• Title/Summary/Keyword: Game department

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Automatic Classification Technique of Offence Patterns using Neural Networks in Soccer Game (뉴럴네트워크를 이용한 축구경기 공격패턴 자동분류에 관한 연구)

  • Kim, Hyun-Sook;Yoon, Ho-Sub;Hwang, Chong-Sun;Yang, Young-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.727-730
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    • 2001
  • 멀티미디어 환경의 급속한 발전에 의해 영상처리 기술은 인간의 인체와 관련하여 얼굴인식, 제스처 인식에 관한 응용과 더불어 스포츠 관련분야로 깊숙히 정착하고 있다. 그러나 입력영상으로부터 움직이고 있는 선수들의 동작을 추출 및 추적하는 일은 컴퓨터비전 연구의 난 문제 중의 하나로 알려져 있다. 이러한 축구경기의 TV 중계에 있어서 하이라이트 장면의 자동추출(자동색인)은 그 경기의 가장 집약적인 표현이며, 축구경기 전체를 한 눈에 파악할 수 있도록 해주는 요약(summary)이자 intensive actions이고 경기의 진수이다. 따라서 축구경기와 같이 비교적 기 시간(대체로 1시간 30분) 동안 다수의 선수(양 팀 합해서 22명)들이 서로 복잡하게 뒤얽히면서 진행하는 경기의 하이라이트 장면을 효과적으로 포착하여 표현해 줄 수 있다면 TV를 통해서 경기를 관람하는 시청자들에게는 경기의 진행상황을 한 눈에 효과적으로 파악할 수 있게 해주어 흥미진진한 경기관람을 할 수 있게 해주고, 경기의 진행자들(감독, 코치, 선수 등)에게는 고차원적이고 과학적인 정보를 효과적으로 제공함으로써 한층 진보된 경기기법을 개발하고 과학적인 경기전략을 세울 수 있게 해준다. 본 논문은 이상과 같이 팀 스포츠(Team Spots)의 일종인 축구경기 하이라이트 장면의 자동색인을 위해 뉴럴네트워크 기법을 이용하여 그룹 포메이션(Group Formation) 중의 공격패턴 자동분류 기법을 개발하고 이를 검증하였다. 본 연구에서는 축구경기장 내의 빈번하게 변화하는 장면들을 자동으로 분할하여 대표 프레임을 선정하고, 대표 프레임 상에서 선수들의 위치정보와 공의 위치정보 등을 기초로 하여 경기 중에 이루어지는 선수들의 그룹 포메이션을 추적하여 그룹행동(group behavior)을 분석하고, 뉴럴네트워크의 BP(Back-Propagation) 알고리즘을 사용하여 축구경기 공격패턴을 자동으로 인식 및 분류함으로써 축구경기 하이라이트 장면의 자동추출을 위한 기반을 마련하였다. 본 연구의 실험에는 '98 프랑스 월드컵 축구경기의 다양한 공격패턴에 대한 비디오 영상에서 각각 좌측공격 60개, 우측공격 74개, 중앙공격 72개, 코너킥 39개, 프리킥 52개의 총 297개의 데이터를 추출하여 사용하였다. 실험과는 좌측공격 91.7%, 우측공격 100%, 중앙공격 87.5%, 코너킥 97.4%, 프리킥 75%로서 매우 양호한 인식율을 보였다.

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Effects of Geography Class Using Taboo Games on Student's Learning (터부 게임을 활용한 지리수업이 학습에 미치는 영향)

  • Choi, Jung-Sook;Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.20 no.2
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    • pp.230-244
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    • 2014
  • This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.

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A Study on Trade Barriers Analysis in the Chinese Audiovisual Service Sectors (중국 시청각서비스분야 통상장벽 분석과 진출 전략 : AHP와 Fuzzy 신뢰도 지수를 이용하여)

  • Jung, Sang-Chul;Rhee, Hae-Chun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.63-80
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    • 2014
  • This study evaluates the importance of negotiation agendas and the possibility of reaching the Korea-China FTA agreement. It assesses the current situation of trade barriers in the audiovisual service sector of China and then examines a survey of practitioners and experts to screen important regulations. The results are as follows: First, considering the national economic situation in Korea and the environment of the Chinese trade barrier, an important agenda is to enable the direct service of online games and to reach a co-production agreement in the audiovisual service sector. Second, an agenda regarding the co-production agreement of an audio-visual service sector has high potential to be realized, followed by agendas regarding online game and music services. In the broadcasting and film service sectors, with their high cultural identity, a mutual cooperative approach is needed. Korea bringing up the agenda regarding online service may allow it to gain a net benefit for the next FATs. To realize a mutual cooperative approach, it is necessary to form a frame of mutual interests and cooperation through a co-production agreement of audio-visual service. If both countries agree to acknowledge co-produced content as each country's contents, both would benefit.

Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.89-97
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    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.

Analysis on the Effects of Sports Sponsorship by Brand Type of Pyeong Chang Winter Olympic Official Sponsors' (평창 동계올림픽 공식후원사의 브랜드 유형에 따른 스폰서효과 분석)

  • Park, Sang-Il;Kim, Hwa-Ryong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.3
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    • pp.830-839
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    • 2019
  • The purpose of this study is to analyze the effect of sport sponsorship on the advertising effectiveness by distinguishing products of high sponsorship products from low sponsorship products. For this study, 450 samples who directly spectated their game were selected using convenience sampling method, finally 426 data were used except data which didn't respond or trustlessly responded. Data was collected through questionnaires. Data was analyzed through PASW 19.0 version frequency analysis, reliability analysis, factor analysis, independent sample t-test analysis, one-way ANOVA analysis paired sample t-test analysis was performed. All tests were performed using a .05 significance level. The results are as follows. First, This is the Result of T-test between brand effectiveness and gender. There is a non difference between male and female. Second, The results showed that there was statistically significant difference between the low perception perceived quality and low perceived sponsor familiarity according to current level of Education. Thirdly, This is the Result of T-test between low involvement perceptual quality, low sponsor friendly image and high involvement perceptual quality, high sponsor friendly image. There is a difference.

Does sports intelligence, the ability to read the game, exist? A systematic review of the relationship between sports performance and cognitive functions (게임을 읽는 머리, 스포츠 지능이 존재하는가? 스포츠 수행과 관련된 인지기능에 관한 문헌고찰)

  • Yongtawee, Atcharat;Park, Jin-Han;Woo, Min-Jung
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.325-339
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    • 2021
  • The purpose of the study is to examine sports-related cognitive functions through a systematic review and to suggest effective instruments to measure the cognitive functions. The present study was conducted based on the systematic review and meta-analysis protocol-the PRISMA. Of 429 articles searched through keywords from 2008 to 2020, 45 articles that met the selection criteria were analyzed. It was revealed that athletes had better cognitive functions than non-athletes, that the higher the sports expertise was, the higher the cognitive functions, and that there were differences in cognitive functions according to the sport types. The primary cognitive functions related to sports performance summarized as executive functions (inhibition ability, cognitive flexibility), information processing speed, spatial ability, and attention. As tasks for measuring each cognitive function, a stop signal task for inhibition ability, a design flexibility task for cognitive flexibility, a simple and choice reaction time test for information processing, a mental rotation task for spatial ability, and an attention network test for attention are appropriate.

Five-stage Anger Model Approach to Narrative and Protagonist's Revolt Action Mechanism in the Movie, "The Man Standing Next" ('분노의 5단계 모델'관점의 영화 <남산의 부장들> 서사와 주인공의 거사 결행 기제)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.285-294
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    • 2020
  • "The Man Standing Next" was a 'anger-character movie' that shows a fierce psychological game between the characters. Inspired by this point, it was analyzed the narrative structure of this film based on scene unit applying the 'Five-stage Anger Model' formulated by Lakoff and Kövecses and others. The results showed that the causality and feasibility of the protagonist's anger behavior were highly reflected above the model. In particular, among the five steps, the film-maker spent the longest time on 'anger control' justifying the hero's motivation for punishment or retaliation, while giving the shortest time to 'loss of control' to maximize the urgentness of the punitive actions. The detonator causing his anger at each stage was disposed two to six times each stage with neglect, contempt, arrogance, ostentation, mockery, unauthorized intervention, etc. Sneering of "Chief Security Officer" and insulting of "The President" make the protagonist feel the scorn of a terrible friend-murderer each functioned as a "rage trigger." In conclusion, the film follows the above sophisticated model in its narrative structure. Though it was a political drama that sets up a lot of anger scheme caused from public reasons, it reflects ordinary people's routine anger, which corresponds to 24 percent of the list of Nobaco's Provocation Inventory (PI). The producers elaborately reflected the anger procedure theory and balanced the public and private drivers of rage. It was considered to be derived from the intention to enhance communication with the audience increasing their understanding and aspiration for political movie that are usually heavy and unfamiliar.

