• Title/Summary/Keyword: Player Analysis

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Applying of SOM for Automatic Recognition of Tension and Relaxation (긴장과 이완상태의 자동인식을 위한 SOM의 적용)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju;Jang, Dae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.65-74
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    • 2010
  • We propose a system that automatically recognizes the tense or relaxed condition of scrolling-shooting game subject that plays. Existing study compares the changed values of source of stimulation to the player by suggesting the source, and thus involves limitation in automatic classification. This study applies SOM of unsupervised learning for automatic classification and recognition of player's condition change. Application of SOM for automatic recognition of tense and relaxed condition is composed of two steps. First, ECG measurement and analysis, is to extract characteristic vector through HRV analysis by measuring ECG after having the player play the game. Secondly, SOM learning and recognition, is to classify and recognize the tense and relaxed conditions of player through SOM learning of the input vectors of heart beat signals that the characteristic extracted. Experiment results are divided into three groups. The first is HRV frequency change and the second the SOM learning results of heart beat signal. The third is the analysis of match rate to identify SOM learning performance. As a result of matching the LF/HF ratio of HRV frequency analysis to the distance of winner neuron of SOM based on 1.5, a match rate of 72% performance in average was shown.

Development of Accident Cause Analysis Model for Construction Site (건설업 사고 발생원인 파악을 위한 사고 분석 모델 개발)

  • Lim, Won Jun;Kee, Jung Hun;Seong, Joo Hyun;Park, Jong Yil
    • Journal of the Korean Society of Safety
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    • v.34 no.1
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    • pp.45-52
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    • 2019
  • Accident analysis models were developed to improve the construction site safety and case studies was conducted. In 2016, 86% of fatality accidents occurred due to simple unsafe acts. Structure related accidents are less frequent than the non structure related causes, but the number of casualties per accident is two times higher than non structure one. In the view of risk perception, efforts should be given to reduce accidents caused by low frequency - high consequence structure related causes. In case of structure related accident, structural safety inspection and management (including quality), ground condition management / inspection technology, and provision of risk information delivery system in case of non structure related accident were proposed as a solution. In analysis of relationship between safety related stakeholder, the main problem were the lack of knowledge of controller and player, loss of control due to duplicated controls, lack of communication system of risk information, and relative position error of controller and player.

Psychological implications for golf players' golf-wear choices (골프선수들의 의류선택에 대한 심리적 의미)

  • Han, Jee-Hoon;Lim, Jin-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.5
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    • pp.1229-1238
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    • 2020
  • The purpose of this study is to clarify the psychological importance of golf player's clothing selection by phenomenological analysis. The study subjects were male and female golf players who participated in the golf tour from October 2017 to March 2018, and a total of 4 male players and 2 female players were selected using the snow ball sampling method. For data analysis, we first coded what we got through in-depth interviews and observations of participation to be organized and analyzed first. Second, classification was conducted based on major themes or phenomena, and meaningful interpretation and research were conducted. In addition, to increase the truth and validity of this study, the true value, applicability, consistency and neutrality of the qualitative research process proposed by Guba & Lincoln (1981). The results of the analysis are as follows. Golf-wear for me, Jinx, My golf wear are my face. Conclusion, Through this study, you can understand the psychological implications of the golf-wear chosen by the golf player and expect positive effects to provide golf player's feedback in the course of making the golf-wear.

Expression Analysis System of Game Player based on Multi-modal Interface (멀티 모달 인터페이스 기반 플레이어 얼굴 표정 분석 시스템 개발)

  • Jung, Jang-Young;Kim, Young-Bin;Lee, Sang-Hyeok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.7-16
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    • 2016
  • In this paper, we propose a method for effectively detecting specific behavior. The proposed method detects outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment and add keystroke based on repeated pattern. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players was used to analyze high-dimensional game-player data for a detection effect of repeated behaviour pattern. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. In addition, Repeated behaviour pattern can be analysed possible. The proposed method can also be used for feedback and quantification about analysis of various interactive content provided in PC environments.

