• Title/Summary/Keyword: Player Analysis

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Design and Development of the Verbal Interaction Analysis Program for Supporting Teaching Consultation (수업컨설팅 지원을 위한 수업언어 분석 프로그램 설계 및 개발)

  • Baek, Je-Eun;Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.1-12
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    • 2015
  • The purpose of this study is to develop verbal interaction analysis program for supporting teaching consultation. For this a class language analysis program was developed to manage analysis results systematically in various angles. The program has following characteristics. First, program users can create the frame of analysis tool freely, so he can analysis a class as a desired. Second, qualitative analysis results as well as quantitative analysis results can be acquired. Third, personalized analysis is available, as users can set program environments freely such as analysis unit time, video player environments, and input and output file type. Finally, it can record and manage activity results according to class consulting procedures systematically. It is expected that this program will allow class consulting to be in place in school fields in more professional way.

A Analysis of Isotonic Torque of Shoulder Joint for Overthrow Pitcher of Professional Baseball Player (프로야구 오버드로우 투수의 견관절 등속성 토크에 관한 분석)

  • So, Jae-Moo;Kim, Young-Il;Kim, Hyo-Eun
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.295-306
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    • 2002
  • The purpose of this study was analysis inter relative the ball velocity and isotonic torque of shoulder joint. The subject were twelve overthrow pitcher of professional baseball player. The measurement was used Cybex 6000. The results of this study were as follows : 1. As the siting position of maximal adduction torque of dominant, A group was higher than B group. As the non-dominant, B group was higher than A group for improved angular velocity. There is no significance difference between group. 2. As the siting position of maximal abduction torque of dominant and non-dominant, B group was higher than A group for all measurement. There is no significance difference between group. 3. As the layed position of maximal internal torque of dominant, A group was higher than B group. As the non-dominant was just higher at $180_{\circ}$/sec than B group, B group was higher at $60_{\circ}$/sec and $300_{\circ}$/sec than A group. There is no significance difference between group. 4. As the layed position of maximal external torque of dominant and non-dominant, A group was more higher than B group for all measurement. There is no significance difference between group. 5. As the standing position of maximal internal torque of dominant, A group was just higher at $60_{\circ}$/sec than B group, B group was higher at $180_{\circ}$/sec and $300_{\circ}$/sec than A group. As the non-dominant, B group was higher than A group. There is no significance difference between group. 6. As the standing position of maximal external torque of dominant, A group was higher $60_{\circ}$/sec and $180_{\circ}$/sec than B group. But B group was higher $300_{\circ}$/sec than A group. As the non-dominant, B group was higher than A group. There is no significance difference between group.

Sound System Design and Characteristic Analysis based on Power Line Communication (전력선통신 기반 음향 시스템 설계 및 특성 분석)

  • Kim, Kwan-Kyu;Yeom, Keong-Tae;Kim, Kwan-Woong;Kim, Yong-Kab
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.1-7
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    • 2008
  • The paper is to solve the problem of existing sound system, which has difficulties of system organization and the increase of additional install cost and unfriendly interior. To solve the existing system, we drew the new sound system based on PLC and studied it. A transmitter and a receiver were designed using the PLC chip INT5500CS. Sound system was configured with a CD player that sound signals are sent from the transmitter and a speaker connected to the receiver. For analysis of characteristics of this system, a USBPre external sound card and Smaart Live 5 which is a PC-based sound measuring program were added. As a result of our experiment, the measured signal level is $2{\sim}3$[dB] lower than reference signal, latency is 16.69[ms] and the specific character of coherency is bad in high frequency band. Otherwise, this system transmits and receives signals over 90[%] in good condition as a result of measuring pink noise, frequency(1kHz), and phase, magnitude. In view of the result so far achieved, the system designed our team has excellent performance, it resolves defect of existing audio signal transmition system.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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A Study on the Determinants of Fans' Team Identification in KBO League : Focused on the Effects of Kids Marketing (프로야구 팬의 팀 동일시에 영향을 미치는 요인에 관한 연구: 응원시작 연령의 효과를 중심으로)

  • Choi, Seung-Nyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.99-110
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    • 2016
  • This study examined the factors affecting the team identification of professional baseball fans. The factors were divided into the fan factor, game factors, and other factors. For the analysis, two investigators visited stadium three times in total and a total number of 297 spectators were sampled using a convenience sampling method from three baseball teams. For the fan factor, a fan who began supporting his/her team from childhood or after childhood was used as a dummy variable. The interaction effects between the fan factor and other variables were investigated to offer a stereoscopic understanding about the role of kids marketing. In addition, three game factors and four non-game factors were analyzed. The results regarding fan variable and interaction effects were obtained. Fans from their childhood have much stronger team identification, and show interaction effects with the players. Regression analysis revealed player, promotion and fan service, price, and regional connection to have positive relations with team identification. This study is especially meaningful in a sense that it has proposed positive results regarding marketing to children, and the results will contribute to both the academic field and the industry.

