed up below. First, as a result of analyzing designs of soccer player's uniforms from 1920 to 2002 Korea-Japan WorldCup based on formative elements of the style of dress. \circled1 it is shown that basic shape has been kept but changes in only color. cutting, trimming, logo and symbol have existed. \circled2 Colors of the uniforms have been different according to ages but red, blue and white colors have been used most and sometimes black was employed. so it is known that colors in the Korean national emblem have been all used. \circled3 In the beginning of the uniform there was a limitation in its design due to absence of functional materials but now highly-sensitive textile products and highly-functional textile materials guaranteeing optimal condition and highest activity of a soccer player have been utilized in various ways. \circled4 It is known that symbols modelling the image of Korea have been used in diverse ways but effected much by directions toward images pursued by designers of sponsors. Second, the meanings represented by designs of the uniforms are classified into a degree of symbolizing Korea, tradition, superiority and dynamics. That is to say, \circled1as colors and symbols coming from the emblem have been used in the uniforms. they have symbolized one nation and possessed the meaning representing even Korean national spirit. \circled2As traditional colouring and symbols have been used in the uniforms, they have shown the Korean sense of a beauty. \circled3 Colors, tones and designs overwhelming the mood of play have been used in the uniforms, so that they have played a role in making players of other team flinch mentally and making Korean players gain an advantage over them. \circled4 Thanks to strong symbols or comparative effects of colors. they have shown the dynamics representing power and energy.

A Comparative Analysis of Two Inflatable Kayak's Effect on Players and Kayak Performances (두 종류 공기주입식 카약 보트의 성능 비교 및 선수 수행력 비교 분석)

  • Lee, Chong-Hoon;Park, Yong-Hyun;Nam, Ki-Jeong
    • 한국체육학회지인문사회과학편
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    • v.53 no.2
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    • pp.531-540
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    • 2014
  • The purpose of this study was to investigate the differences between two inflatable kayak by recording performance related variables during the kayak forward stroke motion. A total of 5 elite high school kayak players were recruited to participate while their kinematics and muscle activations were recorded while performing inside their high school swimming pool. Boat velocity, boats swaying angle, the average angular velocity and were used to evaluate the boats performance. The player's trunk rotational range of motion, knee flexion-extension angle range of motion, maximum trunk rotation angle, the knee flexion-extension angular velocity, and the upper and lower limb muscle activations were calculated and analyzed for the player's efficiency evaluation. There were no significantly different variables for the player's kinematics and their muscle activations for the two conditions. The B kayak was significantly faster than the A kaya. In addition there were no significant differences between the remaining variables for the two kayaks. In conclusion, the B kayak was faster than the A kayak, but neither of the kayaks had an influence on the player's performance variables.

Disturbance Detection and Design Controller in Optical Disc System (광디스크 시스템에서의 외란 검출 방법 및 제어기 설계)

  • Choi, Byoung-Ho;Choi, Ga-Hyoung;Yoon, Tae-Sung;Park, Jin-Bae
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1517-1518
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    • 2008
  • Optical disk driver is being used in many electronic products besides computer. In particular, the demands are recently increased as an optical disk player in the mobile products such as camcorder or in the home theater appliances, or etc. However, under these circumstances, the disturbance inputs to the optical disk player increase gradually. In this paper, for reducing the possibility of malfunction of the optical disk player, we propose the method of detecting and controling the non-periodic external shock of the disturbances. Also, we execute some simulations and actual experiments and discuss the results.

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In the Log Cabin with My Favorite Player: Appreciating Traditional American Masculinity Through Homoerotic Language in Baseball Fandom

  • Shin, Hyerin;Jie, Sue Hyun
    • American Studies
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    • v.42 no.1
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    • pp.133-159
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    • 2019
  • On the website r/NYYankees, a sub-forum ("subreddit") of Reddit is devoted to the Major League Baseball team New York Yankees, with its predominantly male users showing their appreciation for baseball heroes by expressing erotic desires towards the players. When a player performs well, the subreddit is filled with admiration of desires to become the player's intimate lover-explicitly expressed by "male" fans. This paper explains the phenomenon of young male fans' desire for the now-lost model of traditional masculinity of domination and control, displayed in the context of baseball players' dominant performances. The discrepancy between a fan's non-homosexual real-world self and his homoerotic language on the subreddit is explained using the "performative fandom" theory, developed by Osborne and Coombs borrowing Butler's notion of performativity. This paper suggests how this desire for traditional masculinity serves as recognition to the collapse of masculinity in the modern American society.

