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Analyzing Sport Documentary Online - Focus on All or Nothing: Manchester City on Prime Video

  • Han, Sukhee
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.20-26
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    • 2019
  • This study multi-dimensionally analyzes a sport documentary, All or Nothing: Manchester City, which is an original content on Prime Video, an American Over-The-Top (OTT) platform. Due to the success of South Korean soccer player Heung-min Son who plays Tottenham Hotspur of England, the popularity of the English Premier league is recently the greatest in South Korea along with the fact that soccer has been a popular sport for a long time. This study focuses on the success of the soccer club, Manchester City, which has become a rising star with its huge investment from United Arab Emirates; Manchester City won the league four times since 1992/1993 season. Also, during the 2017/2018 season, the background the documentary, Manchester City won the league title with new records, which shows the greatness of Manchester City. Especially, this study examines the documentary by 1) Story 2) Type of Scene 3) How to watch. Thus, this study explores not only the aspects of team-themed sport documentary that shows how and why Manchester City is excellent, but also the traits of the original content that explores the structure of the media platform.

Analysis of Handball Strategies of World Top Class Team to Prepare Tokyo2021 Olympic games (2021년도 도쿄올림픽 대비 세계 상위권 여자핸드볼 전력분석)

  • Kang, Yong-Gu;Kim, Hyun-Tea;Kwak, Han-Pyong
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.359-365
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    • 2020
  • The purpose of this study was to collect and analyze information on the major scoring paths, success rate by shooting type, assist, steal, block, and goalkeeper defense rate by shooting type in the 2019 World Women's Handball Championship. Based on the research results, the following conclusions were drawn. First, as a result of the analysis of the scoring route, 1st the Netherlands and 2nd Spain had 6m shots and 7m shots the most. Second, in the success rate analysis results by shooting type, the top 6 teams showed 7m shot, breakthrough shot, and fast shot. Third, according to the result of assist frequency analysis, the fourth place in the competition Norway scored the most assists among the six teams. Fourth, as a result of the steel frequency analysis, Norway scored the most with 5.2 on average among the six teams. Fifth, as a result of analyzing the goalkeeper defense rate by shooting type, it was found that all 6 team's goalkeepers had the highest defense against 9m shooting. Therefore, for an in-depth analysis of the game strategy, it is considered that it is necessary to understand the characteristics of individual player's performance and collect information will be followed by a follow up research in the future.

A Study on the Relationship between University Taekwondo Player's Sociality Factors and Coaches' Multidimensional Leadership (대학 태권도 선수의 사회성요인과 코치의 다차원적 리더십의 관계에 관한 연구)

  • Kim, Young-In;Kim, Yong-Soo
    • Korean Security Journal
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    • no.13
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    • pp.71-90
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    • 2007
  • Under the hypothesis that social behavior appears with personal differences. this study tried to make it clear that sociality factors are precedence variables, through characterization of the relationship between university students' sociality factors and multidimensional leadership factors. To achieve this goal, we have selected as a population university Taekwondo players participating in playing currently in 2006, sampled 228 subjects using the convenience sampling, and then finally used their data. Data were processed through descriptive analysis, factor analysis reliability analysis, correlation analysis and multiple regression analysis using SPSS 12.0, and conclusions were drawn as follows. Through such a process and method, we have yielded the following results. First, the responsibility our of the sociality factors appears to have significant influence on the types of training & direction, positive feedback, and social support at the level of p<.001, on the type of authoritative behavior at the level of p<.01, and on the type of democratic behavior at the level of p<.05. Second, the sociability out of the sociality factors proves to have significant influence on the type of training & direction at the level of p<.05. Third, the planning out of the sociality factors turns out to have significant influence on the type of social support at the level of .001, and on the types of democratic behavior and authoritative behavior at the level of p<.01.

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The Effect of Personal Value Disposition on the Consumer Attitude of Advertising Appeal Type (개인의 가치성향이 광고 소구유형에 따라 소비자 태도에 미치는 영향)

  • Sung, Ki-Hyeok
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.154-163
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    • 2009
  • A new advertising, unlike traditional advertising, has a unique characteristics as a consumer's life styles are changed. This study explores consumer attitude affected by personal value disposition of each advertising creative appeal types. Personal value disposition implies directions of creative and determines advertising effect. So, personal value disposition deserves special consideration of not only print media, but broadcast media and internet media. In the present study, Research has been performed for a diffusion analysis based upon a survey of 338 individuals who were selected randomly. Test advertisement of MP3 Player has been used because involvement of products takes a neutral attitude comparatively. Result from the experiment show that, individualism-rational appeal is the most effective for consumers attitude. Groupism-rational appeals affects consumer's attitude, either. Groupism-emotional appeal has a partial effect and individualism-emotional appeal has no statistical significance. This experiment can be a foundation stone of personal value disposition studies.

