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Design of ActiveX based Application for the Implementation of Control & Monitoring System (제어 및 모니터링 시스템 구현을 위한 ActiveX 기반의 애플리케이션 설계)

  • Song, Min-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.6
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    • pp.1237-1242
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    • 2006
  • Microsoft's ActiveX corresponding to the advanced type of COM based distributed application model is made available for the use of component communication[1]. ActiveX supports reuse of code and object linking, so developers can integrate many objects into application and improve the efficiency of development. Also, Integration of seperated application makes easy to develop customized program[2]. ActiveX, formerly used to develope communication application in Visual C++ or Visual Basic, has the efficiency of programming and is widely used in the M&C(Monitoring and Control) of instruments. In this paper, we will implement M&C application capable of remote operating, and besides, develop web browser and media player in the form of ActiveX control in order to control and monitor program remotely.

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A Study on the Fashion Style in Contemporary Tennis Clothing (현대 테니스 웨어에 나타난 패션성에 관한 연구)

  • Kim, Hyejeong
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.17-32
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    • 2013
  • Throughout history, tennis-wear designers have attempted reforms to the designs, which were swayed a lot by game rules, and more efforts than ever are put forth recently. The efforts to introduce fashion designers into tennis brands and to break down the barriers between sports brands and common fashions have contributed to the advancement of tennis-wear. Howver, designers are not the only contributors to the development and innovation of tennis-wear. Tennis players who are well aware of the design make-up may affect some aspects of tennis-wear. Even some tennis players launched certain tennis-wear brands. They are not just players in games, but also innovators of this certain type of clothing. In this sense, they design, select, and put on tennis-wear as designers and players, which has contributed a lot to variation and advancement of tennis-wear. Such diversified of attempts in terms of design have led to the variety of tennis-wear, and adopting certain features of other sportswear has enhanced the functionality as well. As for materials, functional materials as well as lingerie look and laceworks as in dance looks were used, and even nude-color short pants were introduced to represent such images of fantasy and illusion. As for color as well, a revolution of color, which has been a taboo, was led. The popularity of tennis-wear fashions even leads to combination with features of other areas, which has been more diversified by the collaboration with designs inspired by toga of Greece and various other areas such as films and arts.

Optimal Design of a Hybrid Structural Control System using a Self-Adaptive Harmony Search Algorithm (자가적응 화음탐색 알고리즘을 이용한 복합형 최적 구조제어 시스템 설계)

  • Park, Wonsuk
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.31 no.6
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    • pp.301-308
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    • 2018
  • This paper presents an optimal design method of a hybrid structural control system considering multi-hazard. Unlike a typical structural control system in which one system is designed for one specific type of hazard, a simultaneous optimal design method for both active and passive control systems is proposed for the mitigation of seismic and wind induced vibration responses of structures. As a numerical example, an optimal design problem is illustrated for a hybrid mass damper(HMD) and 30 viscous dampers which are installed on a 30 story building structure. In order to solve the optimization problem, a self-adaptive Harmony Search(HS) algorithm is adopted. Harmony Search algorithm is one of the meta-heuristic evolutionary methods for the global optimization, which mimics the human player's tuning process of musical instruments. A self-adaptive, dynamic parameter adjustment algorithm is also utilized for the purpose of broad search and fast convergence. The optimization results shows that the performance and effectiveness of the proposed system is superior with respect to a reference hybrid system in which the active and passive systems are independently optimized.

A Study on the Types of Jazz Performance Audiences Using Q Methodology (Q 방법론을 적용한 재즈공연 관객의 유형에 관한 연구)

  • Jeong, Woo Sik
    • Korean Association of Arts Management
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    • no.53
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    • pp.5-45
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    • 2020
  • This study aims to deeply analyze the subjective attitude of jazz performance audiences in Korea using Q methodology. In order to establish a population for the research, we decided 'People's mind about jazz performances' as the main topic and finally selected a Q model consist of 38 statements after having a depth interview with corresponding experts. Additionally, from January to February 2019, we implemented a Q-sorting and individual interview to total of 27 people including people majored in music, jazz club members and other citizens. The result were the following. First of all, a musical-interest oriented type. People of this type understood watching jazz performance as a daily leisure activity and went to watch a show more than once a month on overage. Those people obtained information of performances and actors before attending a show using social network such as SNS and jazz clubs. They also had a big desire to have an emotional interaction with jazz musicians while having a fan signing event or performance. Secondly, a general-interest oriented type. This type of people had a tendency of considering watching a jazz performance as a especial experience and not a daily life event. Attending a jazz performance was a novel experience which could be done with their close friends in a special day. Thirdly, people with self-value oriented type. This people were majored in jazz and classic in their universities. As they had a concrete perspective, professional knowledge and experiences, they were more sensitive on the general quality of the performances such as show's sound, light, video, sound system of the theater, player's ability, level of facilities, accessibility, etc. rather than the reputation of an artist. This research did not only revealed jazz audience's subjective tendency using Q methodology but also demonstrated the types of jazz audiences and their characteristics. Therefore, this could be a meaningful study for suggesting a significant implication for the marketing mix of performance planning on each jazz audience type.

