• Title/Summary/Keyword: Player Interaction Control

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Effects of Kettlebell Training on Functional Movement Screen and Balance in Middle School Baseball Players (케틀벨 훈련이 중학교 야구선수의 기능적 움직임(Functional Movememt Screen)과 균형성에 미치는 영향)

  • Kim, Tae-Yoon;Park, Woo-Young;Byun, Yong-Hyun
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.1
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    • pp.96-107
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    • 2022
  • The purpose of this study was to demonstrate the effects of 8weeks Kettlebell training on the FMS and Balance in Middle school baseball player. Fourteen middle school baseball players were randomly assigned to a kettlebell group (n=8) and a control group (n=6), and kettlebell training was applied twice a week for 60 minutes. And the FMS, Y-balance test and static and dynamic balance test using smart shoes were tested before and after kettlebell training. Repeated two-way ANOVA measures was performed both before and after the exercise to verify the effect of kettlebell training. Also, if there was an interaction between time and group, a paired sample t-test was performed for each group. As a results of the study, FMS score showed a significant difference in IL (Inline Lunge) and TS(Total Score), and there was no significant difference in other variables of FMS. The YBT score showed a significant difference in all YBT variables except for the left AT. And the balance test using smart shoes, there was no significant interaction effect between group and period in all variables. In conclusion, it was found that the application of kettlebell training in middle school baseball players had an effects on the FMS and YBT scores related to functional movement and functional balance, but it did not affect the static/dynamic balance test using smart shoes evaluated by the foot pressure method. It seems that the results of this study can be provided as basic data necessary for planning a training program for middle school baseball players.

Motion Based Serious Game Using Spatial Information of Game and Web-cam (웹캠과 공간정보를 이용한 체감형 기능성게임)

  • Lee, Young-Jae;Lee, Dae-Ho;Yi, Sang-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1795-1802
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    • 2009
  • Motion based serious game is a new style of game and exercise using hands, arms, head and whole body. At that time gamer's reachable movement space is an important game space and interaction happening place. We propose efficient game spatial division and analysis algorithm that gives special information for collision avoidance of game objects. We devide into 9 parts of game space and check the enemy position and upper, down, left and right side movement information of gamer and calculate optimal path for collide avoidance of the enemy. To evaluate the method, we implemented a motion base serious game that consists of a web cam, a player, an enemy, and we obtained some valid results of our method for the collision avoidance. The resole demonstrated that the proposed approach is robust. If movement information is in front of enemy, then the enemy waits and finds the place and runs to avoid collision. This algorithm can be used basic development of level control and effective interaction method for motion based serious game.

Virtual Prototyping of Portable Consumer Electronic Products Based on HMI Functional Simulation (HMI 기능 시뮬레이션 기반 개인용 휴대전자제품의 가상시작)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Moon, Hee-Cheol;Lee, Kwan-Heng
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.854-861
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    • 2005
  • The functional behavior of a portable consumer electronic (PCE) product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose a virtual prototyping (VP) system that incorporates virtual reality and HMI functional simulation in order to enables users to capture not only the realistic look of a PCE product but also its functional behavior. We obtain geometric part models of the product and their assembly and kinematics information with the help of CAD and reverse engineering tools, and visualize them with various display tools. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. The proposed VP system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The VP system provides the realistic visualization of the product and the vivid simulation of its functional behavior. It can easily allow users to perform functional evaluation and usability testing. Moreover, it can greatly reduce communication errors occurring in a typical product development process. A case study about VP of an MP3 player is given to show the usefulness of the proposed VP system.

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Effects of real-time feedback training on weight shifting during golf swinging on golf performance in amateur golfers

  • Hwang, Ji-Hyun;Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
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    • v.6 no.4
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    • pp.189-195
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    • 2017
  • Objective: The purpose of this study was to examine the effects of real-time visual feedback weight shift training during golf swinging on golf performance. Design: Repeated-measures crossover design. Methods: Twenty-sixth amateur golfers were enrolled and randomly divided into two groups: The golf swing training with real-time feedback on weight shift (experimental group) swing training on the Wii balance board (WBB) by viewing the center of pressure (COP) trajectory on the WBB. All participants were assigned to the experimental group and the control group. The general golf swing training group (control group) performed on the ground. The golf performance was measured using a high-speed 3-dimensional camera sensor which analyses the shot distance, ball velocity, vertical launch angle, horizontal launch angle, back spin velocity and side spin velocity. The COP trajectory was assessed during 10 practice sessions and the mean was used. The golf performance measurement was repeated three times and its mean value was used. The assessment and training were performed at 24-hour intervals. Results: After training sessions, the change in shot distance, ball velocity, and horizontal launch angle pre- and post-training were significantly different when using the driver and iron clubs in the experimental group (p<0.05). The interaction time${\times}$group and time${\times}$club were not significant for all variables. Conclusions: In this study, real-time feedback training using real-time feedback on weight shifting improves golf shot distance and accuracy, which will be effective in increasing golf performance. In addition, it can be used as an index for golf player ability.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.