Algorithm for Search Space Reduction based on Dynamic Heuristic Value Change

  • Kim, Hyung-Soo;Moon, kyung-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.6
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    • pp.943-950
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    • 2002
  • Real time strategy game is a computer game genre of Playing with human or computer opponents in real time It differs from turn-type computer games in the game process method. Turn type games, such as chess, allow only one Player to move at a time. Real time strategy games allow two or more Players to move simultaneously. Therefore, in real time strategy computer games, the game components' movement plans must be calculated very quickly in order to not disturb other processes such as gathering resources, building structures, and combat activities. There are many approaches, which can reduce the amount of memory required for calculating path, search space, and reactive time of components. (or units). However, existing path finding algorithms tend to concentrate on achieving optimal Paths that are not as important or crucial in real time strategy game. This Paper introduces Dynamic Heuristic Af(DHA*) algorithm which is capable of reducing search space and reactive time of game units and compares with A* algorithm using static heuristic weighting.

Association between Single Nucleotide Polymorphisms of the Fibrinogen Alpha Chain (FGA) Gene and Type 2 Diabetes Mellitus in the Korean Population

  • Hwang, Joo-Yeon;Ryu, Min-Hyung;Go, Min-Jin;Oh, Berm-Seok;Cho, Yoon-Shin
    • Genomics & Informatics
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    • v.7 no.2
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    • pp.57-64
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    • 2009
  • Fibrinogen alpha chain (FGA), a subunit of fibrinogen, might be a potential player for type 2 diabetes mellitus (T2DM), since the plasma levels of fibrinogen is known to be related to the incidence of T2DM. To elucidate the potential role of FGA in T2DM, we investigated whether FGA genetic variations are relevant in T2DM in the Korean population. Seven FGA single nucleotide polymorphisms (SNPs) were genotyped in Ansung and Ansan cohorts (474 T2DM subjects and 470 normal controls) in Korea. The association between SNPs and T2DM was determined by logistic regression analysis. Genetic relevance of SNPs to T2DM-related phenotypes was investigated by multiple linear regression analysis. Statistical analysis revealed that among seven FGA SNPs, significant associations with T2DM were observed in FGA rs2070011 (p=0.013-0.034, OR=0.72${\sim}$0.79), rs6050 (p=0.026${\sim}$0.048, OR=1.24${\sim}$1.37), and rs2070022 (p=0.016${\sim}$0.039, OR=0.70${\sim}$0.72). Two SNPs, rs2070011 and rs6050, also showed significant association with T2DM-related phenotypes such as triglyceride (p=0.005${\sim}$0.011 for rs2070011 and p=0.003${\sim}$0.008 for rs6050), total cholesterol (p=0.01 for rs2070011 and p=0.024 for rs6050) and fasting glucose (p=0.035${\sim}$0.036 for rs2070011 and p=0.048 for rs6050) in 470 normal controls. Our association study implies that FGA might be an important genetic factor in T2DM pathogenesis in the Korean population by affecting plasma lipid and glucose levels.

Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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A Study on the Collaboration Types of Knowledge Creation in Korean Government-supported Research Institutes of S&T: Focusing on Openness and Diversity (과학기술계 출연연구기관의 지식창출 협력유형 분석에 관한 연구: 개방성과 다양성 중심으로)

  • Park, Joohyoung;Lee, Heesang
    • Journal of Korea Technology Innovation Society
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    • v.17 no.3
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    • pp.563-583
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    • 2014
  • We classified collaboration types of Government-supported Research Institutes (GRIs) in Korea to make a creation knowledge with the openness and the diversity. The openness is described to collaboration dependence and leading intensity, and the diversity is expressed to collaboration diversity and collaboration concentration. We suggest four taxonomy models explained in terms of the openness and the diversity with country level and institute level. This study uses 39,507 papers in SCOUPS DB that include author(s) affiliated to 26 GRIs. It concludes that many GRIs is classified to the type of multilateral collaboration follower in institute level and to the type of global network player in country level from the perspective of openness. In the aspect of diversity, many GRIs is concentrated to the collaboration type of picky eater or monophagous in institute level and to the multinatioal asymmetry type or non-multinational asymmetry type in country level. It is necessary for GRIs to lead collaboration and to transfer inhouse R&D institutes with high performance to be competitive institutes which make high quality knowledge.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.