• Title/Summary/Keyword: Player

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Development of the Real-Time Multiplex Channel Media Player to Heighten the Dramatic Effect of an Advertisement (광고 효과 증대를 위한 실시간 다중 채널 미디어 재생기의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.50-55
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    • 2011
  • This paper describes methodology which enables user in order to play multiplex channel media at realtime to augment a various advertisement effect efficiently. This method implemented from the computer environment where DirectX SDK, DirectShow and MS Visual Studio 2008 etc. are established. This media player have or hide the menu interface for reads the media. The experimental data which are used in the media player is mostly video. We added the area where has the function of Banner Ticker and GIF Animation in the media player in order augmenting an advertisement effect. All medias come to separate with video and audio by Splitter. Then that respectively execute Decoder and Render. Also the media player are possible video mixing using an alpha channel. This paper used VMR-9 of DirectShow for this. The player which sees to use multiplex channel, to remake the various medias simultaneously. Therefore, this player which sees advertisement effect of the form which is various positively in the users, has the advantage which is the possibility to recognize. This paper use tried the media player using experimental data and compare the existing media player and the media player which proposes from functional differences for an advertisement effect.

A Study on Implementation of 3D Player based on MPEG-4 Using Java Language (Java언어를 이용한 MPEG-4기반 3차원 플레이어의 구현에 관한 연구)

  • Park Young-Kyung;Kim Yong-Ho;Jung Jong-Jin;Kim Joong-Kyu;Ahn Sang-Woo;Choi Jin-Soo;Kim Jin-Woong;Ahn Chie-Teuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.117-124
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    • 2004
  • With MPEG-4 3D mesh coding(3DMC), the problem of the need of a wide bandwidth can be solved to store and transmit 3D information because of its high compression rate. And to realize the 3D information service with broadcasting or internet, one needs to transmit not only the 3D contents but also the 3D player. Therefore, in this paper we implement a 3D player based on MPEG-4 using a java language. A well-known java language employed in this paper provides the player with a wider range of applications, for example, when the O/S or the platform are different, due to its properties of scalability and universality. The implemented player which has functions (translation, rotation, etc) that can manipulate contents decodes the 3D contents and displays them. In addition, the player has a network function that receives a 3D content from the server. This paper explains the architecture and characteristics of the player and shows its simulation results.

Analysis of Plantar Foot Pressure in Skilled and Unskilled Player's during a Free Throw in Basketball (농구 자유투 동작 시 숙련자 및 미숙련자의 족저압력 분석)

  • Kim, Chang-Hyun;Lee, Joong-Sook;Jang, Young-Min
    • Korean Journal of Applied Biomechanics
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    • v.22 no.2
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    • pp.183-191
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    • 2012
  • The objective of this study was to evaluate the plantar foot pressure of skilled and unskilled players during a free throw. The experiment performed here in measured the movement route of the mean foot pressure, maximum foot pressure, and center of pressure in four event zones (ready, maximum knee flexion, release event, and maximum knee extension) for both groups while they were wearing the plantar foot pressure measurement equipment under identical conditions. The major findings are as follows. When getting ready (RD) during a free throw, the skilled player group had higher mean and maximum foot pressures, although neither variable showed significant differences statistically. For the maximum knee flexion (MF) during a free throw, the skilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. For the release event (RE) during a free throw, the unskilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. During the maximum knee extension (ME) of a free throw, the unskilled player group had a higher mean foot pressure, and the skilled player group had a higher maximum foot pressure. No significant correlation was found between the two groups. For the skilled player group, movement towards the center of pressure showed a stable form that moved from the rear to the front and from side to side during a free throw. For the unskilled player group, movement towards the center of pressure was unstable, which made it impossible to move from the rear to the front and from left to right.

A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.

Development Migration Agent Server for Seamless Virtual Environment (Seamless 가상 환경을 위한 Migration Agent 서버 개발)

  • Won, Donghyun;An, Dongun;Chung, Seungjong
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.9
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    • pp.223-228
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    • 2016
  • Nowadays users of Virtual Environment are want to play with thousands of players in an evolving virtual world at the same time over the internet. So, the load of this kind of Virtual Environments is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a Migration Agent application server architecture using to help migration of player character between field servers and to reduce response time between clients and field servers. Migration Agent is reduce Player Character's responds time as Cache Server, if Player Character move to another Field Server, Player Character need the synchronization process in the DBMS approach, to minimize response time by reducing the period for cross - Player Character Field Server to perform the role. Field Server by placing them in form of a stack existing form of grid, for load concentrated on a specific server.