Analysis of the Sports Injury in the Taekwondo Matches (태권도 경기 중 스포츠 손상에 대한 분석)

  • Her, Jin-Gang;Kim, Kwang-Soo
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.5 no.1
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    • pp.75-80
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    • 1999
  • The Taekwondo being a martial sports, there are higher chances for the injury to occur than the non martial sports. Therefore, this study analyze the frequency, the area, the type, and the condition of the injury which are prone to occur in the Taekwondo matches; it is to help the Taekwondo players in prevention of the injury and in treatment. The subjects of this study were the 48 players (male 24, female 24) who participated in the final selection contest of the national team player on March 9 to 12, 1993. The data of the injury were obtained from the medical recoder staff and were analyzed to the frequency of the injury per match, the vulnerable area of the injury, the type of injury, and the condition of the injury with a gender difference. There were 24 matches for the male and 24 matches for the female, total 48 matches. Therefore, the total participation number of the players are the double of the match number. 1. The frequency of the injury per match was 18.3%(11/60) for male and 23.1%(12/52) for women. 2. The areas of the injury were ankle 36.4%(4), foot 18.2%(2), knee 18.2%(2), lower leg 18.2%(2), wrist 9.1%(1) in male; foot 33.4%(4), ankle 16.7%(2), knee 16.7%(2), lower back 16.7%(2), lower leg 8.3%(1), face 8.3%(1) in female. 3. The types of the injury were contusion 45.5%(5), sprain 27.3%(3), abrasion 9.1%(1), laceration 9.1%(1), tendon rupture 9.1%(1) in male; contusion 33.3%(4), sprain 33.3%(4), abrasion 16.7%(2), subcutaneous hemorrhage 8.3%(1), dislocation 8.3%(1) in female. 4. The condition of the injury were the unblocked attack 36.4%(4), attacking kick 27.3%(3), blocking a kick 18.2%(2), attacking punch 9.1%, impact with surface 9.1%(1) in male; attacking kick 33.3%(4), unblocked attack 25%(3), blocking a kick 25%(3), attacking punch 8.3%(1), impact with surface 8.3%(1) in female. This study shows that the injury from the Taekwondo matches occurred most in the lower extremity joints and the foot, and shows that the most of the injury types were contusion and sprain. Therefore, it is believed to be helpful to wear the proper fitting ankle or the knee protector and using other protective equipment to prevent the sports injury in the Taekwondo matches.

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Comparison of Thatch Accumulation in Warm-Season and Cool-Season Turfgrasses under USGA and Mono-layer Soil Systems (USGA 지반 및 약식지반에서 난지형과 한지형 잔디의 대취축적 비교)

  • Kim, Kyoung-Nam;Kim, Byoung-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.1
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    • pp.129-136
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    • 2010
  • This study was initiated to investigate thatch accumulation in several turfgrasses grown under two soil systems. The 45 centimeter deep USGA system was constructed with rootzone, intermediate and drainage layers. The mono-layer system, however, was made with only a 30cm rootzone layer. Turfgrasses used in the study were comprised of 3 varieties from Korean lawngrass of Warm-Season Grass(WSG) and 3 blends and 3 mixtures from Cool-Season Grass(CSG). A total of 9 turfgrass treatments were replicated three times in RCBD in both systems. Cultural practices for the research plot followed a typical maintenance program for highly managed turf. Treatment differences for thatch accumulation were observed among the turfgrasses in both soil systems. Thatch under the USGA system was 9% greater than under the mono-layer system due to its more favorable conditions for turf growth. Higher thatch depth was found with Korean lawngrass, 34~87% in the USGA system and 16~75% in the mono-layer system when compared with CSG. Among WSG, the Joongji variety was the highest in thatch layer under both the USGA and mono-layer systems. Kentucky bluegrass(KB) was the greatest among CSG, since it is a rhizomatous-type in growth habit, resulting in faster production of organic matter over bunch-type of tall fescue and perennial ryegrass. Proper depth in the thatch layer was known to be beneficial by enhancing the resiliency and wear tolerance of the turf in athletic fields. Thus, KB was considered to be a very excellent turfgrass in terms of turf quality, environmental performance, physical properties and soccer player safety. However, disadvantages such as poor water-holding properties, more inclined to injury from environmental stresses and severe diseases and insect injury were also expected where thatch was excessively accumulated. Therefore, these results demonstrate that more frequent measures for controlling thatch such as vertical mowing, topdressing or coring should be employed for soccer fields with Korean lawngrass and KB over other turfgrasses.

