• Title/Summary/Keyword: Player Experience

Search Result 138, Processing Time 0.023 seconds

The Study of Distribution of Upper Extremity Surgery for Korean Baseball Player (한국 프로야구 선수의 상지 수술 분포 연구)

  • Park, Jun-hyuck;Seo, Hyun-kyu
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
    • /
    • v.22 no.1
    • /
    • pp.71-76
    • /
    • 2016
  • Background: The objective of this research is to provide base line data on Korea Baseball rehabilitation treatment by presenting the distribution of upper extremity surgeries according the surgical sites of Korean professional baseball players. Methods: The targets of this research are 561 players from nine Korean baseball clubs. The number of players that have undergone surgery was investigated. In other words, the frequency of shoulder joint surgeries, elbow joint surgeries, and wrist and hand surgeries per each baseball club was investigated. Results: The number of the players who have had surgeries was 151, but among the players, there were some who have had repeated surgeries for which the total number of surgery experience was 162. The result showed that elbow joint surgeries were the most frequently enacted, followed by shoulder joint surgeries, and wrist and hand surgeries. From the nine clubs, Samsung was the club with the highest frequency of surgeries. Conclusions: This research shows that Korean professional baseball players need special training centers with systematic rehabilitation programs. Another conclusion suggests that urgent need for rehabilitation program of upper arm which particularly focused on elbow joint is existing. On the basis of this research, we expect more studies on the specific rehabilitation programs which is categorized by injury areas.

  • PDF

Evaluation of Acoustic Performance about Dome-typed Gymnastics Training Floor Using Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Kim, Jae-Soo
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.17 no.8
    • /
    • pp.708-719
    • /
    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the clearness of music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, recently constructed dome-typed gymnastic training floor was optimized acoustic design with remodeling through acoustic simulation test. And acoustic satisfaction degree and reaction was attempted to investigate about the gymnastics training floor estimating value of human's psychological(sensual) degree using auralization that enables to experience the virtual sound field at the stage of design. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'after-improvement' was distinctly more refined than that of 'before-improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

Server Side Solutions For Web-Based Video

  • Biernacki, Arkadiusz
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.10 no.4
    • /
    • pp.1768-1789
    • /
    • 2016
  • In contemporary video streaming systems based on HTTP protocol, video players at the client side are responsible for adjusting video quality to network conditions and user expectations. However, when multiple video clips are streamed simultaneously, an intricate application logic implemented in the video players overlays the TCP mechanism which is responsible for a balanced access to a shared network link. As a result, some video players may not obtain a fair share of network throughput and may be vulnerable to an unstable video bit-rate. Therefore, we propose to simplify the algorithms implemented in the video players, which are responsible for the adjustment of video quality and constrain their functionality only to sending feedback to a server about a state of the player buffer. The main logic of the system is shifted to the server, which is now responsible for bit-rate selection and prioritisation of the video streams transmitted to multiple clients. To verify our proposition, we performed several experiments in a laboratory environment which show that when the server cooperates with the clients, the video players experience fewer quality switches and the system achieves better fairness when allocating network throughput among the video players. However, this comes at the cost of worse utilisation of network bandwidth.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
    • /
    • v.20 no.6
    • /
    • pp.75-88
    • /
    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.33-42
    • /
    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

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

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 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
    • /
    • v.12 no.4
    • /
    • pp.328-333
    • /
    • 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.

Difficulties in ERP integration in Umm Al Qura University: A Case Study

  • Abdullah A H Alzahrani
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.4
    • /
    • pp.35-43
    • /
    • 2024
  • The development and integration of Enterprise Resource Planning (ERP) systems have consistently attracted attention from software engineering researchers. Many studies have examined the factors that influence successful ERP integration, while others have focused on introducing integration models that address issues and challenges that affect the successful integration of ERP. However, it is crucial to recognize that the key player in successful integration is the individual involved. This paper aims to investigate how individuals based on departmental attachments and experiences have viewed the factors that affected the success of ERP integration. A case study was conducted at one large organization namely Umm Al Qura University, Saudi Arabia. Five departments were involved namely: Financial management, purchasing management, warehouse management, human resources management, and the Deanship of Information Technology. The results of 78 participants were collected and analyzed. Furthermore, it was different how individuals from different departments involved in the ERP integration viewed the factors that affected the success of integration. In addition, it was noticed that individuals with different experiences have various views on the factors. Moreover, it was evident that departmental attachments and individual experience might play a role in the successful integration of ERP.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

The Pattern of Trauma and Level of Understanding to the Physical Therapy of Amateur Ssirum Player (아마추어 씨름 선수들의 부상 발생 양상과 물리치료 이해도에 관한 연구)

  • Kim Jong-Ryul;Park Rae-Joon;Kim Chul-Yong
    • The Journal of Korean Physical Therapy
    • /
    • v.12 no.2
    • /
    • pp.107-119
    • /
    • 2000
  • This study is fulfilled from September 1st to December 31st in 1999 and the object of investigation are all 289 students belong to 5 universities managing amateur Ssirum team in Kyungnam, Kyungpook. Pusan and Seoul(158 people) and 6 high schools(131 people). And these results were derived from percentage and cross analysis of Person Chi-square test ann interview and 47 questioned paper based on this purpose of study. 1. There were no significant differences between high school students and university students in the comprehension of physical therapy and injury occurrence by technique. 2. According to the relation between satisfaction of life as a player and injured part, the injury of soft tissue ranked high among satisfied and unsatisfied people. and the satisfaction or unsatisfaction of practicing place also derived same result. 3. $46.8\%$ of Ssirum players got the injury of soft tissue during practice. the articular injury and bone injury in regular sequence. But there were no relations between the time of injury and the sort of injury. 4. There were no statistical differences ortho sort of injury by technique.(p=0.399). 5. According to the part of injury by using techniques, the injury of soft tissue ranked high$(50.0\%)$, articular injury ranked high$(42.6\%)$ in the leg technique, bone injury ranked high in the leg technique, and nerve injury ranked high in hand technique. 6. The injury of soft tissue ranked high during the practice$(46.8\%)$, practice on the purpose of a match$(50.0\%)$ and match$(41.7\%)$ but there were no relations between the time of injury and son of injury. 7. The part of injury by technique ranked high in the soft tissue$(50.0\%)$, articular injury by leg technique$(42.6\%)$, bone injury in leg and waist technique and nerve injury in hand technique high. 8. The time of injury ranked high during the practice$(65.7\%)$, and $66.1\%$ of injury occurred in the afternoon. 9. During the practice, the cold weather ie related on the rate of injury because $67\%$ of injury occurred in winter, but there are no statistical significance. 10. There were no relations between the satisfaction of place far practice and time of injury. 11. The particular part of injury occurred very much during the match between defense and offense. 12. In the relation between the degree of understanding of physical therapy and the experience of physical therapy, the people who know physical therapy had much experiences of physical therapy(p=.000) And independent of the physical therapy experiences, the effectiveness of physical therapy therapy to players was $48.8\%$, no idea was 42.65 and no effectiveness was $8.7\%$(p=.000). 13. $59.6\%$ of the people admitting the physical therapy effectiveness answered they would follow the order of the doctor and $56.6\%$ of the people not admitting the physical therapy effectiveness answered no.

  • PDF