• Title/Summary/Keyword: University player

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A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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Knowledge, Knowledge… Knowledge for My Economy

  • FREEMAN, RICHARD B.
    • KDI Journal of Economic Policy
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    • v.37 no.2
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    • pp.1-21
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    • 2015
  • The creation of S&T knowledge and development of S&T- based innovation has spread worldwide from traditionally advanced countries to traditionally developing countries, often under the direction of governments. Korea is an exemplar in this new locus. Korea's burst in Science and Technology during the last three decades has made Korea a substantive player in the global production of S&T knowledge and its application to business. Although Korea still trails the US and other top countries in the quality of research, it has leaped from its 1980s standing as bit player in the knowledge economy to being among the leaders in the early 21st Century. This paper shows that Korea's advance benefited from its active participation in the global market in higher education, in international research collaborations, and its close ties to the U.S. Korea's experience offers lessons for other countries who seek to advance by becoming knowledge economies. Korea proves that a developing country can gain comparative advantage in knowledge production and use; that government policy can stimulate such a development; and that openness to the world of higher education and research is the best way to move forward and overcome the middle income trap.

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Dynamic Adjustment of Noncooperative Games Where Informations are Given at Discrete Time Intervals

  • Oh, Hyungjae
    • Journal of the Korean Operations Research and Management Science Society
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    • v.15 no.2
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    • pp.71-83
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    • 1990
  • This paper concerns the analyses of dynamic adjustments in noncooperative games where the market informations are given at discrete time intervals. During the game period, the market informations are given at discrete time intervals. During the game period, the inventories initially stored by players are to be released one day based to the completely competitive market so as to maximize each player's revenue, where players' parameters are unknown one another. Game results have shown that the continuous dynamic adjustment does not necessarily assure the better revenue, and if a player thinks that his parameter is underestimated by hig opponent, then he is better overestimate his opponent's parameter.

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Application of multi-physics simulation for vibration performance of the hand after contacting the ball with the volleyball player

  • Wang, Yangping;Sun, Shuze
    • Structural Engineering and Mechanics
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    • v.83 no.5
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    • pp.681-692
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    • 2022
  • The vibrational response of the two bones in a Volleyball player's arm under ball impact is conducted. The two bones in hand, Ulna and Radius, are modeled as two cylindrical shells. The formulations associated with the shells' vibration are obtained using the energy method. Then, the results are extracted with the aid of the two-dimensional form of DQM in conjunction with Runge-Kutta. The results are validated by means of a published paper. Lastly, the role of parameters in determining vibrational frequency as well as deflection is explored through parametric studies. It was shown that the impactor speed and the time of the impact could be essential factors in determining the vibration behavior of the bones. This work can be used in the further investigation of the behavior of bones and physiological structures.

Muscle Activity in T-ball Swing with Down Syndrome's Children (다운증후군 아동의 T-ball 스윙 시 근육활동 규명)

  • Han, Ki-Hoon;Lim, Bee-Oh
    • Korean Journal of Applied Biomechanics
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    • v.18 no.4
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    • pp.143-149
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    • 2008
  • The purpose of this study was to investigate the muscle activities of pectoralis major, upper serratus, lat dorsi, anterior deltoid, rhomboids, infraspinatus, and posterior deltoid using Noraxon 8 channels EMG system during T-ball swing in children with Down syndrome. Five Down syndrome, one healthy children, and one baseball adult player were participated in the study. Down syndrome's children showed higher muscle activity than one healthy children and one baseball adult player during address to backswing and backswing to impact swing phase. While Down syndrome's children showed lower muscle activity than one healthy children and one baseball adult player during impact to follow swing phase. The strength of the pectoralis major and upper serratus muscle may help to improve T-ball swing movement during impact to follow swing phase.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.

A Study on the Pass Analysis of Football Game using Social Networking Analysis (사회연결망 분석을 활용한 축구경기 패스분석)

  • Lee, Hee-Hwa;Kim, Ji-Eung;Park, Jong-Chul
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.479-487
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    • 2017
  • The purpose of this study was to identify the most influential soccer players by appling social network analysis. The subjects were the German national soccer team and the Korean national soccer team participated in the 2016 Brazil World Cup. The pass collected data provided by FIFA were analyzed by social network analysis using the Ucinet6 program and pass success rate. The results are as follows. First, the soccer player with a lot of passes had a high connection centrality in pass-through networks and high proximity. Second, the German national soccer team has appeared key players as Phillip Lahm and Kroos player, and a key player of the Korean national soccer team was Ki,S.Y. Third, the German national soccer team's quantitative indicator value of proximity center and pass success rate appeared higher than the Korean national soccer team's.

SOC design of augmented reality game and music player based on image processing (영상인식기반 증강현실 게임 및 Music Player의 SOC 설계)

  • Yeom, Seon-Sik;Lee, Woo-Yi;Ji, Seul-A;Hong, Ji-Hyeon;Lim, DongHa;Park, CheolHo;Yu, Yun Seop
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.357-358
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    • 2013
  • 의학의 발달로 인해 전세계적으로 인구의 고령화가 진행되어 노인 인구가 차지하는 비중이 갈수록 증가하고 있다. 본 논문은 고령자를 위한 작품으로 카메라와 FPGA Board, Touch Panel을 유기적으로 결합하여 음악감상과 운동효과를 가져올 수 있는 게임을 포함한 하드웨어기반 시스템을 소개한다. 간단히 공을 화면에 맞추는 게임과 손 모양 인식에 따라 음악을 제어할 수 있는 부분의 설계와 알고리즘을 기술하고 있다. 본 시스템은 노인들에게 편리하고 간단한 UI를 제공하여 실내에서 여가 시간을 보낼 때 부담이 가지 않는 운동을 할 수 있는 게임을 하며 음악을 들으면서 건강증진, 치매예방 및 심신을 안정시킬 수 있다. 본 시스템은 평균 77% 이상 동작인식성공률을 가진다.