Subimage Detection of Window Image Using AdaBoost (AdaBoost를 이용한 윈도우 영상의 하위 영상 검출)

  • Gil, Jong In;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.578-589
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    • 2014
  • Window image is displayed through a monitor screen when we execute the application programs on the computer. This includes webpage, video player and a number of applications. The webpage delivers a variety of information by various types in comparison with other application. Unlike a natural image captured from a camera, the window image like a webpage includes diverse components such as text, logo, icon, subimage and so on. Each component delivers various types of information to users. However, the components with different characteristic need to be divided locally, because text and image are served by various type. In this paper, we divide window images into many sub blocks, and classify each divided region into background, text and subimage. The detected subimages can be applied into 2D-to-3D conversion, image retrieval, image browsing and so forth. There are many subimage classification methods. In this paper, we utilize AdaBoost for verifying that the machine learning-based algorithm can be efficient for subimage detection. In the experiment, we showed that the subimage detection ratio is 93.4 % and false alarm is 13 %.

AlphaGo Case Study: On the Social Nature of Artificial Intelligence (알파고 사례 연구: 인공지능의 사회적 성격)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.17 no.1
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    • pp.5-39
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    • 2017
  • In March 2016, the computer Go program, AlphaGo, defeated Sedol Lee, a Korean professional Go player of 9-dan rank. This victory by AlphaGo shows the rise in popularity of artificial intelligence (AI). Not only was this game a testament to machine performance, it was the type of game that extended the Turing test. When the interrogator cannot differentiate between human being and machine, the machine has passed the test. This article examines the interactions between AI and human beings and studies the social nature of intelligence through the AlphaGo case. Collins insists that knowledge or intelligence is social and embodied, and the interrogators in the Turing test can identify the difference between native members and non-members through their knowledge only. Applying this concept, AlphaGo, as subject A of this test, fulfilled its role of stirring up the classical "truth of human." Meanwhile, Lee as subject B, played to speak the truth by revealing his own qualities. Here, it is also important role that interrogators judge what it is. Many spectators, as interrogators, have intervened to confirm the border between human beings and machines by using their embodied and social knowledge.

Analysis of different types of turnovers between winning and losing performances in men's NCAA basketball

  • Han, Doryung;Hawkins, Mark;Choi, HyongJun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.135-142
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    • 2020
  • Basketball is a highly complex sport, analyses offensive and defensive rebounds, free throw percentages, minutes played and an efficiency rating. These statistics can have a large bearing and provide a lot of pressure on players as their every move can be analysed. Performance analysis in sport is a vital way of being able to track a team or individuals performance and more commonly used resource for player and team development. Discovering information such as this proves the importance of these types of analysis as with post competition video analysis a coach can reach a far more accurate analysis of the game leading to the ability to coach and correct the exact requirements of the team instead of their perceptions. A significant difference was found between winning and losing performances for different types of turnovers supporting current research that states that turnovers are not a valid predictor of match outcomes and that there is no specific type of turnover which can predict the outcome of a match as briefly mentioned in Curz and Tavares (1998). Significant differences were found between winning and tied and losing and tied performance for some types of turnovers, however due to the lack of data collected in this area they cannot be considered valid. Further research could also be conducted in other areas relating to performance indicators where there is currently minimal research in some areas such as assisted baskets, stated about the performance indicators in their own study the performance indicators are inadequate for explaining the complexities of the game suggesting that one indicator will not be constant in every game an research into performance analysis areas would be more appropriate.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.