• Title/Summary/Keyword: Player Analysis

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The software configuration management system for image processing algorithm development (영상처리 알고리즘 개발을 위한 소프트웨어형상관리시스템)

  • Lee Jeong-Heon;Chae Ok-Sam
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.1-8
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    • 2005
  • The importance of software is getting high in development of the digital device (digital camcoder, digital camera, mp3 player, ....). And because the sire of software becomes larger and complicated, the necessity of software configuration management (to solves a software crisis) is increased. The general software configuration management system shows lack of the property and features of software development environment for image processing algorithm due to its wide range to be covered. Image processing algorithm development environment has properties like repetitive analysis and simulation using visual programming environment where, beside support of elementary development functions. component(or library) can be combined and tested interactively. Moreover, the method to look fast and effectively for component having similar function is required. In this paper, we present the system which supports the software configuration management method for a simulation tool and the property in the visual programming environment. And we relate our system to real simulation tool so as to check its ability as the software configuration management system for image processing algorithm development environment.

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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Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2) (손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구)

  • Kim, KyungSik;Oh, SeongSuk;Ahn, Joonhee;Ahn, JinHo
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.95-104
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    • 2013
  • We have developed a serious game for the elderly named 'Paldokangsan 2' in 2012 as a next version of 'Paldokangsan 1'. 'Paldokangsan 1' was a walking game for two people using controllers of armrests and footboards with PC. 'Paldokangsan 2' had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970's while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as 'Paldokangsan2'. 219 older adults (age$$\geq_-$$ 65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.

The Effects of Kinesio-Taping of Lower Limbs on Muscle Activity for Taekwondo Athletes (키네시오 테이핑이 태권도 선수의 하지 근활성도에 미치는 영향)

  • Yang, Dae-Jung;Choi, Eun-Young;Park, Dong-Soo;Park, Seung-Kyu
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.9 no.1
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    • pp.35-39
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    • 2011
  • Purpose : The purpose of this study was to determine changes in muscle activity due to elastic taping at the rectus femoris, biceps femoris and tibialis anterior muscles using surface electromyography analysis. Methods : In this study 10 healthy university students in the Department of Taekwondo Studies were screened and individuals with a history of previous injury or surgery to their nerve, muscle, and skeletal systems, such as paresthesia and motor disorder, were excluded. Subjects were taped over the rectus femoris, biceps femoris, and tibialis anterior and their muscle activities were analyzed using the surface electromyography method during maximal voluntary isometric contraction. Results : The results of this study were as follows: muscle activities indicated a significant increase after elastic taping than before at the rectus femoris, biceps femoris, and tibialis anterior muscle. These results lead us to the conclusion that muscle activity were influenced by elastic taping at the rectus femoris, biceps femoris, and tibialis anterior muscles. Conclusion : The results of this study show that muscle activity can be improved by elastic taping at the lower limbs. These results suggest that elastic taping of muscles in the lower extremities has the capability to increase muscle activity in the body.

Short-term Variations of Mesozooplankton Related to the Environmental Factors in Gamak Bay during Summer, 2006 (2006년 하계 가막만의 환경요인 변동에 따른 중형동물플랑크톤 군집의 단기 변동)

  • Moon, Seong-Yong;Oh, Hyun-Ju;Kim, Sook-Yang
    • Journal of Environmental Science International
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    • v.18 no.1
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    • pp.21-32
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    • 2009
  • The short-term variations of the mesozooplankton community structure were investigated in Gamak Bay during summer season, 2006. The study was based on a comprehensive survey constituting from 12 stations on June 19, July 28, August 4, and August 29, respectively. Mean of temperature and chlorophyll ${\alpha}$ concentrations in the surface layer were significantly higher than those in bottom layer, and those concentrations were significantly higher in the inner bay than those in the outer bay. A total of 40 taxa including 19 copepods were observed in Gamak Bay during summer season. Mean abundance of total mesozooplankton varied from 1,859 to 26,111 indiv. $m^{-3}$. The dominant species were Noctiluca scintillans, Penilia avirostris, Evadne tergestina, Paracalanus parvus s. 1., Acartia omorii and Cirriped nauplii and cyprii in Gamak Bay, and they contributed 90% of mean abundance of total mesozooplankton. Noctiluca scintillans was high after the rainfall. Cluster analysis showed that the mesozooplankton community could be divided into 4 distinct groups, indicating rapid change of the community in the short-term of this survey. The relative contribution of each group of the N. scintillans, P. avirostris, E. tergestina, and P. parvus s. 1. showed differences during the phytoplankton bloom period. The mesozooplankton community compositions were highly associated with water temperature, and salinity in physical conditions, and food organisms affect short-term variations in mesozooplankton composition. Interestingly, protozoa N. scintillans, and Cladocera appeared to be one of the key organisms to extinguish the phytoplankton bloom. Therefore, this study suggests that N. scintillans, and Cladocera could be a key player to control the mesozooplankton community structure during summer season, 2006.

