• Title/Summary/Keyword: Game Research

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Analysis of Kinematic Factors between Success and Failure of Free Aerial Cartwheel on the Balance Beam (평균대 한발 몸 펴 옆 공중돌기의 성패에 따른 운동학적 요인 분석)

  • Jung, Choong Min;Park, Sang-Kyoon
    • Korean Journal of Applied Biomechanics
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    • v.32 no.1
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    • pp.24-30
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    • 2022
  • Objective: The purpose of this study was to determine the factors of successful and unsuccessful movements through the analysis of kinematics and muscle activity of the Free Aerial Cartwheel on the balance beam. Method: Subjects (Age: 22.8 ± 2.4 yrs., Height: 158.7 ± 5.0 cm, Body mass: 54.1 ± 6.4 kg, Career: 13 ± 2.4 yrs.) who were currently active as female gymnasts participated in the study. They had no history of surgical treatment within 3 months. Subject criteria included more than 10 years of professional experience in college and professional level of gymnastics and the ability to conduct the Free Aerial Cartwheel on the Balance Beam. Each subject performed 10 times of Free Aerial Cartwheel on the balance beam. One successful trial and one unsuccessful trial (failure) among 10 trials were selected for the comparison. Results: It was found that longer time required in case of unsuccessful trial when performing the Free Aerial Cartwheel on the balance beam compared with successful trial. It is expected to be the result of movement in the last landing section (i.e. phase 5). In addition, it was found that the center of gravity of the body descends at a high speed to perform the jump (i.e. phase 2) in order to obtain a sufficient jumping height when the movement is successful while the knee joint is rapidly extended to perform a jump when movement fails. In the single landing section after the jump (i.e. phase 4), if the ankle joint rapidly dorsiflexed after take-off and the hip joint rapidly flexed, so landing was not successful. Conversely, in a successful landing movement, muscle activity of the biceps femoris was greatly activated resulting no shaking in the last landing section (i.e. phase 5). Conclusion: In order to succeed in this movement, it is necessary to perform a strong jump after rapidly descending the center of gravity of the body using the force of the biceps femoris muscle. Further improvement of the skills on the balance beam requires the analysis of the game-like situation with continuous research on kinematic and kinematic analysis of various techniques, jumps, turns, etc.

A Study on Changes in Future Sports According to the Introduction of Baseball Robot Umpire (야구 로봇 심판 도입에 따른 미래 스포츠 변화에 관한 연구)

  • Park, Hyoung-Kil;Jung, Young-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.93-103
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    • 2021
  • The purpose of this study is to explore changes in future sports by introducing baseball robot umpire. The study was conducted using qualitative research methods, and participants selected five baseball fans who were interested in baseball. The results of the study are as follows. First, baseball fans expressed displeasure with the frequent misjudgment in Korean Professional Baseball game, and doubted the fairness of the umpire's judgment. And repeated misjudgment of professional baseball has contributed to the decline in viewing and viewing of baseball. Second, baseball fans were positive about the introduction of robot umpire as a way to reduce bad calls in baseball games, and considered the accuracy, consistency, and recordability of robot umpire to complement their limitations. Third, the application of baseball robot umpire will serve as a basis for strengthening the fairness and efficiency of baseball games, which will positively change the image of sports. As a result, the introduction of robot umpire in baseball games could exert desirable influence on people and contribute to restoring the ethics of sports and strengthening fairness.

Study on Development of Korean Unmanned Systems through Analysis of U.S. Unmanned Systems Policy (미국의 무인체계 정책 분석을 통한 한국의 무인체계 발전에 관한 연구)

  • Park, Dongseon;Oh, Kyungwon
    • Journal of Aerospace System Engineering
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    • v.15 no.3
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    • pp.65-70
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    • 2021
  • This study presents a method to efficiently advance the Republic of Korea's Unmanned Systems through the analysis of the development of the U.S. Unmanned System Policy. After the occurrence of the September 11 attacks, the U.S. developed Unmanned Systems as a part of RMA and became the leader in this area. The system went through numerous trials and errors during the development and acquisition. From these experiences, the U.S. had embodied Unmanned Systems acquisition methods by establishing Unmanned Systems Development Guidance and DoD Autonomy Community of Interest in 2012. In addition, as diverse unmanned programs started to proceed, it promoted Core Technology development sharing and simplification of functions of the Unmanned Systems to exclude budget-wasting elements such as duplication of programs. The Republic of Korea must politically build a collaborative system between industry/academia/research institute/military and apply evolutionary development strategies from the first step of the development of the Unmanned Systems the future Game Changer. In operations, concepts of the Manned/Unmanned Systems complex operation should be established and intelligent S/W, Open System, and Cyber Security technologies to materialize them developed.

