• Title/Summary/Keyword: e-sports

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Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.37-44
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    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

Sports Biomechanical Analysis before and after Applying Weight Belt during Squat Exercise (스쿼트 동작 시 웨이트 벨트 착용 전·후에 따른 운동역학적 분석)

  • LEE, Jeong-Ki;HEO, Bo-Seob;KIM, Yong-Jae;LEE, Hyo-Taek
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.4
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    • pp.893-902
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    • 2016
  • The purpose of this study is to investigate the effect of wearing a weightlifting belt, which is an auxiliary equipment used during squat, by measuring and analyzing biomechanical difference in lower limb and proposing safer and to suggest a more effective exercise method for general population. Selected 8 male participants in their 20s who have not performed regular resistance exercise for at least a year, but have experience of performing squat. The comprehensive method of study is as follows: subjects were notified of the purpose of the study and were told to practice warm-up and the squat motion for the experiment for 20 minutes. When the participant believed they were ready to begin, the experiment was started. At controlled points, foot pressure distribution sensor has been installed. Then left and right feet have been placed on the pressure distribution sensor, from which data for successful squat position that does not satisfy the criteria for failure have been collected and computed with Kwon3D XP program and TPScan program. For data processing of this study, SPSS 21.0 was used to calculated mean (M) and standard deviation (SD) of the analyzed values, and paired t-test has been conducted to investigate the difference before and after wearing the weightlifting belt, with p-value of ${\alpha}<.05$. As for time consumed depending on usage of weightlifting belt in squat, statistically significant difference has been found in P2, which is recovery movement. Lower limb angle depending on usage of weightlifting belt in squat has shown statistically significant difference in E1 foot joint(p<. 001). There has been statistically significant difference in E2 knee joint. Foot pressure percentage depending on usage of weightlifting belt in squat were found to be statistically significant (p<. 01) in both regions of anterior and posterior foot.

Characteristic Properties of Enzymatically Hydrolyzed Soy Proteins for the Use in Protein Supplements (단백소재 첨가물로서의 효소분해 대두 단백질의 특성)

  • In, Man-Jin;Kim, Min-Hong;Chae, Hee-Jeong
    • Applied Biological Chemistry
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    • v.40 no.5
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    • pp.404-408
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    • 1997
  • Enzymatically hydrolyzed vegetable protein (eHVP) was produced from soy protein using proteases, and the physicochemical properties were examined. Soy protein hydrolysate of 6% protein and 50% degree of hydrolysis was useful for the base of savory ingredients. The Maillard-reacted and flavoring compound-added hydrolysate had improved flavor. It was for enzymatically hydrolyzed soy sauces and dehydrated seasonings. ISP hydrolysate of low molecular weight $(MW{\sim}250)$ and high protein content (85%) was suitable for special uses such as infant diets, sports nutrition, and medical diets. The eHVP gave no limitation of dosage in the formulation as a flavor enhancer. The byproduct of protein hydrolysis was found to have high content of fiber (21%) and to have potential for the use as dietary fiber or bulking agents.

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The Effect Analysis of Postural Stability on the Inter-Segmental Spine Motion according to Types of Trunk Models in Drop Landing (드롭착지 동작 시 체간모델에 따른 척추분절운동이 자세안정성 해석에 미치는 영향)

  • Yoo, Kyoung-Seok
    • Korean Journal of Applied Biomechanics
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    • v.24 no.4
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    • pp.375-383
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    • 2014
  • The purpose of this study was to assess the inter-segmental trunk motion during which multi-segmental movements of the spinal column was designed to interpret the effect of segmentation on the total measured spine motion. Also it analyzed the relative motion at three types of the spine models in drop landing. A secondary goal was to determine the intrinsic algorithmic errors of spine motion and the usefulness of such an approach as a tool to assess spinal motions. College students in the soccer team were selected the ten males with no history of spine symptoms or injuries. Each subject was given a fifteen minute adaptation period of drop landing on the 30cm height box. Inter-segmental spine motion were collected Vicon Motion Capture System (250 Hz) and synchronized with GRF data (1000 Hz). The result shows that Model III has a more increased range of motion (ROM) than Model I and Model II. And the Lagrange energy has significant difference of at E3 and E4 (p<.05). This study can be concluded that there are differences in the three models of algorithm during the phase of load absorption. Especially, Model III shows proper spine motion for the inter-segmental joint motion with the interaction effects using the seven segments. Model III shows more proper observed values about dynamic equilibrium than Model I & Model II. The findings have shown that the dynamic stability strategy of Model III toward multi-directional spinal motion supports for better function of the inter-segmental motor-control than the Model I and Model II.

Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

A Study on the Psychological Characteristics of Esports Athletes in Korea (국내 이스포츠 선수들의 정서, 대인관계, 수면 특성에 대한 실태 조사: 프로 선수와 육성군 선수를 중심으로)

  • Lee, Sangha;Jang, Eunhee;Kim, Soojin;Kim, Cheolhag;Suh, Sooyeon
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.133-146
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    • 2021
  • The aim of this study was to investigate the psychological characteristics of Korean esports athletes. We investigated the psychological characteristics of 40 professional esports players and 72 amateur esports players, a total of 112 esports players. Specifically, we investigated the differences in emotional well-being, interpersonal relationships, and sleep between professional players and trainee players. Professional esports athletes showed higher responsiveness to social conflict and more interpersonal non-acceptance compared to the trainees. Results also indicated high levels of insomnia severity. Based on the results, the need for psychological intervention and sleep intervention for athletes were discussed.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

A Study on EMS Protective Gear Design and Its Effects for Elite Badminton Players with Knee Pain (무릎 통증이 있는 엘리트 배드민턴 선수를 위한 건식 E-textile 전극의 EMS(Electirc muscle stimulation) 보호대 설계 및 효과)

  • JuIl Lee;Jinhee Park;Jooyong Kim
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.93-107
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    • 2023
  • This study aimed to design a knee brace with dry electrode EMS (Electrical Muscle Stimulation) for elite badminton players suffering from knee pain and assess its effectiveness in relieving pain and improving mobility. The assessment measured knee joint range of motion (ROM), Sargent jump height, and pain perception using a visual analog scale (VAS). Four experimental groups were established: stability, pain induction after 100 squats, muscle soreness induction with a regular knee brace, and muscle soreness induction with the EMS knee brace. The most suitable knee brace was selected from four samples to design the EMS knee brace. The conductive fabric was integrated into the inner surface of the knee brace to enhance EMS conductivity for the quadriceps muscles. Tensile strength tests showed that the dry electrode did not significantly affect the physical functionality of the knee brace.Regarding knee joint ROM and Sargent jump height, the EMS knee brace outperformed muscle soreness induction with a regular knee brace and wearing a standard knee brace. VAS measurements demonstrated that the EMS braces effectively alleviated pain perception in most cases. The results indicate the potential for developing EMS braces to alleviate pain and prevent injuries for athletes across various sports.

Patellar Inferior Pole: New Landmark for the Anteromedial Instrument Portal for Arthroscopic Surgery of the Medial Meniscus Posterior Horn (슬개골 하극: 내측 반월상 연골판 후각부에 대한 관절경 수술을 위한 전내측 기구 삽입구의 새로운 표식)

  • Kim, Young-Mo;Hwang, Deuk-Soo;Lee, June-Kyu;Shin, Hyun-Dae;Kang, Tae-Hwan;Kim, Dong-Kyu;Kim, Pil-Sung
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.7 no.2
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    • pp.128-134
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    • 2008
  • Purpose: We prospectively evaluated the clinical usefulness of the patellar inferior pole (PIP) as a landmark of the anteromedial (AM) portal for the arthroscopic surgery of the medial mensiscus posterior horn (MMPH). Materials and Methods: Group 1 (50 normal left knees of adults), Group 2 (10 normal knees under anesthesia), and Group 3 (50 consecutive knees undergoing elective arthroscopic surgery for relatively simple intraarticular pathologies, or diagnostic arthroscopy) were included. In Group 1 and 2, the true lateral (A) and valgus stress lateral radiographs (B) on $30^{\circ}$ flexion were obtained, and the lines (AM portal line) passing through the PIP and distal-most medial femoral condyle (MFC) were drawn under the condition without considering the thickness of articular cartilage of MFC (1, 2-A, B group), and considering it as 2.5mm on B (1, 2-C group). Then, we investigated the meeting point of the AM portal line with medial tibial plateau (C-D percentage), and measured the distance between the PIP and the anterior joint line (E-length), and medial tibial-femoral joint space (F-length). In Group 3, the AM portal was made at the PIP level and clinical usefulness of the approach to the MMPH and body of the lateral meniscus (LM) was analyzed. Results: The average C-D percentage came out as 85.8, 101.3, 69.1% for each Group 1-A, B, C, and 102.4, 144.6, 116.8% for each Group 2-A, B, C. Measured E-length was an average of 15.1 (Group 1-A), 15.5 (Group 1-B, C), 13.1 (Group 2-A), and 12.9 mm (Group 2-B, C) and the change by valgus stress had no statistical significance. The F-length increased about 1.2 (Group 1) and 3.6 mm (Group 2) when valgus stress was applied, which had statistical significance (p<0.001, p<0.001). In Group 3, 49, 48 knees were classified as good for the MMPH, and the body of LM in aspect of the clinical usefulness of AM portal made on the PIP level. Conclusion: We identified the clinical usefulness of the PIP as a skin landmark of AM portal for the arthroscopic surgery of the MMPH.

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