• Title/Summary/Keyword: Player Analysis

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A Study on the Relationship between Player Characteristic Factors and Competitive Factors of Tennis Grand Slams Competition Using Canonical Correlation Biplot and Procrustes Analysis (테니스 그랜드슬램대회의 선수특성요인과 경기요인에 대한 분석연구 -정준상관 행렬도와 프로크러스티즈 분석의 응용-)

  • Choi, Tae-Hoon;Choi, Yong-Seok;Shin, Sang-Min
    • The Korean Journal of Applied Statistics
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    • v.22 no.4
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    • pp.855-864
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    • 2009
  • Canonical correlation biplot is 2-dimensional plot for investigating the relationship between two sets of variables and the relationship between observations and variables in canonical correlation analysis graphically. Recently, Choi and Choi (2008) suggested a method for investigating the relationship between skill and competition score factors of KLPGA players using canonical correlation biplot and cluster analysis. analysis. Procrustes analysis is very useful tool for comparing shape between configurations. Therefore, in this study, we will provide a method for investigating the relationship between player characteristic factors and competitive factors of tennis grand slams competition using Canonical correlation biplot and Procrustes analysis.

Literature Study About Shoulder Joint Function of Overhead Players (상지사용 선수들의 어깨관절기능에 관한 문헌연구)

  • Kim, In-Seop;Lee, Byoung-Kwon;Cho, Mi-Suk;Jang, Chel;Bae, Sung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.2 no.1
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    • pp.65-72
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    • 2007
  • Purpose : The purpose of this study is a research on the evaluation about shoulder joint function. Methods : It's based on the reference books. Result : Shoulder joint has the biggest ROM in human body, and it is a joint that stability and mobility are required at the same time sport art. Especially, function of shoulder joint than other what item players of more important overhead item correct diagnosis and evaluation for shoulder joint injury require. Measurement equipment for shoulder joint is helping a lot of incorrect diagnosis and analysis about shoulder joint function of overhead players through a lot of developments. Conclusion : I think a lot of helps torture in motor ability elevation of players and player protection as analysis by special quality in item of overhead players.

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Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

Constructing Athlete Identification and the effectiveness of Athlete Endorsement on Customer's Purchase Intention

  • HA, Nguyen Minh;TUAN, Cao Nhat
    • Journal of Distribution Science
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    • v.17 no.8
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    • pp.87-97
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    • 2019
  • Purpose - This study focuses on the effectiveness of the athlete endorsement on the purchase intention of customers and investigates the attributes of the athlete identification. The Athlete Identification is defined by the expertise, trustworthiness, attractiveness, toughness and transgression. Athlete identification and athlete endorsement help marketers with a thorough look at the trend of using famous sports player to promote products. Research design and methodology - 450 questionnaires were delivered to respondents in Ho Chi Minh city and 433 were returned completed. Descriptive statistics, reliability, exploratory factor analysis, confirmatory factor analysis and structural equation modeling were conducted to test the relationship between independent and dependent variables. Results - The expertise, trustworthiness, attractiveness and toughness exert positive impacts on athlete identification. Transgression affects negatively athlete identification and athlete endorsement. This research confirmed results of previous studies. Conclusions - The athlete first needs to create their own Identification from a set of attributes in order to be out-standing in the sport and leisure industry before becoming an endorser for a particular product. From the company's perspectives, decision makers should choose an acclaimed sports player to boost the purchase intention of consumers.

Analysis of Power Consumption Patterns for Commercial Portable Multimedia Players (상용 휴대형 멀티미디어 재생기 전력소모 패턴 분석)

  • Nam, Young-Jin;Yang, Eun-Ju;Lee, Jong-Yuol;Kim, Seong-Ryul;Seo, Dae-Wha
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.3
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    • pp.95-103
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    • 2007
  • Portable multimedia Player (PMP) devices have been gaining in its popularity with the emerging digital convergence of data, video, audio, etc. Since the PMP devices are typically equipped with DSP, a bigger LCD screen, and a hard disk, efficient power management has become more crucial than the other portable devices. This paper builds up a hardware/software-based power measurement system based on data acquisition devices. Subsequently, it measures and analyzes the power consumed in commercial PMP devices under different types of events: the system boot & shutdown, video playback, and the use of different video-coding types. Finally, our analysis of the measured power consumption patterns reveals useful information for the design of low-power PMP devices.

