• Title/Summary/Keyword: game player

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Jersey Design and Pattern Making for Disable Players of Ice Sledge Hockey

  • Park, Sanghee;Um, Sungheum;Park, Jinhee
    • Journal of Fashion Business
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    • v.20 no.3
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    • pp.43-53
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    • 2016
  • As the quality of life has improved with development of science and technology, desire for better quality of life of disable people has also increased. Currently, prejudiced views of disabled people in South Korea are changing, but sports for all disabled people is not revitalized and social support is also inadequate. In developed countries, administration and systems for sports among people with disabilities are provided at the consumer level, and many companies willingly provide support to disabled athletes. However, in South Korea, low awareness of sports for disabled people is companied by minimal support companies. In order for South Korea to advance, support for the disable sports players is needed, especially sports-wear that fits their body conditions and differences game playing from ordinary sports players. This study specifically focused on the ice sledge hockey players, taking into account the complaints on their jersey and their special conditions through motion analysis while sleds. For the easy use of the hockey, armhole depth and sleeve breadth was reduced and sleeve hem was designed for flexibility of sleeve such that it does not slide down. Also, because only the front of the Jersey is tucked in the pants, the side vent was designed to be deep such that the back hem is prevented from being pulled. Sportswear pattern making for the players with disabilities required to account for distinct body characteristics, as compared to the ordinary players. Thus, studies that develops sports-wear design for those with disabilities contributes to the qualitative development of sports for people with disabilities.

A Study on the Optimal Size of Dum in Professional (프로바둑에서 덤의 크기 관한 연구)

  • Kim, Jin-Ho
    • The Korean Journal of Applied Statistics
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    • v.20 no.2
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    • pp.245-255
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    • 2007
  • In playing Baduk, Black plays first and, thus, can control the pace of a game. Usually a player with black stones plays conservatively to maintain the advantage of playing first. The purpose of dum is to compensate for Black having the first move. Currently, 6.5-point dum is applied in Korea and Japan, while 8-point dum is applied in Taiwan and China. In this study we investigated whether the current size of dum(6.5 points) is optimal, by statistically analyzing and comparing the advantage of taking Black across two data sets with different dun rules. Under the 5.5-point handicap, Blacks won significantly more games than Whites, revealing the advantage of playing first. However, with 6.5-point dum, Black's advantage of playing first was not significant. In Conclusion, implications and future research areas are discussed.

Hand Tracking and Hand Gesture Recognition for Human Computer Interaction

  • Bai, Yu;Park, Sang-Yun;Kim, Yun-Sik;Jeong, In-Gab;Ok, Soo-Yol;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.182-193
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    • 2011
  • The aim of this paper is to present the methodology for hand tracking and hand gesture recognition. The detected hand and gesture can be used to implement the non-contact mouse. We had developed a MP3 player using this technology controlling the computer instead of mouse. In this algorithm, we first do a pre-processing to every frame which including lighting compensation and background filtration to reducing the adverse impact on correctness of hand tracking and hand gesture recognition. Secondly, YCbCr skin-color likelihood algorithm is used to detecting the hand area. Then, we used Continuously Adaptive Mean Shift (CAMSHIFT) algorithm to tracking hand. As the formula-based region of interest is square, the hand is closer to rectangular. We have improved the formula of the search window to get a much suitable search window for hand. And then, Support Vector Machines (SVM) algorithm is used for hand gesture recognition. For training the system, we collected 1500 hand gesture pictures of 5 hand gestures. Finally we have performed extensive experiment on a Windows XP system to evaluate the efficiency of the proposed scheme. The hand tracking correct rate is 96% and the hand gestures average correct rate is 95%.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals (개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션)

  • Ahn, Eun-Young;Kim, Jae-Won;Han, Sang-Hoon;Moon, Chan-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.1-9
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    • 2009
  • In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Os Submalleolare in Sports players (스포츠 선수에서 발생한 내과하 부골증)

  • Lee, Kyung-Tai;Young, Ki-Won;Kim, J-Young;Lim, Tai-Kang
    • Journal of Korean Foot and Ankle Society
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    • v.7 no.2
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    • pp.218-222
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    • 2003
  • Purpose: The objective of this study was to define the Os submalleolare as an any ossicles below medial malleolus of tibia and to determine the characteristics of clinical and radiological characteristics and to evaluate results of surgical treatment of Os submalleolare in sports player group. Materials and Methods: Twenty-two patients with Os submalleolare were identified between November, 1, 1998 and June, 30, 2002. Results: The mean age was 18.3 years. All patient were male and soccer players comprised 71%(20 cases). Associated disease were 8 cases(29%) of chronic ankle instabilities, one case(4%) of anterior impingement syndrome and one (4%) of plantar fascitis. The most common clinical symptom was pain during walking and sports activity and sign was tenderness around medial malleolus. Only simple radiograph could reveal presence of ossicle and differentiate with acute fracture. If symptom and sign obscured, Bone scan(7 cases) and MRI(3 cases) identify causes of pain and tenderness. As a surgical treatment, all bony fragment caused symptom and sign were eliminated and medial collateral ligament was reattached meticulously. Associated chronic ankle instability were present, modified Brostrom procedure was done simultaneously. On follow-up, The symptomatic pain were wholly disappeared at average 2.2 months (1-6months) after operation. On one year follow-up, all patients have been daily life without any complaints and have gone back to the game within three months. Conclusion: as submalleolare have relatively rare incidence in sports players and most common clinical symptom and sign is tenderness on medial malleolar area of ankle, can be diagnosed both physical examination and plain X-ray film. As a treatment, Removal of ossicle and reattachment of MCL could obtain excellent or good results.

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