• Title/Summary/Keyword: University player

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A Design and Implementation of Remote Controller Using XML based on a DiVX Player User Interface (XML을 이용한 DivxPlayer 사용자 인터페이스 기반 리모콘 컨트롤 설계 및 구현)

  • Song, Du-Jae;Lee, Sang-Hun;Moon, Seung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.331-334
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    • 2006
  • 최근 VCR과 DVD 플레이어 이후에 많은 주목을 받고 있는 Divx Player는 수많은 종류의 상품들로 전성기를 맞이하고 있다. 이러한 Divx Player는 다양한 상품의 홍수 속에서 이미 충분한 하드웨어, 소프트웨어적 발전을 이루었다. 따라서 엇비슷한 성능의 상품들 속에서 소비자에게 돋보이기 위해서 차별화된 디자인과 편리한 UI(User Interface)가 필요하게 되었다. 이러한 UI 디자인을 구성하는 다양한 방법 중에 웹문서를 조작하듯이 쉽고 편리하게 UI를 수정할 수 있는 XML 파싱이 크게 각광받고 있다. 따라서 본 논문에서는 이러한 Divx Player의 UI를 구성하는 XML의 기능과 그에 관련한 리모컨 조작의 연관성과 그 동작에 관하여 설계 및 구현을 하였다.

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Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

An Acquisition of Strategy in Two Player Game by Coevolutionary Agents

  • Kushida, Jun-ichi;Noriyuki Taniguchi;Yukinobu Hoshino;Katsuari Kamei
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.690-693
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    • 2003
  • The purpose of two player game is that a player beats an enemy. In order to win to various enemies, a learning of various strategies is indispensable. However, the optimal action to overcome the enemies will change when the game done over and again because the enemy's actions also change dynamically. Sol it is din-cult that the player aquires the optimal action and that the specific player keeps winning to various enemies. Species who have a competition relation and affect other's existence is called a coevolution. Coevolution has recently attracred considerable interest in the community of Artificial Life and Evolutionary Computation(1). In this paper, we apply Classifier System for agent team to two player game. A reward and a penalty are given to the used rules when the agent achieve specific action in the game and each team's rulebase are evaluated based on the ranking in the league. We show that all teams can acquire the optimal actions by coevolution.

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A Study on the Identification of Key Role Players in Enhancing Port Competitiveness - Focused on Busan Port -

  • Kim, Gil-Soo
    • Journal of Navigation and Port Research
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    • v.31 no.9
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    • pp.801-806
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    • 2007
  • The analytical hierarchy process (AHP) enables decision makers to represent the interaction of multiple factors in complex and unstructured situations. The process requires the decision maker to develop a hierarchical structure of the factors in the given problem and to provide judgments about the relative importance of each of these factors and ultimately to specify a preference for each decision alternative with respect to each factor. The research presented in this paper applies the AHP to identify key players in promoting port competitiveness. The literature survey revealed four major criteria and 15 sub-criteria. The four factors are cost, service quality, facility/capacity and economic-social variable. 150 questionnaires suitable for AHP analysis were made and 77 were returned. It is found that in terms of cost, the first key player is terminal operator and the second key player is shipping companies calling Busan port; in terms of service quality, the first key player is terminal operator, and the second key player is shipping companies calling Busan port; in terms of facility/capacity, the first key player is port authority and the second key player is terminal operator; in terms of economic-social variable, the first key player is terminal operator, and the second key player is shipping companies calling Busan port.

The Relationship between Autonomy and Achievement Motivation of University Players (대학선수들의 자율성과 성취동기와의 관계)

  • Hwang, Sung-Geun
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.465-471
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    • 2016
  • This study intends to figure out the relationship between autonomy and achievement motivation of the university players. For this purpose, Survey was performed to Seoul and Metropolitan area's 25 sports 396 Players., And using SPSS 18 and AMOS program descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis were conducted. Based on purified data through the process, the relationship between autonomy and achievement motivation was verified with correlation analysis and regression analysis. As a result, autonomy was recognized by male player higher than female player, and in goal-orientation of the access tendency of achievement goal orientation, male player showed higher scores. And in mastery-avoidance of avoidance, female player showed higher scores and in performance-avoidance, male player showed higher scores. According to regression analysis, autonomy affects mastery-approach and achievement goal orientation of the performance-approach.

