• Title/Summary/Keyword: Player

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Implementation of Badminton Motion Analysis and Training System based on IoT Sensors

  • Sung, Nak-Jun;Choi, Jin Wook;Kim, Chul-Hyun;Lee, Ahyoung;Hong, Min
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.19-25
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    • 2017
  • In this paper, we designed and implemented IoT sensors based badminton motion analysis and training system that can be readily used by badminton players with PC. Unlike the traditional badminton training system which uses signals of the flags by coach, the proposed electronic training system used IoT sensors to automatically detect and analysis the motions for badminton players. The proposed badminton motion analysis and training system has the advantage with low power, because it communicates with the program through BLE communication. The badminton motion analysis system automatically measures the training time according to the player's movement, so it is possible to collect objective result data with less errors than the conventional flag signal based method by coach. In this paper, training data of 5 athletes were collected and it provides the feedback function through the visualization of each section of the training results by the players which can enable the effective training. For the weakness section of each player, the coach and the player can selectively and repeatedly perform the training function with the proposed training system. Based on this, it is possible to perform the repeated training on weakness sections and they can improve the response speed for these sections. Continuous research is expected to be able to compare more various players' agility and physical fitness.

Robot Hopscotch Game Using Mobile Robots (이동 로봇을 사용한 로봇 팔방 놀이)

  • Ko, Nak-Yong;Moon, Yong-Seon;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.296-303
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    • 2011
  • This paper describes a game called the "robot hopscotch game" which uses mobile robots. In this game, a mobile robot moves on a board which consists of a number of square cells. This is similar to the usual hopscotch game in which a human player hops through a course on the ground. In the robot hopscotch game, each cell has a visual light communication unit. The unit sends identification signal and the robot which moves over the cell receives the signal for location recognition. In the game, a human player or a human operator competes with a robot or other human player on how accurately and fast they move to a goal location passing through the given way point cells. People played the game at the RoboWorld 2008 which was held at COEX Seoul, on 16th to 20th of October 2008. The replies to the questionnaire to the users show that users have interests on the game and expect further expansion of robot use though they are not in favor of the robot's outlook and they feel inconvenience on manipulation of the robot.

The Survey for the Knowledge of Mouth Protector to the Sports Player in Korea (구강보호장치에 관한 인식도 조사)

  • Hwang, Seon-Dall;Lee, Sung-Bok;Kim, Hyeong-Seob;Choi, Dae-Gyun
    • Journal of Dental Rehabilitation and Applied Science
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    • v.23 no.3
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    • pp.205-218
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    • 2007
  • Statement of problem, and purpose: This study was performed to make good foundations for better development of mouth guards by surveying, analyzing and finding the understanding or opinions of athletes on mouth guards. Material and Methods: 617 sports players comprised the data base of the Survey, 230 contact sports, 387 non-contact sports. We surveyed and analyzed by asking following questions for athletes. 1. The sort of sports in which the player is majoring. 2. How long the players career is. 3. Whether the player has received prize or not. 4. The condition of stomatognathic system. 5. His or her eating habits. Results and conclusion: 1. Inconveniences should be minimized in wearing mouth guards. 2. The differential designs are thought to be needed for different sort of sports and for frequently affected regions 3. The changes in acknowledgment of athletes in mouth guards is necessary, that is mouth guard is very important & essential to prevent or minimize the traumatic damages. 4. Keeping in intimate and close contact with related athletic associations and putting athletes under the obligation to wear it for themselves, should be required.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Simulation of Entropy Decrease in Puzzle Game Play (퍼즐 게임 플레이에 나타난 엔트로피 감소의 시뮬레이션)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.19-30
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    • 2013
  • This Study analyzes dynamic of a puzzle game play by applying entropy law. Entropy is a concept that a quantitative measure of the amount of thermal energy not available to do work in a closed system. And amount of entropy can be measured only if we see the closed system as whole, the field. Puzzle game is also closed system. When player moves an object in game, it change a relationship among objects in play field. In , through an act of position change, player sustains a play field active. In respect of an entropy, this kind of play is considered as pursue of usability of the energy. In , player piles up objects without empty space. In respect of an entropy, this kind of play is considered as pursue of the order. Likewise, puzzle game play can be considered as simulation of a human's pursue of the order in an entropy increasing physical world. And this pursue is a driving force of puzzle game play.

Design of A Reed-Solomon Code Decoder for Compact Disc Player using Microprogramming Method (마이크로프로그래밍 방식을 이용한 CDP용 Reed-Solomon 부호의 복호기 설계)

  • 김태용;김재균
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.10
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    • pp.1495-1507
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    • 1993
  • In this paper, an implementation of RS (Reed-Solomon) code decoder for CDP (Compact Disc Player) using microprogramming method is presented. In this decoding strategy, the equations composed of Newton's identities are used for computing the coefficients of the error locator polynomial and for checking the number of erasures in C2(outer code). Also, in C2 decoding the values of erasures are computed from syndromes and the results of C1(inner code) decoding. We pulled up the error correctability by correcting 4 erasures or less. The decoder contains an arithmetic logic unit over GF(28) for error correcting and a decoding controller with programming ROM, and also microinstructions. Microinstructions are used for an implementation of a decoding algorithm for RS code. As a result, it can be easily modified for upgrade or other applications by changing the programming ROM only. The decoder is implemented by the Logic Level Modeling of Verilog HDL. In the decoder, each microinstruction has 14 bits( = 1 word), and the size of the programming ROM is 360 words. The number of the maximum clock-cycle for decoding both C1 and C2 is 424.

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The Survey for the Knowledge of Mouth Protector to the Sports Player in Korea. (구강보호 장치에 관한 인식도 조사)

  • Hwang, Seon-dall;Lee, Sung-Bok;Kim, Hyeong-Seob;Choi, Dae-Gyun
    • Journal of Dental Rehabilitation and Applied Science
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    • v.23 no.2
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    • pp.105-117
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    • 2007
  • Statement of problem,and purpose: This study was performed to make good foundations for better development of mouth guards by surveying, analyzing and finding the understanding or opinions of athletes on mouth guards. Material and Methods: 617 sports players comprised the data base of the Survey, 230 contact sports, 387 non-contact sports. We surveyed and analyzed by asking following questions for athletes. 1. The sort of sports in which the player is majoring. 2. How long the players career is. 3. Whether the player has received prize or not. 4. The condition of stomatognathic system. 5. His or her eating habits. Results and conclusion: 1. Inconveniences should be minimized in wearing mouth guards. 2. The differential designs are thought to be needed for different sort of sports and for frequently affected regions 3. The changes in acknowledgment of athletes in mouth guards is necessary, that is mouth guard is very important & essential to prevent or minimize the traumatic damages. 4. Keeping in intimate and close contact with related athletic associations and putting athletes under the obligation to wear it for themselves, should be required.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.