• Title/Summary/Keyword: University player

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Effect of preparation of organic ferroelectric P(VDF-TrFE) nanostructure on the improvement of tennis performance

  • Qingyu Wang
    • Advances in nano research
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    • v.14 no.4
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    • pp.329-334
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    • 2023
  • Organic ferroelectric material found vast application in a verity of engineering and health technology fields. In the present study, we investigated the application of the deformable organic ferroelectric in motion measurement and improving performance in tennis players. Flexible ferroelectric material P(VDF-TrFE) could be used in wearable motion sensors in tennis player transferring velocity and acceleration data to collecting devises for analyzing the best pose and movements in tennis players to achieve best performances in terms of hitting ball and movement across the tennis court. In doing so, ferroelectric-based wearable sensors are used in four different locations on the player body to analyze the movement and also a sensor on the tennis ball to record the velocity and acceleration. In addition, poses of tennis players were analyzed to find out the best pose to achieve best acceleration and movement. The results indicated that organic ferroelectric-based sensors could be used effectively in sensing motion of tennis player which could be utilized in the optimization of posing and ball hitting in the real games.

Study on Physique Characteristics of Skilled Athletes

  • Kim, Bo-Kyoung;Lee, Suk-Hee;Yoon, Jung-Gyu;Jeon, Hye-Mi;Kim, Jung-Hee;Lee, Ju-Hwan;Lee, Joon-Hee;Lee, Mun-Hwan;Chang, Duncan;Choi, Wan-Suk
    • Journal of International Academy of Physical Therapy Research
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    • v.2 no.1
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    • pp.244-250
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    • 2011
  • The purpose of this study is to investigate whether there are differences in physique characteristics between the excellent domestic player groups in each sport player's, to prevent epidemiologic damage of musculoskeletal system and to provide fundamental data to improve performances for players. This study has performed for total 60 student players from Y University in Yongin, Gyeonggi-do, consists of 20 Kendo players, 20 Judo players and 20 Taekwondo players. We measured the length and circumference of arm, leg, body using Martin anthropometer to collect the data for 3 groups. There was significant difference in lower left arm length between player groups(p<.01), and Kendo players' right side femoral were longer than other 2 groups for leg length measurement(p<.01). Judo players' circumference for right/left stretched arm/bent upper arm were thicker than other 2 groups(p<.01). Taekwondo players' chest circumference were smaller than other 2 groups(p<.01), and Taekwondo players' right/left femoral circumference were thinner than other 2 groups(p<.05). From this study, it was found that there are physique characteristics differences between the Kendo, Judo and Taekwondo player groups. This indicates that repeated exercise for each sport player causes physique change, and it may cause epidemiologic damage of musculoskeletal system. It is recommended to perform balancing exercise prior to main exercise.

The Impact of Soccer Player Image on Advertising Effect (축구 선수 이미지가 광고효과에 미치는 영향)

  • Jeong, Hee-Surk;Shin, Jin-Ho;Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.6
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    • pp.1575-1582
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    • 2020
  • This study aimed to provide basic data for establishing advertising strategy based on the value and implications of the image of the player by examining the influence of the image of a soccer player on the advertising effect. Therefore, a domestic soccer player selected as a sample the production population who experienced the advertisement selected as a model, and conducted a face-to-face (face-to-face) and non-face-to-face (mobile) survey for about 5 months from May 1 to September 30, 2020. Data from a total of 402 people were used for the final analysis. For data processing, frequency analysis, internal consistency and exploratory factor analysis, correlation analysis, and multiple regression analysis were performed using the SPSS (ver. 21.0) program. The main results of this study are as follows. First, it was found that the soccer player image impact the brand attitude of the advertising effect in the order of body and appearance, performance, reliability, attitude and morality. Second, it was found that the soccer player image impact the advertising attitude of the advertising effect in the order of performance, attitude and morality, body and appearance, reliability.