Analysis of Plantar Foot Pressure in Skilled and Unskilled Player's during a Free Throw in Basketball (농구 자유투 동작 시 숙련자 및 미숙련자의 족저압력 분석)

  • Kim, Chang-Hyun;Lee, Joong-Sook;Jang, Young-Min
    • Korean Journal of Applied Biomechanics
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    • v.22 no.2
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    • pp.183-191
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    • 2012
  • The objective of this study was to evaluate the plantar foot pressure of skilled and unskilled players during a free throw. The experiment performed here in measured the movement route of the mean foot pressure, maximum foot pressure, and center of pressure in four event zones (ready, maximum knee flexion, release event, and maximum knee extension) for both groups while they were wearing the plantar foot pressure measurement equipment under identical conditions. The major findings are as follows. When getting ready (RD) during a free throw, the skilled player group had higher mean and maximum foot pressures, although neither variable showed significant differences statistically. For the maximum knee flexion (MF) during a free throw, the skilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. For the release event (RE) during a free throw, the unskilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. During the maximum knee extension (ME) of a free throw, the unskilled player group had a higher mean foot pressure, and the skilled player group had a higher maximum foot pressure. No significant correlation was found between the two groups. For the skilled player group, movement towards the center of pressure showed a stable form that moved from the rear to the front and from side to side during a free throw. For the unskilled player group, movement towards the center of pressure was unstable, which made it impossible to move from the rear to the front and from left to right.

Player Chop : Media Player Program for Enhancing Language Studies (Player Chop : 어학 기능이 강화된 미디어 플레이어 프로그램)

  • Yang, Mi-Hyon;Jo, Kyong-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1600-1601
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    • 2011
  • 태블릿 PC의 등장, 미디어 기기의 소형화, 스마트 폰의 등장과 맞물려 기존의 동영상 및 음성을 통한 교육 콘텐츠시장이 크게 확대되어 가고 있다. 특히 어학 콘텐츠의 경우 구간 반복을 통한 내용 전달이 필수적이어서 많은 미디어 플레이어는 사용자가 직접 설정한 구간을 반복 시청할 수 있도록 하는 기능을 포함하고 있다. 본 논문은 기존의 구간 반복 기능에서 한 단계 나아가 사용자의 수동 조작없이 미디어 플레이어가 자동적으로 문장을 감지하여 해당 문장을 반복하는 Player chop를 소개한다. Player chop 는 영상 파일에서 추출된 모든 문장의 시작과 종료 지점에 대한 시간 정보를 목록화 하여 손쉽게 반복 재생이 가능하도록 하였으며, 목록화 된 시간 정보를 바탕으로 자막을 연동하여 사용자의 외국어 학습에 도움이 될 수 있도록 하였다.

Detection Algorithm of an Active Video Player Region in the Monitor Screen (모니터 화면 내 활성화된 동영상 재생기 영역 검출 기법)

  • Kim, Hak Gu;Song, Byung Cheol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.3
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    • pp.122-128
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    • 2013
  • This paper presents a detection algorithm that accurately finds the active area of a video player on monitors or smart TVs. Unlike the previous approaches, temporal difference-based detection algorithms or hooking programs, the proposed detection algorithm can locate the active video player by using the spatial and temporal correlation and a corner detection filter. First, an initial location of the video player is found using conventional temporal difference-based detection. Then, starting from the initial location, the four corners of the active video player are detected by the spatial edge information and the corner detection filter. The experimental results show that proposed algorithm provides fast detection speed and high accuracy.

Gameplay as a Semiotic Interpretation (기호 해석 활동으로서의 게임 플레이 연구)

  • Lyou, Chul-Gyun;Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.67-75
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    • 2009
  • The aim of this paper is to find out semiotic interpretation in digital gameplay and define layers of meaning which is provided by a game designer and a player. The primary author of the digital game is a game designer; however, to accomplish the whole meaning of the digital game, there must be a player's action. In digital games, the game designer leads to player's action and the player progresses the game at her desire. During the gameplay, each of the intention clashes and coincides through the semiotic interpretation. It can be classified under five sections that represent the game designer, the player and the game text.

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The Design and Implementation of Light-Weight Real-Time Operating System for Audio Player (Audio Player를 위한 경량 파일시스템의 설계 및 구현)

  • Song Ye-Jin;Cho Moon-Haeng;Son Pil-Chang;Lee Cheol-Hoon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.289-291
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    • 2006
  • 임베디드 시스템은 용도에 따라서 다양한 기능을 수행하도록 설계된 전용 컴퓨팅 시스템인데, 임베디드 시스템 중 최근 등장한 많은 포터블기기에서 중요시되는 하드웨어 자원이 저장장치이다. 따라서 임베디드 환경에서 저장장치를 관리하기 위한 파일 시스템은 필수 요구 조건이 되고 있다. 파일 시스템은 프로그래머가 시스템 내부의 저장장치에 효율적인 접근을 할 수 있도록 해주는데, 적은 크기의 SRAM 메모리를 사용하는 Audio Player에는 경량의 파일 시스템이 필요하다. 본 논문에서는 Audio player 시스템을 위한 경량 파일 시스템을 설계 및 구현하였다.

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