• 제목/요약/키워드: Player Analysis

검색결과 391건 처리시간 0.021초

교육활동의 놀이적 가치 분석을 통한 교육과정의 새로운 의미 탐색 (A Study of a New Meaning of Currere from a Perspective of the Value of Play in Educational Activities)

  • 김재춘
    • 수산해양교육연구
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    • 제19권1호
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    • pp.137-149
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    • 2007
  • This study attempts to explore the possibility of finding a new meaning of currere through an analysis of the value of play in educational activities. It does three different kinds of works for the purpose. First, it tried to clarify the value of play by analyzing the texts written by Kant, Gadamer, and Huizinga, who had approached a play from philosophical and esthetical perspectives. Second, it analyzed curricular theories established by such scholars as Tyler, Peters, and Dewey in order to clarify the meaning of educational values presupposed by those curricular theories. Third, it examined a possibility of finding a new meaning of currere by emphasizing the value of play in educational activities.Through the study, a researcher finds that the value of play lies in the fun the player experienced while playing and that educational value can be defined in the form of the value of play in an educational setting. If the value of play in education is paid enough attention, currere can carry a new meaning. Currere meant traditionally a course horses should follow, which represents a very conservative view of education whereas currere can now mean a trace in which students are learning for the sake of having a fun. Students are encouraged to study for the sake of having a fun.

비협조 동적게임이론을 이용한 경쟁적 전력시장의 발전기 보수계획 전략 분석 (An Improved Generation Maintenance Strategy Analysis in Competitive Electricity Markets Using Non-Cooperative Dynamic Game Theory)

  • 김진호;박종배;김발호
    • 대한전기학회논문지:전력기술부문A
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    • 제52권9호
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    • pp.542-549
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    • 2003
  • In this paper, a novel approach to generator maintenance scheduling strategy in competitive electricity markets based on non-cooperative dynamic game theory is presented. The main contribution of this study can be considered to develop a game-theoretic framework for analyzing strategic behaviors of generating companies (Gencos) from the standpoints of the generator maintenance-scheduling problem (GMP) game. To obtain the equilibrium solution for the GMP game, the GMP problem is formulated as a dynamic non-cooperative game with complete information. In the proposed game, the players correspond to the profit-maximizing individual Gencos, and the payoff of each player is defined as the profits from the energy market. The optimal maintenance schedule is defined by subgame perfect equilibrium of the game. Numerical results for two-Genco system by both proposed method and conventional one are used to demonstrate that 1) the proposed framework can be successfully applied in analyzing the strategic behaviors of each Genco in changed markets and 2) both methods show considerably different results in terms of market stability or system reliability. The result indicates that generator maintenance scheduling strategy is one of the crucial strategic decision-makings whereby Gencos can maximize their profits in a competitive market environment.

이동통신 단말기용 통합 영구 자석 형태의 마이크로스피커 개발 (Development of Combined Permanent Magnet Type Microspeakers Used for Mobile Phones)

  • 이홍주;황상문;권중학;황건용;양용창
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2005년도 추계학술대회논문집
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    • pp.497-502
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    • 2005
  • In mobile phones of multimedia era, microspeakers of high quality sound are essential parts to generate human voice in speaker phone and MP3 song player. In this paper, two types of microspeakers, outer permanent magnet (PM) and combined PM type, are analyzed using electromagnetic, mechanical, acoustical and their coupling analysis. For performance comparison, voice coil diameter is chosen as a design parameter to change excitation position and magnet volume for both types. For combined PM type, sound pressure level (SPL) is improved due to increased PM volume compared to outer PM type. Also, with the decreased voice coil diameter for combined PM type, the 1st resonant mode of the diaphragm is more efficiently excited due to concentrative excitation, resulting in lower and broader frequency range. Therefore, it can be said that the combined PM type microspeakers are more advantageous for high performance microspeaker which are essential for multimedia era.

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태권도 발붙여 내려차기 동작 시 숙련자와 비숙련자의 근활성도 비교분석 (Comparison Analysis of Muscle Activity during "Balbutyeo Naeryeochagi" kicking between 2 groups)

  • 허보섭;이효택;이동우;김용재
    • 수산해양교육연구
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    • 제26권6호
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    • pp.1201-1208
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    • 2014
  • The purpose of this study was to analyze the movements of the lower extremity muscle activities during a taekwondo kick motion called 'Balbutyeo Naeryeochagi', which was administered to players to improve their posture and muscle activity. Eight professional players and Eight amateur players were recruited as the subjects. Kinematic data were collected by EMG equipment, and the rectus femoris, tibialis anterior, biceps femoris, and medial gastrocnemius were measured using this instruments. This study processed the data using the Windows SPSS Ver. 18.0 to get an independent t-test, with the setting, p<.05. During the 'Balbutyeo Naeryeochagi' kick motion, there were small and inconsistent effects on each part. Results indicated that rectus femoris, tibialis anterior between two groups showed significantly difference in P1 and P2. Biceps femoris muscle activity in P2 showed large values in amateur group, and gastrocnemius showed no significantly difference between professional and amateur player during 'Balbutyeo Naeryeochagi' kick motion.

