• Title/Summary/Keyword: Player Analysis

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Exploring Beginning youth Football Coach's Experience in Teaching (초임 유소년 축구지도자의 교수경험 탐색)

  • Ju-Seok Yoon;Sang-Haeng Lee
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.55-65
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    • 2023
  • The purpose of this study is to explore the teaching experience of first-time youth soccer leaders. To this end, four leaders registered in the U-12 team were selected from those with more than 10 years of player experience, less than 5 years of coaching experience, and a level C or higher of the Korea Football Association leader's license. Accordingly, the analysis categories and analysis units were categorized according to the research problem, and data analysis was conducted through an inductive method. As a result of the study, youth soccer leaders were starting their coaching with the mindset of "I shouldn't" and "I can do it" based on their past experiences. They who concerned their uncertainty about the future in the teaching field were struggling with how to communicate with student and were less professional in teaching and learning ability. but they were trying to gain expertise while feeling rewarded in teaching. Accordingly, it was discussed to improve the treatment of youth soccer leaders and improve the program that is the leader training system.

A Study on the Analysis of Factors for the Golden Glove Award by using Machine Learning (머신러닝을 이용한 골든글러브 수상 요인 분석에 대한 연구)

  • Uem, Daeyeob;Kim, Seongyong
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.48-56
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    • 2022
  • The importance of data analysis in baseball has been increasing after the success of MLB's Oakland which applied Billy Beane's money ball theory, and the 2020 KBO winner NC Dinos. Various studies using data in baseball has been conducted not only in the United States but also in Korea, In particular, the models using deep learning and machine learning has been suggested. However, in the previous studies using deep learning and machine learning, the focus is only on predicting the win or loss of the game, and there is a limitation in that it is difficult to interpret the results of which factors have an important influence on the game. In this paper, to investigate which factors is important by position, the prediction model for the Golden Glove award which is given for the best player by position is developed. To develop the prediction model, XGBoost which is one of boosting method is used, which also provide the feature importance which can be used to interpret the factors for prediction results. From the analysis, the important factors by position are identified.

Racket Head and COM of Velocity of Kinematic Analysis of Two-Handed Backhand Stroke Between Male and Female Tennis Player (남·여 테니스 선수의 양손 백핸드 스트로크 동작의 운동학적 비교 분석)

  • Na, Doo-Ri;Kang, Young-Taek;Park, Tae-Jin;Seo, Kook-Eun;Kim, Yong-Jae;Lee, Kyung-Soon
    • Korean Journal of Applied Biomechanics
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    • v.21 no.4
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    • pp.421-427
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    • 2011
  • The purpose of this study was to analyze the difference between male and female tennis players' two-handed backhand stroke and to provide basic data which helps precise and efficient instruction for the sake of precise postures, enhanced performances and skills. 5 male and 5 female university players were recruited as subjects, and the mean difference between the kinematic variables such as the time from backswing to impact and total swing time, racket head velocity, change of the center of body gravity in two-handed backhand stroke through three-dimensional motion analysis. The test data was analyzed by t-test, and the alpha level of ${\alpha}$=.05 was set for all tests of significance. The findings of the study were as follows; First, there was no difference in the time from backswing to impact and total time of

A Study of Industrial and Firm's Strategic Factors Affecting Diffusion of Convergent Media - The Case of Global IPTV Services (융합미디어 확산에 영향을 주는 산업, 기업전략 요소에 관한 연구 - 해외 IPTV 실증분석)

  • Park, Seong-Won;Lee, Chi-Hyung
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.21-28
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    • 2012
  • The study aims to explore industrial and firms' strategic factors affecting diffusion of digital convergence by studying major global IPTV markets. Market and firm variables are selected using the Industrial Organization's SCP approach. Data for the variables are collected from global 31 IPTV operators representing 20 countries. The analysis indicates that the penetration of broadband Internet and the market share of a dominant player in the Pay TV positively affect the penetration of the IPTV service, whereas the penetration of Pay TV, ARPU, firms' strategy and resource do not have influence on its penetration. The study is the cross-country analysis and contributes to the media study by exploring the relationship between market variables and the development of convergent media. Consequently, the study is expected to help policy makers tailor their digital policy for local environment.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

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.

Judo-doll System Development for Enhancement of Judo's Performance (유도 경기력 향상을 위한 유도 인형시스템 개발)

  • Park, Kang;Shim, Cheol-Dong;Kim, Eui-Hwan;Kim, Sung-Sup;Kim, Tae-Whan
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.5
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    • pp.383-392
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    • 2010
  • The purpose of this study is to develop three Judo-doll systems for enhancement of Judo's performance. Traditional Judo training requires a human training partner. Unfortunately it is not always easy to find one. Multifunctional Judo-doll training system has therefore been developed, and is described here. The system consists of a dummy, a power generating mechanism, and kinematic links. The power-generating mechanism generates forces similar to those of a human, by adjusting deadweights and controlling powderbrake's forces. The powderbrake force is controlled by the microprocessor according to the exercise scenario. The kinetic links, which mimic a human training partner's motions, has been developed based on a $Vicon^{TM}$ system's analysis of the movement of human training partners. This mechanism whose name is "L link-wire" consists of L type links, wire, roller, and dead weight. This mechanism generates the force that leads the link to the neutral position regardless the link is pushed or pulled. The lifting mechanism that lifts the doll when the one-armed shoulder throw skill is applied is also developed. A 32-bit microprocessor controls the whole system; it reads the loadcell data, controls the electromagnetic force, and communicates with a PC via Bluetooth. The training history, including loadcell data, date, and training time, is stored in the PC for analysis. This training system can be used to enhance the Judo performance of any self training player.