The purposes of this study were to a analysis of friction relation between tennis outsole and tennis playing surfaces. Tennis footwear is an important component of tennis game equipment. It can support or damage players performance and comfort. Most importantly athletic shoes protect the foot preventing abrasions and injuries. Footwear stability in court sports like tennis is incredibly important since it is estimated that as many as 45% of all lower extremity injuries occur in the foot and ankle. The friction force is the force exerted by a surface as an object moves across it or makes an effort to move across it. The friction force opposes the motion of the object. Friction results when two surfaces are pressed together closely, causing attractive intermolecular forces between the molecules of the two different surfaces. The outsole provides traction and reduces wear on the midsole. Today's outsoles address sport specific movements (running versus pivoting) and playing surface types. Different areas of the outsole are designed for the distinct frictional needs of specific movements. Traction created by the friction between the outsole and the surface allows the shoe to grip the surface. As surfaces, conditions and player motion change, traction may need to vary. An athletic shoe needs to grip well when running but not when pivoting. Laboratory tests have demonstrated force reductions compared to impact on concrete. There is a correlation between pain, injury and surface hardness. These are a variety of traction patterns on the soles of athletic shoes. Traction like any other shoe characteristic must be commensurate and balanced with the sport. The equal and opposite force does not necessarily travel back up your leg. The surface itself absorbs a portion of the force converting it to other forms of energy. Subsequently, tennis court surfaces are rated not only for pace but also for the percentage of force reduction.
A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.1
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pp.129-135
/
2015
This study was the content and flow of the present study Karate match. 2011, second elimination rounds national developmen, 7th Korea Open International Championships and National development in first elimination rounds, 2012 is a World Cup game against Karate1 in Busan. Man Of The match in the final three games by 5 grade were selected to match match 15, 30 people. I was about to score the study Karate and attack techniques. The conclusion is as follows: 1) In this study, there was a significant difference in use between the class score and the frequency of use of attack technology. The frequency of use of the technology of attack of each class per 60kg or less, 67kg or less, 75kg or less, was the order of 84kg and more than 84kg or less. Frequency of use disonchigi, apsonchigi, apdollyeochagi, geolgi aphurigi. It was followed by scores of attack technology of class per 84kg or more, 60kg or less, 67kg or less, 75kg or less, the following 84kg. 2) Winner has a lot of attack skills than the loser. The game was a draw and the loser disonchigi, apdollyeochagi, apsonchigi. The winner is aphurigi, apdollyeochagi, apsonchigi in the order of many uses.
The existence of network is indeed the single most important factor that brings about new business phenomena in the new digital economy, especially in the IT industry. Network effect refers to a phenomenon that the increase in size of the network leads to increased network value and user utility. It determines the competitive structure of an industry and the performances of industry competitors (Shapiro and Varian, 1999). The phenomenon of increasing returns and winner-take-all enjoyed by the early winner in the competition can be attributed to the existence of positive feedback which increases the value of network and induces more users into join the network (Arthur, 1996; Shapiro and Varian, 1999; Song and Lee, 2003). This research attempts to shed light on the topic of innovation and competitive strategy of network-based industries. We analyze the case of the Korean mobile communications industry, in which a shift in technological paradigm from 2G to 3G brought new changes to the competitive structure of the industry. The Korean mobile communications industry makes an ideal case for analysis since it is an industry whose value is inherently dependent upon its user network. It is characterized by the typical increasing returns, in which a monopolizing player is enjoying firstmover's network effects. Because of the existence of network in the mobile communications industry, latecomers' disruptive innovations could not outcompete the incumbent's sustaining innovations. The contribution of this research lies in laying a groundwork for future studies by introducing a numerical simulation model to analyze the complexity theory and network effect.
Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.
The technology conflict between the U.S. and China is deepening recently. The U.S.-China battle began as a national security issue but is comprehending as a U.S.'s check for China's rapid technological advancement. China is rapidly growing in several indexes including R&D expenditure, patent application, and publications, and is challenging the U.S. in 5G and Artificial Intelligence. In 2018, Huawei became the largest 5G network/equipment provider and second largest smart phone manufacturer in the world. Now, Huawei is outperforming at AI chipset manufacturing, Bigdata analysis and cloud, positioning to become a critical player in the 4th industrial revolution. The purpose of this research is to analyze the effect of recent Huawei issues to Korean SMEs focusing on the relation between Huawei and Korean companies; the cooperation status from the Global Value Chain (GVC) perpsective, and Korean government's policies related to Huawei's information security issues will be the three main frames for the analysis. Then, this research proposes policy implications such as increasing Korea's competitiveness in manufacturing and information security.