A study on the national trend reflected by the number of active users of the KM player app (KM플레이어 앱의 활성 사용자 수치가 반영하는 국가 동향에 대한 연구)

  • Joung, Dasol;Thuong, Nguyen Thi;Kim, Daehak;Lee, Jundong;choi, Jaehong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.49-52
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    • 2020
  • KMPlayer는 2015년부터 국내 기업으로 개발된 세계적으로 넓게 확산된 국산 미디어 플레이어 프로그램이다. 현재는 IOS, Android 버전이 모바일 버전으로 출시되어있다. KMPlayer 안드로이드 어플리케이션은 천만 명 이상의 다운로드 수를 보유하고 있고, 많은 사용자 수를 기반으로 발생하는 방대한 데이터들은 분석 기준에 따라 다양한 형태의 그래프 보고서로 만들어지고 있다. 본 논문에서는 KMPlayer 사용 국가들의 활성 사용자 수 그래프를 분석해, 각 국가에서 발생하는 문화적, 사회적 사건이 KMPlayer 안드로이드 버전의 활성 상용자 수 그래프에 어떤 영향을 미치는지, 그리고 역으로 활성 사용자 수 그래프의 변화가 현실의 어떤 사건을 반영하고 있는지에 대해 연구하고자 한다.

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Kinetic Analysis of Three-Point Jump Shot in Basketball (농구 3득점 점프슛 동작의 운동역학적 분석)

  • Lee, Dong-Jin;Jeong, Ik-Su
    • Korean Journal of Applied Biomechanics
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    • v.20 no.1
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    • pp.49-55
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    • 2010
  • The purpose of the study was to analyze kinetic factors required to the three-point jump shot of the basketball games through 3-D analysis and ground reaction force(GRF) analysis. Six university male players participated in this study. The results of the study were showed that (1) resultant velocity in the center of mass(COM) was $0.84{\pm}0.27\;m/s$ since a player didn't shot a ball in the highest peak and shot ball at the moment of going up forward and vertical movement. Therefore, it is necessary to find a proper timing to shot a ball; (2) the angular velocity was largely increased in upper arm and fore arm out of the upper-limb segments and the hands had the largest angular velocity since the body is in a fixed situation and angular speed is rapidly increased by the wrist' snap with the rapid movement of upper arm and forearm at the time of release a ball; (3) it is judged that a player can shot a ball at the accurate and high release point when the player collects power vertically to the maximum by keeping GRF to the right and the rear in a proper way and by keeping the body's balance so that a large power may not be dispersed.

A Study on the Shooting Traning of Basketball Sports Club using Video File (영상 자료를 활용한 학생 농구부 슈팅 훈련 지도방안)

  • Kim, Semin;Lee, Gyujeong;Lee, Jeongwon;Jeon, Byungil;Hong, Ki-Cheon;You, Kangsoo;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.382-384
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    • 2019
  • In this study, we analyzed the angle of shooting based on the footage of shooting training of basketball student athletes taken by the basketball team leaders. In the shooting video, the shot height of the player and the trajectory of the ball were drawn through a solid line, and the player was shown to guide the player to adjust the angle of projection to a situation where the success rate was higher. Through this study, the video shows that efficient guidance can be made available to basketball players.

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Hand gesture recognition for player control

  • Shi, Lan Yan;Kim, Jin-Gyu;Yeom, Dong-Hae;Joo, Young-Hoon
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.1908-1909
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    • 2011
  • Hand gesture recognition has been widely used in virtual reality and HCI (Human-Computer-Interaction) system, which is challenging and interesting subject in the vision based area. The existing approaches for vision-driven interactive user interfaces resort to technologies such as head tracking, face and facial expression recognition, eye tracking and gesture recognition. The purpose of this paper is to combine the finite state machine (FSM) and the gesture recognition method, in other to control Windows Media Player, such as: play/pause, next, pervious, and volume up/down.

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The Characteristics of a Research Network for Radiation Oncology in Korea (방사선종양학 분야의 연구 네트워크 특성 분석)

  • Choi, Jin-Hyun;Park, Seo-Hyun;Kang, Jin-Oh
    • Radiation Oncology Journal
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    • v.28 no.3
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    • pp.184-191
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    • 2010
  • Purpose: To evaluate the structural characteristics of a scientific network of radiation oncology society. Materials and Methods: A total of 1,512 articles published from 1986 to April 2010 with the terms 'radiation oncology' or 'therapeutic radiology' were obtained in the KoreaMed database. The co-authors were analyzed according to their affiliation, and their relationship was used to build a matrix. With the matrix, centralization indices and the Key Player index were analyzed. We used UCINET 6.0 for the network analysis, Netdraw for determining a sociogram and Key Player 1.44 for the key player analysis. Results: The centralization of the radiation oncology field decreased from 8.29% for the period from 1986~1990 to 1.84% from 2006~2010. However, when the Korean Journal of Medical Physics was excluded, centralization increased from 2.32% for the period from 2001~2005 to 3.80% from 2006~2010. This suggested that the communication in the clinical research field of radiation oncology is decreasing. In a node centralization analysis, Seoul National University was found to be the highest at 7.9%. Seoul National University showed the highest indices in the Outdegree (6.50%) and Indegree (8.54%), in addition to Betweenness (14.94%) and Eigenvector (135.234%). The Key Player analysis indicated that Inha University had the highest index at 0.491, but when the Korean Journal of Medical Physics was excluded, Yonsei University had the highest Key Player index at 0.584. Conclusion: The degree centrality in the network of radiation oncology decreased in the most recent period as more institutions are participating in network. However, the Betweenness centrality is still increasing, suggesting that the communications among research groups (clique) in radiation oncology is warranted.