A Study on the Promotion Plan of the 2032 South-North Korea Joint Olympics (2032 남북공동올림픽 추진방안 연구)

  • Lee, Dong-Hee;Kim, Heung-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.353-379
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    • 2020
  • The 2032 South-North Joint Olympics is an agreement between the two Koreas. Through this, various efforts are needed to improve new inter-Korean relations and co-prosperity on the Korean Peninsula. The purpose of this study is to proceed with the 203 South-North Joint Olympics. This study was developed by literature reserch methods. The result of this study are as follows. First, Seoul-Pyongyang soccer exchange game will be promoted. Second, the International Peace Cup a relay race(Marathon) will be held. Third, Korea Peace Cup International Table Tennis Championships will be held. Fourth, I propose holding the Korea Sports Science Forum. Fifth, about 16-17 events are propose for North Korea to host the 2032 South-North Joint Olympics. Sixth, the decision to host the 2032 Summer Olympics is expected in 2022 or 2023. Seventh, it is necessary to promote the Inter-Korean Social Association cultural Exchange and Cooperation Committee or the Special Committee for the Promotion of the Inter-Korea Sports Exchange and Cooperation. Eighth, it is necessary to implement a five-year plan to promote Inter-Korea sports Exchange Cooperation or a five-year plan for Inter-Korea sports Exchange and Cooperation. Ninth, the North Korea player registration system will be promote to the South Korean K-1 League. Ten, suggest sports exchange and cooperation ahead of time. Eleventh, train experts on North Korean sports or exchange and cooperation. Finally, the South-North Korea sports exchange Agreement will be promoted. It also promotes the Inter-Korea sports Exchange and Cooperation Support Act.

The Effects of Professional Sports Visitor Factors on Team Image, Team Satisfaction, and Team Reputation: Focusing on professional basketball visitors in 2021-2022 (프로스포츠 관람요인이 구단 이미지, 구단 만족, 구단 평판에 미치는 영향: 2021-2022 프로농구 관람객을 중심으로)

  • Mookyung Jang
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.117-134
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    • 2022
  • This study conducted a survey on visitors who visited the 2021-2022 KBL Professional Basketball Stadium in Wonju to understand how professional sports viewing factors affect the club image, club satisfaction, and club reputation. As factors for watching professional sports, four factors were considered: stadium, game situation, spectating cost, and spectator promotion. A total of 450 questionnaires were distributed and 411 questionnaires excluding 39 questionnaires were used as the final analysis data. For the effective questionnaire survey, After analyzing the purpose and purpose of the research, participants were asked to collect data. The collected data were analyzed using SPSS statistical package after data coding and cleaning process. The results of this study are as follows. First, the effect of professional sports viewing factor on brand image was 45.1%, and the factor of pro sports viewing was significant in stadium, competition situation, and promotion of viewing, and had no effect on viewing cost. Second, the influence of professional sporting factor on the satisfaction of the team was 42.5% in explaining power, which was significant in the stadium, the competition situation, the cost of visiting, and promotion of viewing. Third, the influence of professional sports viewing factor on team reputation was 62.1%, and the factor of professional sports viewing was significant in promoting stadium, visiting cost, and viewing, and had no effect on economic situation. The implication of this study is that in order to increase the brand value of the club, it is much more effective to increase the quality of facilities and food and beverages and to activate events for the audience than to lower the cost of viewing.

Examination of Standards of Physical Attractiveness: With focusing on WHR and Golden Ratio (신체적 매력의 기준에 대한 검증: WHR과 황금비를 중심으로)

  • Inhae, Baek;Taeyun, Jung
    • Korean Journal of Culture and Social Issue
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    • v.28 no.4
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    • pp.749-772
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    • 2022
  • This study aimed at investigating the validity of WHR (or waist-to-hip ratio) and Golden ratio as standards of physical attractiveness. Each of 60 male and 60 female college students were divided into two groups of 30. Using the 3D game program, each person in one group drew a physically attractive figure of the opposite sex while the other group drew a physically attractive figure of the same sex. Then, WHR and Golden ratio of the figures were measured and compared with the ideal WHR (.7 for women and .9 for men) and Golden ratio 1.618. It was found that WHR and Golden ratio for the physically attractive figures were lower than the ideal standards regardless of the participant's gender. That is, the participants preferred to men and women having curvaceous body shapes with a narrow waist and a wide pelvis. In most cases, Golden ratios measured in many ways were not correspondent to the ideal ratio, 1.618. In regards to BR (or Body Ratio), the legs and waist of the physically attractive figures were shorter relative to the Golden ratio and this was more salient for physically attractive man figures. Regarding the facial ratio measured by FR(or facial ratio) and FR_VP(or facial ratio_vertical point), the faces of figures made by participants, regardless of their sex, were shorter and wider compared to the Golden ratio. Further, the participants preferred baby-faced woman and masculine man figures. Finally, implications of the findings, limitations the of the present study, and the suggestions for future research were discussed.