• Title/Summary/Keyword: Player

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The Effects of Whole Body Vibration Exercise on Jump Performance and Quadriceps Muscle Activation in Soccer Player

  • Kim, Je-Ho
    • The Journal of Korean Physical Therapy
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    • v.27 no.3
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    • pp.129-134
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    • 2015
  • Purpose: The purpose of this study was to determine the influence of WBV exercise on CMJ and quadriceps muscle activation according to different frequency of vibration in soccer player and also to find effective frequency for leading appropriate treatment reaction. Methods: Thirty three subjects were randomly divided into three groups: the three groups are WBV group using 20 Hz frequency, WBV group using 30 Hz frequency and squat exercise group according to training method. The exercise program was conducted for six weeks. Subjects were measured on CMJ and quadriceps muscle activation. Results: Significant difference in CMJ was observed in the group I, II compared with the group III (p<0.05). Results of post-hoc, showed a significant difference in CMJ in on group I, II compared with the group III, but no a statistically significant difference between group I and II. Significant difference in quadriceps muscle activation was observed in the group I, II compared with the group III (p<0.05, p<0.01). Results of post-hoc, significant difference in quadriceps muscle activation in on group I, II compared with the group III and significant difference between group I and group II. Conclusion: This research intervened WBV for soccer players and compared the differences of CMJ and quadriceps muscle activation; as a result of the effective frequency for improving performance, there is a significant difference in CMJ and quadriceps muscle activation of WBV group with comparison of control group; and it was proved that WBV is effective using 30 Hz frequency for improving quadriceps muscle activation.

Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.51-59
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    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

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UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

Effects of Whole Body Vibration Exercise on Lower Extremity Muscle Activity and Balance Ability in Football Player with Chronic Ankle Instability

  • Jeong, Yong-Sik;Kim, Je-Ho
    • The Journal of Korean Physical Therapy
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    • v.29 no.6
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    • pp.293-298
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    • 2017
  • Purpose: The purpose of this study was to determine the effects of whole body vibration exercise (WBVE) on lower extremity muscle activity and balance ability according to different methods of exercises in football player and use it as basic data for the rehabilitation training of chronic ankle instability. Methods: Thirty subjects were randomly divided into two groups: the two groups, which each group have 15 members, are WBVE group and neuromuscular training (NMT) group according to training method. The exercise program was conducted for six weeks. Subjects were measured on lower extremity muscle activity and balance ability. Results: The muscle activity increasement of the WBVE group was significantly higher than that of the NMT group (p<0.05) and the balance ability decreasement of the WBVE group was significantly higher than that of the NMT group (p<0.05). Conclusion: These findings of this study suggest that WBVE may have a beneficial effect on improvement of lower extremity muscle activity and balance ability in football player with chronic ankle instability.

Evaluation of Long-term Contracts for Market Power Mitigation in Generation Markets (발전력 시장에서의 시장지배력 억제를 위한 장기 계약량 산정에 관한 연구)

  • Song Kwang Jae;Hur Don;Nam Young Woo;Park Jong Keun;Jeong Hae Seong;Yoon Yong Tae
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.1
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    • pp.38-42
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    • 2005
  • Restructuring of the electric power industry has brought the issue of market competitiveness to surface. Recent years have witnessed the appearance of a particular seller or group of sellers exercising market power in electricity supply. In fact, much scholarly work has been done on how to identify and mitigate such abuse by market management rules. In this paper we assess the possible market power on the basis of pivotal supplier test and propose the method to determine the reasonable quantity of long-term contracts which can play a crucial role in mitigating the market power for a pivotal player. Furthermore the market efficiency is guaranteed by making long term contracts with a pivotal player up to the quantity to ensure that the pivotal player has no incentive to abuse the pivotal quantity in the electricity market.

Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.29-44
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    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

An Effective Scene Compositor in MPEG-4 Player (MPEG-4재생기에서의 효율적인 장면 구성기)

  • Lee Hyunju;Kim Sangwook
    • Journal of KIISE:Software and Applications
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    • v.31 no.12
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    • pp.1611-1620
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    • 2004
  • MPEG-4 supports dynamic scene composition through add/delete/replace of object or change of object's properties. Other existing MPEG-4 players focus on transmitting and playing the multimedia data according to MPEG-4 standard. It is insufficient for MPEG-4's characteristic such as playback of various objects and playback of dynamic scene composition. In this paper, we propose an effective scene compositor which is the core component of MPEG-4 player The scene compositor is an optimized processor that searches efficiently the scene graph, creates the data structure for independent management of object information and improves processing ability of user interaction. The scene compositor supports sufficiently scene description information, and is managed independently in player for component extension and application of mobile environment.

A Study of Media Player Program Development using Direct-Show (Direct Show를 사용한 동영상 플레이어 개발 연구)

  • Kim, Min-Gi;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.291-294
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    • 2010
  • Various forms in order to play the video decoder and Demux specific needs. Depending on need, many developers to develop a filter, but KMP existing GOM player or players do not have the Open API, created difficulties in the use of filters and used for video playback issues are the selection of Codec. In this paper, written by the filter, easy to play and develop the library and search for Seek function designed to screen and screen capture, full screen, your screen, zooming DLL files for user convenience, such as building to the development. This study multimedia S/W technology and information and communication will contribute to the development.

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Education equipment for FPGA-based multimedia player design (FPGA 기반의 멀티미디어 재생기 설계 교육용 장비)

  • Yu, Yun Seop
    • Journal of Practical Engineering Education
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    • v.6 no.2
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    • pp.91-97
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    • 2014
  • Education equipment for field programmable gate array (FPGA) based multimedia player design is introduced. Using the education equipment, an example of hardware design for color detection and augment reality (AR) game is described, and an example of syllabus for "Digital system design using FPGA" course is introduced. Using the education equipment, students can develop the ability to design some hardware, and to train the ability for the creative capstone design through conceptual, partial-level, and detail designs. By controlling audio codec, system-on-chip (SOC) design skills combining a NIOS II soft microprocessor and digital hardware in one FPGA chip are improved. The ability to apply wireless communication and LabView to FPGA-based digital design is also increased.

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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