• Title/Summary/Keyword: national player

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The Kinematic Analysis of the Tennis Flat Serve Motion (테니스 플랫 서브 동작의 운동학적 분석)

  • Oh, Cheong-Hwan;Choi, Su-Nam;Nam, Taek-Gil
    • Korean Journal of Applied Biomechanics
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    • v.16 no.2
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    • pp.97-108
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    • 2006
  • C. H. OH, S. N. CHOI, T. G. NAM, The Kinematic Analysis of the Tennis Flat Serve Motion, Korean Jiurnal of Sports Biomechanics, Vol. 16, No. 2, pp. 97-108, 2006. By the comparison and the analysis of the different factors during the tennis flat serve motion such as the required time per section, the movement displacement of the racket, the velocity of the upper limbs joints, the physical center of gravity, and the angle and the angular velocity of the upper limbs joints between an ace player and a mediocre player, these following results were drawn. First, the experiment result of the total time required per section in a tennis flat serve motion showed that an ace player was faster than a mediocre player by 0.4 seconds. This result suggested that it was required to increase the speed of the racket head by a swift swing to perform an effective flat serve motion. Second, the experiment result of the movement displacement of the racket in the tennis flat serve motion showed that an ace player greatly moved toward the left side on an x-axis. But both an ace and a mediocre player were shown to be at the similar points on a y-axis at the moment of the impact of the racket. An ace player was also shown to be located at a higher position on a z-axis by 0.23m. Third, the velocity of the center of gravity of an ace player was faster in every phase than that of a mediocre player in a tennis flat serve motion. Fourth, the velocity of the upper limb joints of an ace player was faster in every phase than that of a mediocre player in a tennis flat serve motion. Fifth, the experiment result of the speed of the racket head in tennis flat serve motion showed that a mediocre player was faster than an ace player in the first phase, but the latter was faster than the former in the second, third, and the fourth phases. Sixth, at the moment of impact of a tennis flat serve, an ace player had greater flexion of the angle of the wrist joints by an 11.8 degree than a mediocre player. An ace player also had greater extension of the angle of the elbow joint and the shoulder joint respectively by a 5.2 degree and a 1.4 degree with a mediocre player. Seventh, an ace player had greater angular velocity of the upper limb joints and the hip joints than a mediocre player at the moment of the impact of tennis flat serve. Eighth, an ace player was shown to have a greater change of the forward and the backward inclination (or the anterior and posterior inclination) of the upper body

An Analysis of Player Types using Data Clustering in Gamification (데이터 클러스터링을 활용한 게이미피케이션 환경에서의 플레이어 유형 분석)

  • Park, Sungjin;Kang, Bumsoo;Kim, Sungsoo;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.77-88
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    • 2017
  • The purpose of this study is to compare existing player type theories using data clustering. For the study, 235 result data of the gamified class in second semester of A university at 2016 used. This study applied K-means and Silhouette to decide the appropriate number of clusters. The player types applied in this study are Bartle's 2-D and 3-D player types, Ferro's five types, and BrainHex. According to the results, Bartle's 2D player type was found to be the best in perspective of data clustering. This study also analyzed the distribution of characteristics for each player types. The results of this study are expected to have an impact on player analysis, which is used in the application of gamification or in the development process.

Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
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    • v.9 no.2
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    • pp.127-136
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    • 2022
  • In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.

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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An Interaction-Based MPEG-4 Player for a PDA (PDA 환경에서의 인터렉션 기반의 MPEG-4 재생기)

  • N., Kim;S., Kim;H., Lee;S., Kim
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.370-373
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    • 2004
  • The rapid proliferation of mobile device such as PDA allows users more ubiquitous access to multimedia information. The user mobility provides users a uniform vision of their preferred working environment independently of their current points of attachment. Supporting the user mobility requires the Player capable of efficiently presenting the multimedia contents. MPEC-4 provides not only the description for coding audio and video (as its predecessors MPEG-1 and MPEG-2), but also for coding images, animations, interactivity and protecting content. With MPEG-4, we present interactive media using multiple objects - audio, video, image, 2D geometry, and text - in a single format. Therefore we propose the MPEC-4 Player for PDA. The proposed MPEG-4 Player for PDA supports mobility, portability and personality.

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Developing Geometry Software for Exploration-Geometry Player

  • Yuan, Yuan;Lee, Chun-Yi;Huang, Jiung-Rong
    • Research in Mathematical Education
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    • v.11 no.3
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    • pp.209-218
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    • 2007
  • The purpose of this study is to create an interactive tool Geometry Player for geometric explorations. In designing this software, we referred to van Hiele's geometric learning theory of and Duval's cognitive comprehension theory of geometric figures. With Geometry Player, it is easy to construct and manipulate dynamic geometric figures. Teachers can easily present the dynamic process of geometric figures in class, and students can use it as a leaning tool to construct geometric concepts by themselves. It is hoped that Geometry Player can be a useful assistant for teachers and a nice partner for students. A brief introduction to Geometry Player and some application examples are included in this paper.

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The Effects of Elastic Resistance and Pilates Exercise on EMG in Baseball Pitcher (탄성저항 및 필라테스 운동이 야구투수의 근전도에 미치는 영향)

  • Park, Il-Bong;Kim, Jung-Tae
    • Korean Journal of Applied Biomechanics
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    • v.17 no.4
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    • pp.127-139
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    • 2007
  • The purpose of this study was to examine the pitching ability of baseball player by analysing the effect of elastic resistance exercise and pilates exercise on EMG. Five out of currently active highschool baseball player performed 5 times a week of elastic resistance exercise and pilates for 8 weeks, each for 100 minutes. They demonstrated significant increase in EMG after 8 weeks of exercise. Especially, in extensor carpi radialis brevis and flexor carpi radialis of fore arm, they demonstrated significant increase of inning figure after exercise. These results suggested that elastic resistance exercise and pilates exercise can improve pitching ability of baseball player according to inning.

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.

Comprehensive evaluation of baseball player's offensive ability by use of simulation (시뮬레이션을 통한 프로야구 타자들의 공격능력의 종합적인 평가)

  • Kim, Nam Ki;Kim, Sun Ho
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.865-874
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    • 2015
  • This research is to comprehensively evaluate offensive abilities of baseball players who are expected to produce as many runs as possible by their hitting and running. To this end, we establish a simulation program to obtain the so-called scoring index of an individual player. The scoring index of a player is defined as an expected number of runs scored by an imaginary team that is composed of nine copies of the player. As a simulation input, we use 2014 season data of Korean pro-baseball. As a result, we present the scoring indices of top 10 players, 9 Korean pro-baseball teams, and overall 2014 season. The scoring index can serve as a comprehensive evaluation of offensive ability of a player or a team, selection of players for a (national) team or for a starting line-up, estimation of player's worth, and so on.

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.