This study aims to review the competitiveness of 'TVING', a Korean OTT player in Korean market. For this, this study extracts core business resources of TVING focusing on resource-based theory, and analyzes their competitiveness under VRIO framework. TVING has 4 tangible and intangible resources respectively and 1 human resource. Tangible resources of TVING are technology(recommendation, compression), content(original, exclusive, discriminative non-exclusive), production studio, and paid-subscribers. Intangible resources are content planing capability, distribution network(local, global), marketing promotion·PR, sales), brand preference. And human resource of TVING creates IP professionalism of the company. As a result of VRIO analysis, discriminative non-exclusive content, production studios, and domestic service channels are the most powerful resources of TVING to 'sustain competitive advantage'. Technology, original content, planning capability and IT professionalism bring 'temporary competitive advantage', while exclusive content, the number of paid-subscribers, global service network, and promotion capabilities are not core resources with staying in competitive rank stages. By the way, TVING has potential users for sales of KT and LGU+ thanks to partnership and M&A, but this is not effectively used at the organization level yet. The meaning of this study can be found in that this evaluated competitiveness by each resource of TVING and arranged its implications.
The phenomena and game records that occur in sports matches are being analyzed in the field of sports game analysis, utilizing advanced technologies and various scientific analysis methods. Among these methods, social network analysis is actively employed in analyzing pass networks. As football is a representative sport in which the game unfolds through player interactions, efforts are being made to provide new insights into the game using social network analysis, which were previously unattainable. Consequently, this study aims to analyze the changes in pass networks over time for a specific football team and compare them in different scenarios, including variations in the game's nature (Qatar World Cup games vs. A match games) and alterations in the opposing team (higher FIFA rankers vs. lower FIFA rankers). To elaborate, we selected ten matches from the games of the Korean national football team following Coach Bento's appointment, extracted network indicators for these matches, and applied four indicators (efficiency, cohesion, vulnerability, and activity/leadership) from a football team's performance evaluation model to the extracted data for analysis under different circumstances. The research findings revealed a significant increase in cohesion and a substantial decrease in vulnerability during the analysis of game performance over time. In the comparative analysis based on changes in the game's nature, Qatar World Cup matches exhibited superior performance across all aspects of the evaluation model compared to A matches. Lastly, in the comparative analysis considering the variations in the opposing team, matches against lower FIFA rankers displayed superior performance in all aspects of the evaluation model in comparison to matches against top FIFA rankers. We hope that the outcomes of this study can serve as essential foundational data for the selection of football team coaches and the development of game strategies, thereby contributing to the enhancement of the team's performance.
This study examined the effects of song-based group music therapy on the exercise stress and positive psychological capital of youth soccer players. Eighty youth soccer players were assigned to either a song-based music therapy group or a control group. For the analysis of the effects of song-based group music therapy, the Exercise Stress scale and the Athlete Positive Psychological Capital scale were administered before and after the intervention. The collected data were analyzed using an independent sample t test and paired t test. The results were as follows. First, the experimental group showed a significantly lower posttest score on the exercise stress measure than the control group (p < .01). The control group showed a significant increase from pretest to posttest on the exercise stress measure (p < .05). Second, the experimental group scored significantly higher at posttest than the control group on the positive psychological capital measure (p < .01). The control group demonstrated a statistically significant decrease from pretest to posttest on the positive psychological capital scale (p < .05). The results suggest that song-based group music therapy is an effective treatment method that lowers exercise stress and raises positive psychological capital of youth soccer players.
Kim, Kee-Pyo;Kim, Gun-Do;Kang, Yong-Kook;Lee, Dong-Seok;Koo, Deog-Bon;Lee, Hoon-Taek;Chung, Kil-Saeng;Lee, Kyung-Kwang;Han, Yong-Mahn
Proceedings of the KSAR Conference
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2003.06a
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pp.27-27
/
2003
A diversified and concentrative approach of methylation player can be one of the most powerful studies in the understanding of global epigenetic modifications. Previous studies have suggested that DNA methylation contributes to transcriptional silencing through the several DNA methylation-mediated repression systems by hypermethylation, including methyltransferases (DNMTs), DNA methyltransferase association protein 1 (DMAPl), methyl-CpG binding domain (MBD), and histone deacetylases (HDACs). Assembly of these regulatory protein complexes act sequentially, reciprocally, and interdependently on the newly composed DNA strand through S phase. Therefore, these protein complexes have a role in coupling DNA replication to the designed turn-off system in genome. In this study, we attempted to address the role of DNA methylation by the functional analysis of the methyltransferase molecule, we described the involvement of DMAP1 and DNMTs in cell divistion and the effect of their loss. We also described distinct patterns that DMAP1 and DNMTs are spatially reorganized and displaced from condensing chromosomes as cells progress through mitosis in HeLa cell, COS7, and HIH3T3 cell cycle progressions. DNMT1, DNMT3b, and DMAP1 do not stably contact the genetic material during chromosome compaction and repressive expression. These finding show that the loss of activities of DNMTs and DMAP1 occure stage specifically during the cell cycle, may contribute to the integral balance of global DNA methylation. This is consistent with previous studies resulted in decreased histone acetyltransferases and HDACs, and differs from studies resulted in increased histone methyltransferases. Our results suggest that DNA methylation by DNMTs and DMAP1 during mitosis acts to antagonize hypermethylation by which this mark is epigenetical mitotic-specific methylation.
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