The APIs Design for the Database Management of the Network Game Using Design Patterns (디자인 패턴을 적용한 네트워크 게임의 DB 관리 APIs 설계)

  • Kim Jong-Soo;Kwon Oh-Jun;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.101-108
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    • 2006
  • Developing a network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The database for the multi-player network game is accessed from many clients. To manage the resource effectively, it is required to design the APIs to be minimized the database access and to be dealt with the related data efficiently. For this, it is needed to apply the object-oriented design for the related software modules. In the paper, we propose the design patterns of GoF to implement the APIs thatis needed to deal with the database resource. The database design through the analysis of some game's GUI has the advantage to create the optimized schema set more quickly, because it minimize the review step and the modification step of the database design generally. In addition, we apply to the design patterns of GoF for the APIs design of the server-side database. These reduce the times of the program call between the game server and the database server. These also make easily the maintenance for the already developed APIs, and it makes easily the addition of new APIs.

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Analysis on Consumption Efficiency of IT and Electronic Products (정보통신 및 전력 제품에 대한 소비자 효율성 연구)

  • Son, Sung-Yong;Lee, Misuk;Kim, Chang Seob
    • Environmental and Resource Economics Review
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    • v.18 no.2
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    • pp.191-215
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    • 2009
  • In the real world, there exist various products in terms of price and quality, and it can be expected that a product with lower price and higher quality than others is better. Hence efficiency of consumption behaviour can be measured by the level of goodness in terms of price and quality attributes of that product. The purpose of this research is to define consumption efficiency in terms of price and quality, and to measure consumption efficiency of IT and electronic products in South Korea. From the results, many consumers have purchased inefficient products m air-conditioner, TV, digital camera, MP3 player, computer markets. On the other hand, consumers have purchase efficient products in refrigerator and washing machine markets relatively. In addition, we analyze the relationship of consumption efficiency, information channel, and electric power consumption. This research may provide meaningful information for consumer's behaviour by measuring consumption efficiency quantitatively.

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Analysis of Seasonal Injuries in Professional Football Player (프로 축구 팀의 월별 부상실태에 관한 조사)

  • Lee, Kyung-Tai;Choi, Byung-Ok;Kim, Jin-Su
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.5 no.2
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    • pp.135-140
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    • 2006
  • Purpose: To investigate the risk exposure, risk of injury, and injury pattern of football players in seasonal variation. We purposed to expect the injury and its' prevention. Material and Methods: The professional football club(45 players) in Seoul were followed prospectively throughout 2005, January to 2005, December. Injury pattern and incidence were recorded. Results: Total 157 injuries were recorded. Major injuries which could not attend to game and training were 87 cases. Most severe month was June about 16 injuries(18.4%). And, the competitive season injuries were 46(52.9%) in March, April, August and September. Especially, ankle sprain and contusion injuries were common cause of absence in game. And, thigh muscle group injuries had a high risk of reinjury, because of treat insufficiently. Conclusions: We enhance the ability of the soccer team by prevention and education for injuries, especially in season.

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Analysis of GRF & Plantar Foot Pressure of Stepping Foot on Skilled & Unskilled Player's in the Soccer Instep Shoot (축구 인스텝 슈팅시 숙련자와 미숙련자의 지지발 지면반력과 족저압력 분석)

  • Kim, Dong-Seop;Lee, Joong-Sook;Jang, Young-Min
    • Korean Journal of Applied Biomechanics
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    • v.22 no.1
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    • pp.17-24
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    • 2012
  • This study is for providing fundamental data of sport biomechanics in GRF & plantar pressure of stepping foot of skilled & unskilled players' at the soccer instep shooting moments. Wearing Pedar-x of Novel, the study has drawn the following conclusion after measuring and analyzing the impact on the GRF and plantar pressure of stepping foot at the instep shooting moments. First, maximum vertical GRF showed higher in the skilled group than in the unskilled group. The results showed significantly different. This study reached the conclusion that the players in the skilled group performed faster and stronger stepping foot motions that the ones in the unskilled(p<.01). Second, since the plantar pressure of the skilled group appeared significantly higher than that of the unskilled, it has brought us to the conclusion that the skilled group performed faster and stronger stepping foot motions than the unskilled group (p<.05). Third, at the moment of instep kicking, the skilled group's average maximum plantar foot pressure of stepping foot was higher than the unskilled. Though the difference was not statistically significant, it can be concluded that the skilled group performed faster and stronger stepping foot motions than the unskilled group(p>.05). Fourth, for the COP moving route of stepping foot while instep kicking, the skilled people performed accurate and strong shooting motions directly toward the target direction with stable postures, no matter how it's left, right, front or back.

Possibility of Expanding Citizen's Participation in Information Network Village (정보화마을사업 추진에서 주민참여의 확대가능성 모색 방안 연구)

  • Park, Youngmin;Seo, Jinwan
    • Informatization Policy
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    • v.22 no.2
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    • pp.35-56
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    • 2015
  • The study tried to explore the possibility of expanding citizen's participation in the case of Information Network Village(INVIL) with consideration of their different participation levels. As major players, central and local governments, INVIL itself, Central INVIL Committee and so forth have worked for the INVIL project and their importance levels of now and future were questioned and evaluated in the analysis. As a result, INVIL itself is regarded as the most important player for now and futrue as well. Central and local governments are also important to support the sustainability of this project. For future direction of INVIL project to be successfully sustainable, the specific roles of central and local governments were discussed and recommended to reduce explicit and potential conflicts among major players.