Pose Recognition of Soccer Players for Three Dimensional Animation (방송 축구 영상으로부터 3차원 애니메이션 변환을 위한 축구 선수 동작 인식)

  • 장원철;남시욱;김재희
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.33-36
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    • 2000
  • To create a more realistic soccer game derived from TV images, we are developing an image synthesis system that generates 3D image sequence from TV images. We propose the method for the team and the pose recognition of players in TV images. The representation includes camera calibration method, team recognition method and pose recognition method. To find the location of a player on the field, a field model is constructed and a player's field position is transformed by 4-feature points. To recognize the team information of players, we compute RGB mean values and standard deviations of a player in TV images. Finally, to recognize pose of a player, this system computes the velocity and the ratio of player(height/width). Experimental results are included to evaluate the performance of the team and the pose recognition.

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A study on Extensions to Music Player MAF for Multiple JPEG images and Text data with Synchronization (다중 영상 및 텍스트 동기화를 고려한 Music Player MAF 의 확장 포맷 연구)

  • Yang, Chan-Suk;Lim, Jeong-Yeon;Kim, Mun-Churl
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.967-970
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    • 2005
  • The Music Player MAF Player Format of ISO/IEC 23000-2 FDIS consists of MP3 data, MPEG-7 metadata and one optional JPEG image data based on MPEG-4 File Format. However, the current Music Player MAF format does not allow multiple JPEG image data or timed text data. It is helpful to use timed text data and multiple JPEG images in the various multimedia applications. For example, listening material for the foreign language needs an additional book which has text and images, the audio contents which can get image and text data can be helpful to understand the whole story and situations well. In this paper, we propose the detailed file structure in conjunction with MPEG-4 File Format in order to improve the functionalities, which carry multiple image data and text data with synchronization information between MP3 data and other resources.

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An Experimental Study of the Transmissibility of Vehicle Compact Disk Player (차량 탑재용 컴팩트 디스크 플레이어의 전달률에 관한 실험적 연구)

  • Lee, Tae-Keun;Kim, Byoung-Sam
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.15 no.6 s.99
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    • pp.764-771
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    • 2005
  • This study investigates the 3-axis transmissibility of the vehicle compact disk player's mainbase which is supported by dampers and springs. These dampers and springs as the important element ' determining the vibration performance of vehicle compact disk Player are used to minimize the vibration which is induced by driving the vehicle. In order to determine the analysis frequency band, we investigated the excitation frequency of road from the vehicle test. As the characteristics of damper and spring were changed, we carried out the vibration test and investigated the change of transmissibility, Also, we carried out the sensitivity analysis for transmissibility and we found out that the properties of damper were the dominant element in the vibration performance of vehicle compact disk player.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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A Study on the Taekwondo Uniform (태권도복에 관한 연구(제1보) -태권도복의 착용실태를 중심으로-)

  • 김숙진
    • Journal of the Korean Home Economics Association
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    • v.25 no.4
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    • pp.19-32
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    • 1987
  • The purpose of this study was to provide basis data for the pattern and material development of the Taekondo uniform by investigating the Taekwondo uniform wearing status of 260 Taekwondo players. The results can be summarized as follows: 1. In the current material of Taekwondo uniform, the problem of physiological comfort was generally dissatisfied in all subjects. And this unsatisfactory trend was founded higher in female player. 2. In the problem of the body fitness of Taekwondo unifrom, the unifitness of upper and lower clothes was founded higher in female player. And both of male and female player represented unfitness more high in lower clothes. So the current size of Taekwondo uniform, especially the size of lower clothes had its problem. 3. The problem of the sports function, the body fitness and easiness of wearing of Taekwondo uniform was generally founded uncomfortable in all subjects. But especially female player, fat type player was founded higher in the phase of discomfort. And accoring to the method of gaining clothes, the case of the slop was founded the highest.

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