SVM-based Energy-Efficient scheduling on Heterogeneous Multi-Core Mobile Devices (비대칭 멀티코어 모바일 단말에서 SVM 기반 저전력 스케줄링 기법)

  • Min-Ho, Han;Young-Bae, Ko;Sung-Hwa, Lim
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.69-75
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    • 2022
  • We propose energy-efficient scheduling considering real-time constraints and energy efficiency in smart mobile with heterogeneous multi-core structure. Recently, high-performance applications such as VR, AR, and 3D game require real-time and high-level processings. The big.LITTLE architecture is applied to smart mobiles devices for high performance and high energy efficiency. However, there is a problem that the energy saving effect is reduced because LITTLE cores are not properly utilized. This paper proposes a heterogeneous multi-core assignment technique that improves real-time performance and high energy efficiency with big.LITTLE architecture. Our proposed method optimizes the energy consumption and the execution time by predicting the actual task execution time using SVM (Support Vector Machine). Experiments on an off-the-shelf smartphone show that the proposed method reduces energy consumption while ensuring the similar execution time to legacy schemes.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.

Assessment of Library and Information Professionals' Perception of COVID-19 and Its Impacts on Libraries in Nigeria

  • Adegbilero-Iwari, Idowu;Ikenwe, Iguehi Joy;Adegbilero-Iwari, Oluwaseun Eniola
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.4
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    • pp.25-39
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    • 2022
  • Perceptions of Library and Information (LI) professionals in Nigeria and the impact of COVID-19 on libraries, librarians and library services, were studied. The significance of demographic factors on LI professionals' perception of COVID-19 and its impact on libraries was tested. Descriptive survey design and Purpose sampling technique were adopted. LIS professionals in Nigeria constituted the population, and an online questionnaire designed by the researchers through Microsoft Forms was used. Descriptive analysis of respondents' demographic data and their covid-19 perception were presented in frequencies and percentages using tables while multivariate regression technique was used to test the significance of relationship between variables at P < 0.05. Findings revealed that many (61.4%) of the respondents agreed that COVID-19 is real but have personal reservations. However, 47.5% indicated that COVID-19 is a scientific invention. On the impacts of COVID-19 on libraries, the study found that COVID-19 is a game changer that will enhance the creation of new services by libraries, cause the reconfiguration of library space for safe operations in post-COVID, establishment of new rules and regulations, and more reliance on e-resources. On the test of association, educational qualification of respondents had a significant impact on respondents' perceptions that COVID-19 will reduce the use of library print resources (P-value = 0.005, B: 0.38, [95% CI: 0.115 - 0.646]) and that library will create new services to address the changes caused by COVID-19. Also, educational qualification of respondents significantly influenced respondents' perception that COVID-19 is real. The study recommends that libraries should take advantage of the season to innovate, and that public health institutions should continually educate people on corona virus to disabuse people's mind of conspiracy theories.

A Study on the Analysis Method of the Operations Effectiveness of the Joint Coastal Guard System Against Small Targets (소형표적에 대한 합동 해안경계시스템 작전효과 분석방법 연구)

  • Kim, Taeho;Han, Hyun Jin;Lee, Byeong-Ho;Shin, Young-Tae
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.2
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    • pp.59-66
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    • 2022
  • The Joint Coastal Guard System is composed of a maritime surveillance system and a anti-coastal infiltration system, and is a system in which the Navy is mainly responsible for the maritime and the Army is responsible for the coast. We analyzed the operations effectiveness of the joint coastal guard system, in which various weapon systems of the army and navy are operated in a complex way, to the extent to which successful operation is possible against small targets. The operations effectiveness analysis was conducted by defining the operations effectiveness by operation type, configuring the simulation environment using METT-T elements, establishing the assumptions of the simulation scenario, conducting the simulation and analyzing the simulation results by weather condition. The simulation tools used were NORAM and EADSIM. As a result of the operations effectiveness analysis, the joint coastal guard system currently in operation showed a significant difference in operational success depending on the size of the target and weather conditions. This research can be used as useful data for establishing an effective joint coastal guard system and conducting systematic guard operations.

A Study on the Power Process and Sustainable Competitive Advantage (파워 프로세스와 지속가능 경쟁우위에 관한 연구)

  • Lee, Kyung-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.3
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    • pp.76-97
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    • 2009
  • The strategic management process includes the establishment of competitive strategy, its implementation and the measurement of its performance. The sucess of strategic management largely depends on the integration of strategic management process into a managerial tool. This study is on the integration of strategic management process into a managerial tool based on the power process, so that it contributes to strategic success or sustainable competitive advantage of a £inn In order to do this, I discussed the principles of the power process, its characteristics, and then suggest their applications to the integration of the strategic management process. According to the results, the power process offers a theoretical and managerial tool which integrates the establishment of competitive strategy with managerial concepts, so that it increases the likelihood of strategic success. Furthermore I discussed the position of the power process approach to competitive advantage in a manner that displays similarities and differences with existing approaches such as industry organizational, resource-based and game theory approach.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.