• Title/Summary/Keyword: Player

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Effects of short term creatine loading on performance, plasma components and anaerobic power in taekwondo player (단기간의 크레아틴 섭취가 태권도 선수의 운동수행 능력, 혈장요소 및 무산소성 파워에 미치는 영향)

  • Kim Sun-Ho;Ku Min;Min Bome-Il;Lee Hong-Min;Ko Young-Ho;Yoon Young-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.191-200
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    • 2005
  • The main purpose of the present study was to find the effect of short term creating loading on repeated bouts of kicking, plasma creating phosphokinase and anaerobic power in male taekwondo player from high school. Sixteen male were randomly assigned to two groups. They were tested before and after 6 days of placebo$(4{\times}5g\;glucose\;d^{-1},\;N=11)$ or Creatine monohydrate loading$(consume\;0.3g\;kg^{-1},\;N=11)$. Repeated bouts of kicking was tested through maximal front kicking continuously for 1 minute and took a rest for 30 seconds, after 30 seconds rest they should have to start kicking again. They repeated it 2 times more(total 3 sets) and the kicking times were measured each sets. Also, body composition, CPK, mean power and peak power were measured before and after experiment. The following results were obtained from this study; 1. The kicking test was significantly increased at 1, 2, 3 sets only in creatine loading group(p<.05, p<.01). 2. Only creatine loading group was significantly increased of plasma creatine phosphokinase(p<.01). 3. Only creatine loading group were significantly increased both of mean power and peak power(p<.05; p<.01). These results suggest that short creatine loading was effective diet protocol in taekwondo player from male high school.

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An Intelligent Media Player for Guaranteeing QoS Streaming Media on Thin-Client Computing (씬클라이언트 컴퓨팅에서 스트리밍 미디어의 QoS를 보장하는 지능형 미디어 플레이어)

  • Kim, Byeong-Gil;Lee, Joa-Hyoung;Jung, In-Bum
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.607-616
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    • 2005
  • Due to the limited resources in thin-client and the large amount of computation for decoding MPEG media, it is not easy to support the QoS stream media to clients. To solve the problems, the terminal servers would be charged for decoding the MPEG media and thin-clients have a role to update only the changed areas in their screen. However, these previous approaches cause severely low video quality. In addition, since servers perform all procedures to decode MPEG media, they are easily saturated even under a small number of clients. In this paper, the sources of the low video duality are investigated in the previous thin-clients' solutions working in wireless and wired environments. From the detailed experiments, an intelligent media player is proposed to achieve the QoS streams by supporting both the enhanced video duality and the audio synchronized with video frames.

Salary Contracts of Free Agent Players Under Incomplete Information (불완비 정보하에서 자유계약선수의 연봉 계약에 관한 연구)

  • Yang, ChoongRyul;Wang, Gyu Ho
    • Journal of Labour Economics
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    • v.38 no.4
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    • pp.83-107
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    • 2015
  • Free Agent(FA) system allows a professional player to make a salary contract with the other clubs as well as the incumbent one after the player has played in one club for a fixed periods. Sometimes compared with the salary FA players performs very poorly, which leads to a debate about FA busts. We extend the model of Yang and Wang(2013) to the one with incomplete information about the productivity of the player to explain the possibility of FA busts. FA busts do not arise in the separating equilibrium where the private information is fully revealed. The FA busts do occur in the pooling equilibrium We show that the separating equilibrium does not exist. We also show that under some conditions, in particular with strong compensation rule, the unique pooling equilibrium exists.