The Effect of Coordinative Locomotor Training Using Elastic Bands on the Flexibility and Body Alignment of Elementary School Right-Handed Baseball Players

  • Jeong, Mobeom
    • The Journal of Korean Physical Therapy
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    • 제33권5호
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    • pp.217-223
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    • 2021
  • Purpose: This study sought to identify the effects of coordinative locomotor training (CLT) using elastic bands on the flexibility and body alignment of right-handed baseball players in elementary school. Methods: The subjects were 20 instructed right-handed baseball players in elementary school. They were classified into the experimental group with 10 players (n=10) to be given coordinative locomotor training using elastic bands and the control group with 10 players (n=10). Flexibility was measured by the sit and reach exercise. Body alignment was measured using formetric 4D method to measure the trunk imbalance angle (TI), trunk torsion angle (TT), pelvic tilt angle (PTi), pelvic torsion angle (PTo), pelvic rotation angle (PR), kyphotic angle (Ky), and lordotic angle (Lo). Results: There was a significant increase in the flexibility within the experimental group (p<0.05). after the intervention. There was also a significant increase in the difference between the experimental group and the control group (p<0.05). There was a significant decrease in PR during body alignment in the experimental group after intervention (p<0.05). An analysis of the differences between groups showed a significant decrease in the PR of the experimental group compared to the control group (p<0.05). Conclusion: These findings show that coordinative locomotor training using elastic bands would be effective for enhancing the flexibility and pelvic rotation of elementary school right-handed baseball players.

디지털 게임 설계 장치로서의 다중 프레임 연구 (A Study on the frame within a frame as a Digital Game Design Tool)

  • 김다인;성정환
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.111-124
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    • 2021
  • 회화를 기점으로 영화, 만화, 게임을 아울러 관객의 시선을 묶는 행위의 주축을 담당하는 것은 프레임이다. 프레임에 대해 안다는 것은 프레임을 읽을 수 있게 되는 것이며, 사용할 수 있게 되는 것이다. 따라서 본 논문은 디지털 게임의 프레임, 그 중에서도 일차 프레임의 한정된 구성을 보완하는 다중 프레임에 관해 다룬다. 본 논문에서는 게임의 기본 구성인 구조적 프레임, 플레이어 행위의 출력인 가변적 프레임, 기존 시각 매체 특성을 나타내는 표면적 프레임으로 다중 프레임을 분류한다. 이를 통해 디지털 게임 설계 장치로서의 다중 프레임의 양상을 살펴본다. 본 논문은 향후 게임의 다중 프레임 활용 가능성을 도출하고 다중 프레임 분석의 기제를 제공했다는 데서 유의미하다.

A Study on the Authenticity, Job Satisfaction, Organizational Commitment, Quality of Life and Job Performance of the Business Sport Team Players

  • Min-Kyu, Choi;Kyung-Won, Byun
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.181-189
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    • 2022
  • The purpose of this study is to verify study models and examine a causal relationship among authenticity, job satisfaction, organizational commitment, quality of life and job achievement for amateur business team player. In order to achieve the purpose, this study conducted structural equation model analysis for study models consisting of extraneous variables after examining the authenticity(organization, leader) that amateur business players perceive and endogenous variables including job satisfaction, organizational commitment, quality of life, and job performance. The object of questionnaires in this study selected sports business team players nationwide as a population and 348 players were chosen as final effective samples by applying a convenient sampling method for offline and online questionnaires. The research tool for this study is a questionnaire. The two dimensions of authenticity were used by developing a scale. For all endogenous variables, the scales used in previous studies were modified and used according to the purpose of the study. This study analyzed the collected data, applying SPSS Win ver. 23.0 and AMOS 20.0 programs in order to analyze the characteristics of the study objects, describe questionnaires, and verify selected study hypothesis, individual hypothesis was verified after identifying the reliability and validity of measurement model, and the fitness verification of study models. In the results, all of the 8 hypothesis were adopted and the reciprocal relationship among each factors in the study model were observed.

On the wave propagations of football game ball after contacting with the player foot

  • Lei Sun;Cancan Wei;Fei Liu;Lijun Wang;Bo Ren
    • Geomechanics and Engineering
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    • 재33권6호
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    • pp.529-542
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    • 2023
  • Wave propagation with high transverse deflection could affect the stability of the ball in its trajectory. For low stiffness balls similar to soccer and volleyball balls, the waves are more noticeable in comparison to other balls like ping-pong ball. On the other hand, the soccer balls are under heavy impact loads from shoots and contacting different objects in the field. The maximum recorded speed of a soccer ball after kicking is the 211 km/hr and the average maximum speed is around 112 km/hr. Therefore, in such speeds the aerodynamic forces become important which are directly related to geometrical shape of the ball. In this regard, the wave propagation in soccer ball is examined in the current study using large deformation shear deformable formulations. Classical relations of stress-strain components are taken into consideration along with minimum total energy principle. The final derived relations were solved by using harmonic differential quadrature method. The results are generally presented ion term of phase velocity as function of different influencing parameters of the materials, geometry and mass of the ball.

구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석 (User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling)

  • 이철;정재은
    • Human Ecology Research
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    • 제61권3호
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    • pp.475-492
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    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.