• Title/Summary/Keyword: USA game

Search Result 28, Processing Time 0.025 seconds

Graphical exploratory data analysis for ball games in sports

  • Yi, Seongbaek;Jang, Dae-Heung
    • Journal of the Korean Data and Information Science Society
    • /
    • v.27 no.5
    • /
    • pp.1413-1421
    • /
    • 2016
  • In this paper graphical exploratory data analyses are proposed for ball games in sports. The plot of sequence of scoring points of each team can be used to see how the playing game has been processed until the end of each set or quarter. With the plot of sequential score differences through all the games we can see a dominance of each team and the times of score changes, i.e., turnovers. The ternary plots show the contours of scoring compositions for each player and enable us to compare the scoring patterns of each team if any. Using the score sequence plot we also can see the score pattern distribution of players. For demonstration we use the results of the gold medal match between Russia and Brazil for men's volleyball and between USA and Spain for men's basketball at the London 2012 Summer Olympics.

A Study on 3D Rendering based on Freeware (Freeware를 활용한 3차원 Rendering에 관한 연구)

  • Kim, Yong-Gwan
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.123-137
    • /
    • 2009
  • This thesis is about to find possible opportunity to use Freeware Software in development and application of Digital Contents Creation software. There are 2D composition and Editing software, 3D production software and rendering Software as major part and motion capture, 3D Digitizing and other software operate in and out facilities in small part in Digital Contents Creation Software area. Most of Digital Contents Creation Software made by foreign countries such as USA and Canadian film, game and animation Digital Contents Creation industry, this causes higher production cost and lower profit of studios and usage of illegal copy of Digital Contents Creation Software as well. This thesis tried to present a solution to use Freeware Software in production process by researching and analyzing international and domestic software market and global trend of Freeware Software and present Freeware Software software in each production steps. This thesis include performance test of commercial render Freeware software.

  • PDF

The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.89-96
    • /
    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
    • /
    • v.15 no.2
    • /
    • pp.109-128
    • /
    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

  • PDF

Design Guidelines for the Housing for the Elderly -Based on the POE of Assisted Living Facilities in USA- (반의존 노인을 위한 시설주거의 계획방향 -미국 반의존형 노인시설주거의 노인거주자와 근무자의 거주후 평가결과를 기초로-)

  • 오찬옥
    • Journal of the Korean housing association
    • /
    • v.12 no.4
    • /
    • pp.73-81
    • /
    • 2001
  • The purpose of this study was to carry out POE of assisted living housing and suggest the design guidelines for the housing complex for the elderly. The subjects were residents(old persons) and staff who lived or worked in three assisted living housing in Cincinnati, Ohio. Interview and survey method using questionnaire were used. The design guidelines for the housing for the elderly were suggested as follows: 1) the location of the housing for the elderly should be in or near the existing housing area, 2) the arrangement of spaces of the housing for the elderly should consist of small groupings rather than large and long corridor pattern, 3) the number of the housing units for the elderly should be small, under 100 units, 4) the housing units should be used by one older persons so that she/he could have the chance of privacy and personalization, 5) various common spaces such as art and craft room or game room should be provided, 6) accessibility should be considered, 7) the color and patterns of interior finishes should be differentiated according to floors or spaces and familiar ones should be used to make a homelike environment.

  • PDF

Some Methods Determining Reasonable Royalty Rates for Patent Valuation - An Infringement Damages Model (특허가치평가를 위한 합리적 로열티율 산정 방안 - 손해액산정모형을 중심으로)

  • Yang, Donghong;Kim, Sung-Chul;Kang, Gunseog
    • Journal of Korea Technology Innovation Society
    • /
    • v.15 no.3
    • /
    • pp.700-721
    • /
    • 2012
  • This paper deals with methods for determining the reasonable royalty rates in the valuation of patents. To calculate the reliable reasonable royalty rate of a patent, we review pros and cons of the 25% rule royalty calculating method and the recent trend of this method. We also review the game theory of Nash Bargaining equation and review the Investment of Rate of Return Method according to the financial analysis. Next, we refer to the reasonable royalty damage cases among the recent patent infringement cases in USA and analyze the corresponding patents. We extract the patent indicators from the patent bibliographic information. Finally, we obtain a regression model for calculating a reasonable royalty rate using the patent indicators and the reasonable royalty rates in the recent patent infringement cases.

  • PDF

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
    • /
    • v.12 no.5
    • /
    • pp.460-479
    • /
    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.824-828
    • /
    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

  • PDF