• Title/Summary/Keyword: Player Analysis

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Analysis of sports injuries among Korean national players during official training (국가대표 선수들의 훈련 기간 동안 발생한 스포츠 손상 분석)

  • Kim, Eun Kuk;Kim, Tae Gyu
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.3
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    • pp.555-565
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    • 2014
  • The purpose of this study was to analyze sports injuries which occurred in Korea National Team during official training period. All sports injuries are recorded on injury report form by physicians, medical staffs and athletic trainer, and only acute and recurred injuries were analyzed. Total 3,421 injuries were reported, and 1,560 injuries were newly incurred and 1,861 injuries were recurrent with previous history. The frequency of new injuries in male and female athletes was highest in boxing (n=130, 14.5%) and hockey (n=75, 11.3%) respectively. The frequency of recurred injuries in male and female athletes was highest in wrestling (n=147, 14.8%) and fencing (n=103, 11.9%) respectively. Our data provides incidence rates, characteristics of acute and recurrent sports injuries during official training period and thus these results could provide relevant information for the sports injury prevention at Korea National Team player.

Design and implementation of a Dynamic Adaptive Streaming System over HTTP (HTTP상에서 동적 적응적 스트리밍 시스템 설계 및 구현)

  • Ban, Tae-Hak;Jung, Sang-Ho;Yu, So-Ra;Kim, Ho-Gyom;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.666-668
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    • 2011
  • Last QoS / QoE technology as part of the HTTP-based adaptive streaming technology has attracted attention. In this paper, HTTP-based adaptive streaming technology Find out about the dynamic. It is based on a dynamic adaptive streaming system over HTTP was designed and implemented. The system converts by the bit rate of MPEG2-TS files, Segment Split, MPD (Media Presentation Description) between servers and clients with the creation of a dynamic and adaptive analysis of network environments over MPD File consists bitrate's player. This diverse network environments, continuous and smooth playback of video will be used in various multimedia fields.

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Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2865-2874
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    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

Electromyographical Analyses of Muscle Activities of Upper Trunk for Ssireum Dutguri Technique (Electromyography 기법을 이용한 씨름 덧걸이 기술의 상체 근 동원 비교분석)

  • Shin, Sung-Hyu;Lim, Young-Tae;Kim, Tae-Hwan;Park, Ki-Ja;Kwon, Moon-Suk
    • Korean Journal of Applied Biomechanics
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    • v.13 no.1
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    • pp.95-108
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    • 2003
  • The purposes of this study were to analyze the muscle activities and the characteristics of muscle recruiting patterns of upper trunk for Ssirum dutguri technique using three top-ranked elite Ssirum players. The EMG technique was used to record muscle activities of both right and left sides of latissimus dorsi, biceps brachii, and erector spinae. Six surface electrodes were placed on the surface of the selected muscles and one ground electrode was also attached on the back of neck(C7). One video camera was also used to record the Ssirum motion to define 4 events and 3 phases for further analysis. The raw EMG data were filtered with band pass filter (50-400 Hz) to remove artifacts and then low pass filtered (4 Hz) to find the linear envelope which resemble muscle tension curve. This filtered EMG data were normalized to MVIC for the purpose of comparion between the subjects. The results were indicated that each subject with different physical characteristics showed very different muscle activity patterns. Although Ssirum dutguri is considered as foot technique the player grasped opponent's satba(belt) with both hands when they play. Because of this reason, activities of upper trunk muscles were relatively high. However, direct comparison between upper and lower body muscles was not possible due to the lack of the data in present study. Interestingly, all threes subjects showed that erector spinae muscle activity was comparatively higher than those of latissimus dorsi and biceps brachii. This implies to reinforce back muscle as a routine of training to improve performance or to prevent back injury.

Ball movements in various surface angles of uphill putting based on different ball positions (오르막 퍼팅 동작 시 볼의 위치가 퍼터와 볼의 움직임에 미치는 영향)

  • Ryu, Jong-Wook;Kim, Jai-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.2
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    • pp.448-455
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    • 2019
  • This study aims to discover whether there are other factors, such as the ball position and address that will increase the percentage of holed putts from different angles of surface. In this study, we selected five male tour professional golfers that has been of 15 years or longer on the Korea Golf Association. As a research tool, after installing a video camera at an artificial site that's similar with the real green, and with the player's own putter, motion analysis was carried out using a Titleist V1x, which is commonly used by golfers. We use SPSS programs, significance level a=.05. According to the ball movement during the ball movement during the ball position putt by section, it is confirmed that the ball speed and angular velocity increase as the ball position changes from left to right. If the uphill putt, ball movement was found to be increased same change flat putt and There is no significance deviation. In this study, we investigate how the clubface and ball move during impact by varying the position of the address ball according to the slope during the ascent putt, which should increase the success rate among the various slopes. This study was conducted to present scientific data.