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Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

The Effect of Trunk Extension Strengthening Exercise on Muscle Performance of Upper Limb in Adolescent Baseball Player (체간 신전근 강화훈련이 청소년기 야구선수의 상지 근수행력에 미치는 영향)

  • Choi, Joe-Haeng;Park, Jong-Hang
    • Journal of Korean Physical Therapy Science
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    • v.9 no.1
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    • pp.61-68
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    • 2002
  • The purpose of this dissertation was to analyze the effect of trunk extension strengthening exercise on muscle performance of the upper limb in adolescent baseball player. The twenty people were studied : experimental group(10), comparative group(10). The experimental group has done trunk extension strengthening exercise for 8 weeks. The study analyzes isometric maximal strength of shoulder internal rotation. shoulder external rotation, elbow flexion, elbow extension, forearm pronation, forearm supination and ball speed. All of subjects were tested for 3 times ; pre, mid, post. The results were as follows; 1. Maximal isometric strength of upper limb, during trunk extension strengthening exercise in experimental group, shoulder internal rotation and external rotation showed it has slightly increased and comparative group showed it has no change, but not significant elbow flexion and extension significantly(p<0.05) increased after exercise either for 4 or 8 weeks compared with that of control group. Forearm pronation showed not significantly changed in both group, but significantly different between group either for 4 or 8 weeks. Forearm supination, significantly((p<0.05) increased after 8 weeks in experimental group. 2. Ball speed showed slightly increased but not significantly in experimental group. These results it may expect improvement of upper limb muscle performance of upper limb in adolescent baseball player. However, in case of shoulder a point of view of bunk extension strengthening exercise of this study hasn't a significant influence. More experimental studies are needs, hereafter which will use more experimental subjects and various methods of exercise and new application of treatment term to define significant change.

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The Influence of Salient Objects on the Game Difficulties (셀리언시가 높은 물체가 게임 난이도에 미치는 영향)

  • Rhee, Chi-Hyoung;Lee, Chan-Gun;Lee, Chang-Ha
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.15-23
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    • 2010
  • In action games such as shooting games or platform games, dodging enemy objects is crucial since the player character dies or loses energy when it collides with any enemy object. In this paper, we investigates how the difficulty of these games changes according to the existence of salient objects. Since salient objects attract the player's attention, other non-salient objects may be unattended by the player, resulting in failing to dodge them. We experimented on the influence of salient objects on the difficulty of a game, and found out that the subjects who played the game without salient objects performed better than the subjects who played the game with salient objects. This paper investigates a human perceptual issue that could affect the game difficulty and suggest a potential guideline for game design and planning.

Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.

A Study on the Economic Feasibility of Developing Daisy Book Based Reading Assistive Device for People with Disabilities (장애인을 위한 데이지 도서 기반 독서보조기기 개발의 경제적 타당성 연구)

  • Lim, Soon-Bum;Park, Joo Hyun;Lee, Jong Woo;Yook, Juhye
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.279-285
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    • 2017
  • In this study, feasibility analysis was performed by estimating the costs and effects of daisy reading auxiliary machine development project. The development cost of a Daisy player device, hardware/prototype and software, with only essential functions and with low price was estimated to be \307,101,664, and the production cost for a player was calculated to be \112,000. The development of Daisy viewer software and input/output assistive devices, application, was estimated to be \284,294,08, and an input/output device was set a price of \6,600. Based on these results, we looked at the economic ripple effects on the people with disabilities by promoting daisy - reading assistive device development project. The results of this study could be used to determine whether the project is to proceed. It is expected that it provides valuable information to actively cope with the changing business environment in the future.

Kinetic comparative analysis of tennis backhand stroke for interdisciplinary convergence research (학제간 융합연구를 위한 테니스 백핸드 스트로크 동작의 운동역학적 비교 분석)

  • Cha, Jung-Hoon
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.373-380
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    • 2015
  • This study which was conducted on male tennis player on one hand(OH) & two hand(TH) backhand stroke and how both motion differed on low extremity movement with each feature analyzed in detail, the result as follow. The motion of TH based on resultant velocity, appeared to be a higher than OH, which was important variable in determining the ball speed. Contrary to TH where the player minimized the motion in the lower body and finalized a stroke through the turn of the trunk as if sticking the ball closed to the body, OH was carried out such that the player appeared to chase the ball. Whereas in OH, the knee joint extension moment was not found to be larger than TH, the opposite result came out for abduction moment and internal rotation moment. In the case of hip joint, consisted of extension, abduction and internal rotation moment, the outcome emerged to be greater for TH with conspicuous difference in abduction moment. Flection moment for TH overwhelmed in TH though both adduction and external rotation moment brought about similar outcome for both strokes.