A Study on Life Style and Behavior Characteristics of the Costume Player (코스튬플레이어들의 라이프스타일과 행동특성에 관한 연구)

  • Jung, Hea-Young;Jung, Hee-Kyeong;Suh, Yong-Han;Oh, Hee-Sun;Lee, Myung-Hee
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.85-92
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    • 2004
  • Costume plays have been of interest to young people in the recent years. The much increased interest in costume plays has prompted many researchers to verify the behavior characteristics of costume players Despite the importance of the costume play, there has been no systematic study of it. The purpose of this study is to demonstrate the influence of life style on behavior characteristics of the costume player. The subjects of this study were members of the web sits(www.cosmaker.com). A total of 155 subjects responded to the questionnaires and the 143 responses were used for further data analysis. The data was analyzed by factor analysis, cluster analysis, and one-way ANOVA. These were the results of the stud: First, costume player groups are classified into three sub-dimensions: other people-oriented, show-off oriented, and exclusive ego oriented. Second, the behavior characteristics of costume player are significantly shown among those groups.

State based Context Awareness Method for Non-Player Character (자율 캐릭터를 위한 상태기반 상황인지 기법)

  • Kim, Hyung-Il
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.93-102
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    • 2014
  • The non-player character(NPC) either cooperates with the player character to proceed the game or fight against the game player. This paper proposes the context awareness method for the natural action control of the same NPC. The context awareness method analyzes the context information of the NPC that can be utilized in the current status and creates the actions which suit the current context automatically. The context awareness method analyzes the information value of the context elements of the NPC which occur in the current context and creates natural actions of the character by utilizing the analyzed context element information. In this experiment, average performance improved by 39% and by 8% in the context awareness method as compared to the rule-based method and information gain method, respectively.

Representation of Game Character Using Measurement Information of Player's Physical Status (게임 플레이어의 신체 측정 정보를 이용한 게임 캐릭터의 표현)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.7-16
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    • 2015
  • To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.

A Study on Methodology for Considering Risk in Power Transactions in Futures Market (선물 시공에서의 전력거래 위험 고려 방법론 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Kim, Jin-Ho
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.400-402
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    • 2000
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PooICo model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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A Game Theoretic Study on Power Transactions Analysis in a Competitive Market (경쟁적 전력시장에서의 전력거래 분석에 대한 게임이론접근 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Jung, Jung-Won
    • Proceedings of the KIEE Conference
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    • 1999.07c
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    • pp.1344-1346
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    • 1999
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PoolCO model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are Performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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A Study of Factors Influencing Customer Satisfaction and Loyalty of MP3-Player (MP3-Player 고객 만족 및 충성에 미치는 요인에 관한 연구)

  • Kim, Sang-Hyun;Kim, Tae-Hoon;Kim, Pan-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.30 no.2
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    • pp.15-22
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    • 2007
  • By the early 20 century, "workman" introduced by SONY was the leading portable analog sounder. However, at the same century, workman was pushed out from the portable sounder by iRiver developed by MPMAN.COM. This portable digital sounder is called MP3-Player (MP3P), and has become the most popular portable digital sounder in the current market. This study combined two customer satisfaction models, mobile internet customer satisfaction model (Yu, 2002), and portable communication customer satisfaction model (Bae, 2003), in order to empirically test consumption of MP3P and its satisfaction. The proposed model tested four constructs, company's image, product price, product design and product function, influencing customer satisfaction, which leads to affect customer loyalty. 267 survey responses were analyzed by using structural equation modeling (SEM). The results show that all constructs had significant impact. This study suggests a good understanding of consumer satisfaction and loyalty of MP3P and the future direction of MP3P research regarding to consumer satisfaction.

Developing Affective Computing Game with Player's Bio-Signal (사용자의 생체 신호를 이용한 감성 컴퓨팅 게임 개발)

  • Lee, Chung-Hyeon;Kim, Dong-Gyun;Kim, Hye-Young;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.91-100
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    • 2016
  • In this research, Affective computing game has been developed which reacts with a player's bio-signals. A modified computer mouse will be used to collect bio-signals by GSR, FSR, and infrared thermometer. This modified computer mouse collect human bio-signals in non-intrusive way. The collected data is complementary reflected in 3 level of tension of a player. The player's tension affects on the game and the reaction for NPC will be followed. Then this leads to plot changes individually. To let diverse NPC reaction and interactive story telling, Live 2d and Inkle Script have been used. This research can be alternative method on the game development using Affective computing.