Subjectivity Study for Digital Game Players: Based on Game Classification Factors (디지털 게임 플레이어의 주관성 연구: 게임 분류 속성을 중심으로)

  • Lee, Hyejung;Min, Aehong
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.275-287
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    • 2019
  • As game players have been more diverse and new features of digital games have been emerged in recent days, it is important to find out and understand how recent game players recognize and classify digital games. Thirty game players conducted Q-analysis of twenty-nine Q-statements extracted from previous studies on game typology. By using a QUANL program, three different types were revealed. For game classification, 'Physical Environment Centric Players' type highly values external game elements from the outside perspectives. 'Contents Centric Players' type considers internal game elements as the most important criterion. 'Emotional Experience Centric Players' type values his/her subjective feeling and thoughts. Based on this study, it is expected to make a contribution in developing a framework of game players with their perspectives on game classification.

A Study of Integrated Digital Signage Management System Implementation (Digital Signage 통합관리시스템 구축에 관한 연구)

  • Kang, Hee-Yong;Lee, Jina;Shin, Yong-Tae;Kim, Jong-Bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.82-85
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    • 2014
  • With high speed communication network and supplement of high quality multimedia devices, large demand of multimedia service stimulates digital signing industry to step forward to new opportunities. But in order to provide competitive quality services, Integrated management system is required. Digital signs use technologies such as LCD, LED and Projection to display content such as digital images, video, streaming media, and information. Digital signs rely on a variety of hardware to deliver the contents. The components of a typical digital sign installation include one or more display screens, one or more media players, and a content management server for each player. To improve the existing high cost and less efficient management system, this paper suggest cost effective Integrated Digital Signage Management System with the results of analysis of existing system. Also this paper presents an actual implementation on entertainment company to evaluate the suitability, to prove the result of superior performance of proposed system.

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A Study on the Analysis for Business performance of Provincial and Municipal Professional Soccer Teams Using Financial Statements

  • KIM, So Hee;YOON, Sang Hoon;HAN, Seung Jin
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.39-46
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    • 2021
  • Purpose: This study aims to analyze the management environment provincial and municipal professional soccer teams based on financial statements at a time when strengthening the financial soundness of domestic professional soccer teams is emphasized. Research design, data, and methodology: This study analyzed the financial statements (2018-2020) of the six teams of the provincial and municipal professional soccer teams whose financial statements were disclosed. The statements includes indicators of growth, profit and stability, which represents the main business performance of the entity. Results: As a result of the study, First, in terms of sales growth, sales in 2020 fell sharply year-on-year due to the impact of Covid-19. Second, the increase in sales through the import of player transfer fees had a positive impact on the growth of the business performance of the provincial and municipal professional soccer teams. Third, the profitability of the provincial and municipal professional soccer team is still low. Fourth, the debt ratio of the provincial and municipal professional soccer team was high, indicating that stability was serious. Conclusions: In order to increase sales, various strategies and measures are needed to overcome external factors such as media content products and non-face-to-face content strategies. The provincial and municipal professional soccer team, which has weak self-sustaining operations, needs to generate more profits through transferring players as a new management (profit) model, and first of all, a long-term strategy is needed to secure financial stability by improving the club's profitability.

The effect of randomness in the game on negative emotions of defeated players (게임 내 무작위성이 패배한 플레이어의 부정적 감정에 미치는 영향)

  • Kweon, Yong-Jun;Park, Chang-Hoon
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.43-54
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    • 2021
  • This study deals with the changes in negative emotions a player feels upon defeat according to the intensity of randomness. By changing the interface related to randomness, we checked how the interaction between the user and the game affects the user's experience. The subjects of this study were 30 students of the Dept. of Game Engineering. The research tool used randomness and negative emotion measurement tools. For the experiment, a board game called "12Janggi" was used, and randomness was added to the 'board' and 'piece' of the game. The analysis shows that proper randomness reduces negative emotions, but excessive randomness increases negative emotions. Although randomness can reduce the negative emotion of defeat, it can be seen that it should be applied to the context of the game.

An Intelligent Game Theoretic Model With Machine Learning For Online Cybersecurity Risk Management

  • Alharbi, Talal
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.390-399
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    • 2022
  • Cyber security and resilience are phrases that describe safeguards of ICTs (information and communication technologies) from cyber-attacks or mitigations of cyber event impacts. The sole purpose of Risk models are detections, analyses, and handling by considering all relevant perceptions of risks. The current research effort has resulted in the development of a new paradigm for safeguarding services offered online which can be utilized by both service providers and users. customers. However, rather of relying on detailed studies, this approach emphasizes task selection and execution that leads to successful risk treatment outcomes. Modelling intelligent CSGs (Cyber Security Games) using MLTs (machine learning techniques) was the focus of this research. By limiting mission risk, CSGs maximize ability of systems to operate unhindered in cyber environments. The suggested framework's main components are the Threat and Risk models. These models are tailored to meet the special characteristics of online services as well as the cyberspace environment. A risk management procedure is included in the framework. Risk scores are computed by combining probabilities of successful attacks with findings of impact models that predict cyber catastrophe consequences. To assess successful attacks, models emulating defense against threats can be used in topologies. CSGs consider widespread interconnectivity of cyber systems which forces defending all multi-step attack paths. In contrast, attackers just need one of the paths to succeed. CSGs are game-theoretic methods for identifying defense measures and reducing risks for systems and probe for maximum cyber risks using game formulations (MiniMax). To detect the impacts, the attacker player creates an attack tree for each state of the game using a modified Extreme Gradient Boosting Decision Tree (that sees numerous compromises ahead). Based on the findings, the proposed model has a high level of security for the web sources used in the experiment.