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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Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Patent Analysis of e-Navigation Technology in Korea and the US (한국과 미국의 e-내비게이션 기술분야 특허분석 연구)

  • Song, Hwan Been
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2017.05a
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    • pp.43-65
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    • 2017
  • UN 산하 국제해사기구(IMO)는 2020년 국제적인 시행을 목표로 e-내비게이션 분야의 국제기술표준 개발을 추진 중에 있다. e-내비게이션은 차세대 해양안전 종합관리시스템으로서 각종 해상 운항정보를 디지털화 해 선박 운항자에게 실시간 맞춤형 정보를 제공해 준다. 해수부는 2020년 이후 약 1,000조원의 시장이 열릴 것으로 내다보고 있으며, 진입 장벽이 높은 해양 장비 시장에 우리나라도 ICT 강점을 바탕으로 주도권을 잡기 위해 노력중이다. 이를 위하여 한국과 미국의 e-내비게이션 분야의 핵심기술 중심으로 기술분야별 특허동향, 기술시장 성장 단계, 국가간 기술경쟁력, 그리고 특허 Key Player별 보유 특허 포트폴리오, 피인용 분석을 통한 경쟁력, 특허 거래 및 소송 분석을 통하여 양 국가의 기술개발 동향을 파악하고자 한다.

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A Study on Analysis of Initial Contents in MMORPG (MMORPG 의 초기콘텐츠 분석)

  • Jung, Jai-Min;Oh, Gyu-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.179-182
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    • 2005
  • 컴퓨터 게임 중 MMORPG(Massively Multi-player Online Role Playing Game)는 다른 장르(Genre)의 게임들과 비교하여 상대적으로 개발 기간이 매우 길고, 게임을 구성하는 콘텐츠(contents)도 매우 방대하다. 그러나, MMORPG 를 처음 접하는 플레이어(Player)는 대부분의 경우, 단지 몇 시간 정도의 게임을 해본 후에 게임을 계속할지를 결정한다. 따라서, 플레이어가 게임을 지속적으로 즐기도록 하기 위해서 MMORPG 의 초기에 어떤 콘텐츠를 어떻게 제공할 것인지에 대한 설계는 매우 중요하다. 본 논문에서는 현재 성공적으로 평가되는 MMORPG 들의 초기콘텐츠를 분석하고 이 분석을 기반으로 효과적인 초기콘텐츠 구성에 대해 기술한다. 이러한 연구는 개발되는 MMORPG 에서 초기 콘텐츠를 어떻게 효과적으로 구성할지에 대한 대안을 제시한다.

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The Effect of snatch technique improvement for men weightlifter of feedback support through quantity analysis by periods (주기적 정성적분석을 통한 훈련목표 제공이 남자 역도 인상기술 향상에 미치는 영향)

  • Moon, Young-Jin;Ryu, Jung-Hyun;Lee, Soon-Ho
    • Korean Journal of Applied Biomechanics
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    • v.14 no.2
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    • pp.69-83
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    • 2004
  • The purpose of this study is searching for technical merits and demerits of each weight lifting player through qualitative motion analysis system. Moreover, It is also analysis the repeating the establishment of exercise purpose and studying for the effect of the field adaptation. The subject of this study was five male weight lifting players who have been engaged in Korean Delegation Team. The institution of exercise target was made through two times qualitative analysis and the result of studying for the effect of the field adaptation was produced before offering feedback. Moreover, two time analysis added after offering feedback. All analysis was based on 2-D visual analysis. The results of this study are as follows: 1. Maximal barbell moving speed in starting phase was decreased after offering feedback. This result implies advancement of technical skills after offering feedback. 2. From starting posture to 앉아받기, forward and backward moving distance of hip joint was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 3. In terms of pull phase, forward and backward moving distance of hip and shoulder joint was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 4. In terms of pull phase, the difference of horizontal value of coordinates was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 5. In terms of pull phase, the motion range of hip joint was decreased after offering feedback in three of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them were not variable or narrow decreasing. This result represents that feedback system could not brought tremendous effects. 6. From apex point of barbell to 앉아받기, the difference of barbell height was decreased after offering feedback in three of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them weren't variable or narrow increasing. This result represents that feedback system could not brought tremendous effects. 7. In terms of last-pull phase, the angular velocity of knee joint was increased after offering feedback in four of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them, only one subject, decreased. This result represents that feedback system could not brought tremendous effects. 8. In terms of last-pull, the conversional tendency of maximal extension to flextion came out all but simultaneously without offering feedback in four of five subjects. This is well-performed technique. Only one subject, however, could not use power effectively because the fact that his maximal extension came out in serial, from ankle to knee and waist means dispersion of power. In addition to, after offering feedback, only one subject made increasing the maximal extension of knee in last-pull and this result represents advancement of skills after offering feedback. However, the rest of them could not make meaningful development after offering feedback. 9. It might be assumed that searching for technical merits and demerits of each weight lifting player through qualitative motion analysis system could improve player's skill.