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Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

Study on the validity of PEAS for analyzing doping attitude and disposition of Korean elite player through Rasch model (엘리트 선수의 도핑 사고성향 분석을 위한 한국형 PEAS의 타당도 검증: Rasch 모형 적용)

  • Kim, Tae Gyu;Kim, Sae Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.3
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    • pp.567-578
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    • 2014
  • PEAS (performance enhancement attitude scale) has been used to measure attitude and disposition toward doping in elite athlete. It is constructed of 17-item, 6-point scale. The purpose of this study was to verify validity of the PEAS for Korean elite player through Rasch model. The scale was administered to 438 Korean elite players. Principal component analysis was used to verify unidimensionality using SPSS program. Rasch measurement computer program, WISTEPS, was used to estimate goodness-of-fit of items and category structure. Differenctial item functioning by gender was also estimated by the WINSTEPS program. All alpha level was set at 0.05. First, principal component analysis showed that unidimensionality is satisfied as over 20.0% of variance of eigenvalue. Second, category probabilities curve showed 5-point scale was better than 6-point scaled statistically. Third, seven items (1, 9, 10, 12, 13, 14, 17) in the 17-item were not good model fit and three items (3, 12, 13) were estimated as the differential item functioning. This study showed that 9-item, 5-point scale is better PEAS to Korean elite player.

행렬세임에서의 감도분석

  • 성기석;박순달
    • Journal of the Korean Operations Research and Management Science Society
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    • v.13 no.1
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    • pp.1-9
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    • 1988
  • The purpose of this paper is study the sensitivity analysis of matrix game. Teh sensitivity analysis of matrix is classified into two types. Type one is to find the characteristic region of an element of the pay off matrix in which the value of the current optimal strategy remains as an optimum. Type two is to find that in which the basis of the current optimal strategy does not change. This paper shows the characteristic regions of basic and nonbasic strategies. Further it is found that the characteristic regions of type one and two are same in the case that the element is that of at least one player's nonbasic strategy.

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The Kinematic Difference According to Success and Failure of Shot-Putting - Focusing on Member of the National Team, Hwang, In-sung, Player - (남자 포환던지기 시 성공과 실패에 따른 운동학적 차이 - 국가대표 황인성 선수를 중심으로 -)

  • Ryu, Ji-Seon;Park, Jae-Myoung;Kim, Tae-Sam
    • Korean Journal of Applied Biomechanics
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    • v.21 no.2
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    • pp.161-171
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    • 2011
  • The purpose of this study was to identify biomechanical characteristics of glide and delivery motion of In-Sung Hwang, player who is a member of the national team among the finalists in the men's shot put at the 2010 National Sports Festivals. Three-Dimensional motion analysis using a system of 3 video cameras at a sampling frequency of 60 Hz was performed for this study. During the glide and delivery phase the results showed following characteristics; 1) The glide type was suitable for the short-long technique, but the trajectory of shot at the glide and delivery phase showed a different trajectory pattern with "S-shaped" type of elite players due to many deviating from central axis of the APSS(athletic-plus shot system). 2) Left knee was more flexed during failed trials compared to successful trials but COG was higher. Therefore, the player showed less stability of COG as he may not get enough breaking force at the left foot. 3) Furthermore, it would be required to have strong muscle power at the trunk, throwing arm, and the lower extremity in order to achieve maintain a low projection angle of the release.

Note Tracking and Localization Algorithm for Interactive Rhythm-based Music Player (리듬기반 인터액티브 음악 플레이어를 위한 음표 위치 추적 알고리즘)

  • Kim, Jae-Hong;Park, Jae-Sung;Lee, Jun-Seong;Cha, Dong-Hoon;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.482-486
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    • 2009
  • Conventional music players offer simple replay and one way entertainment. The paper presents an algorithm to extract, within a digitally recorded music file, the temporal information of a sequence of target notes (i.e. melody). We assume to have the score (e.g. MIDI or printed score), and using this information, it becomes possible to first sequentially predict the probable location of the target notes. However, recorded music is hardly performed according to the score, especially temporally. Thus, additional analysis is carried out to hone in on the exact location of the target note from the initially predicted location. This prediction and correction process is repeated to find one note after another. This allows us to develop an interactive music player that is enacted by rhythmic interaction, and induce a new user experience, i.e. as if one is playing the music oneself.

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