Changes of Setup Variables by the Change of Golf Club Length (골프 클럽의 길이 변화에 따른 준비 자세의 변화)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.95-104
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    • 2005
  • To know the proper setup posture for the various clubs, changes of setup variables according to the change of golf club length was investigated. Swing motions of three male low handicappers including a professional were taken using two high-speed videocameras. Four clubs iron 7, iron 5, iron 3 and driver (wood 1) were selected for this experiment. Three dimensional motion analysis techniques were used to get the kinematical variables. Mathcad and Kwon3D motion analysis program were used to analyze the position, distance and angle data in three dimensions. The variables divided into three categories 1) position and width of anterior-posterior direction 2) position and width of lateral direction 3) angles and evaluated based on the theories of many good golf teachers. Major findings of this study were as follows. 1.The stance (distance between ankle joints) was increased as the length of the club increased but the increasing width was not large. It ranges from 5cm to 10cm and professional player showed small changes. 2. Forward lean angle of trunk was decreased (more erected) as the length of the club increased. It ranges from 30 degrees for iron7 to 25 degrees for driver. 3. Angle between horizontal and right shoulder were increased as the length of the club increased. It ranges from 10 degrees to 20 degrees and professional player showed small changes. 4. Anterior-posterior position of the shoulders were located in front of the foot for all clubs and the difference between the shoulder and knee position was decreased as the length of the club increased. 5. Anterior-posterior position of grip (hand) was located almost beneath the shoulders (2.5cm front) for iron7, but it increased to 10cm for the driver. This grip adjustment makes the height of the posture increased only 5cm from iron7 to driver. 6. Lateral position of grip located at 5cm left for the face of iron7, but it located at the right side (behind) for the face of driver. 7. Lateral position of the ball located at the 40%(15cm) of stance from left ankle for iron7 and located at the 10% (5cm) of stance for driver. 8. Head always located at the right side of the stance and the midpoint of the eyes located at the 37% of stance from the right ankle for all clubs. This means that the axis of swing always maintained consistently for all clubs. 9. Left foot opened to the target for all subject and clubs. The maximum open angle was 25 degrees. Overall result shows that the changes of the setup variables vary only small ranges from iron7 to driver. Paradoxically it could be concluded that the failure of swing result from the excessive changes of setup not from the incorrect changes. These findings will be useful for evaluating the setup motion of golf swing and helpful to most golfers.

A Study on Analysis of Type of Tutorial for Serious Game (기능성 게임의 튜토리얼 유형 분석에 관한 연구)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.25-32
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    • 2012
  • In recently, one of the most interests is a field related with serious game. Most game users perform the first for the executing of tutorial before they use a serious game for the first time. But in most case, developers do not recognize importance of tutorial and they do not consider the type of user preference tutorial and make tutorials only as developer's intentions. In our study, we carry out investigation and analysis about type of providing tutorials in representative serious games. Also, we do a survey of users' preferences for types of tutorials. If developers use the result of our study and we can expect more convenient and good quality of tutorial development.

A Study on the Development to the Digital Golf Score Card (디지털 골프 스코어 카드 개발에 관한 연구)

  • Park, Chang-Woon;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.201-209
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    • 2012
  • In the research, we develope and use the digital score card to prevent disqualifying with error as inputting wrong score card and to protect the player in this paper. Also, it will lead the world wide market as IT and golf strong country. Therefore, we checked the mutual relationship through the analysis and verification with research of contents and collection of questionnaire regarding the research. In the result of analysis, S/W need output function and data management to play golf and H/W need the simple design and durability for user easy access and multi function excluding score card. Therefore, the development of digital golf score card will contribute athletic performance through removing the inconvenience of current score card. And we confirmed that developed digital golf card model and system is very important to open world market.

Efficient Touch Points Study for IMC : (효율적인 IMC를 이루기 위한 접점 분석연구 : MP3 플레이어 사례 연구)

  • Moon, Seung-Jun;Yang, Jung-Gu
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.303-312
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    • 2006
  • The purpose of this study is to suggest theoretical basis of touch point analysis model in terms of an integrated marketing communications using one specific case study. Results of previous studies have shown several weaknesses. However, this study was carried out to overcome such a weakness. In order to perform this case study, one specific MP3 player was chosen with a market situation analysis. Compared to previous practical situation, the results of this study should be improved in that this model suggested a theoretical basis dealing with synergy effects as well as a correct understanding in consumer's purchase process. Based on the outcome of this study, we hope to see other similar studies which can be of help to the practical efficiency in integrated marketing communication.

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