• Title/Summary/Keyword: Player Analysis

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Kinetic Analysis of Three-Point Jump Shot in Basketball (농구 3득점 점프슛 동작의 운동역학적 분석)

  • Lee, Dong-Jin;Jeong, Ik-Su
    • Korean Journal of Applied Biomechanics
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    • v.20 no.1
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    • pp.49-55
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    • 2010
  • The purpose of the study was to analyze kinetic factors required to the three-point jump shot of the basketball games through 3-D analysis and ground reaction force(GRF) analysis. Six university male players participated in this study. The results of the study were showed that (1) resultant velocity in the center of mass(COM) was $0.84{\pm}0.27\;m/s$ since a player didn't shot a ball in the highest peak and shot ball at the moment of going up forward and vertical movement. Therefore, it is necessary to find a proper timing to shot a ball; (2) the angular velocity was largely increased in upper arm and fore arm out of the upper-limb segments and the hands had the largest angular velocity since the body is in a fixed situation and angular speed is rapidly increased by the wrist' snap with the rapid movement of upper arm and forearm at the time of release a ball; (3) it is judged that a player can shot a ball at the accurate and high release point when the player collects power vertically to the maximum by keeping GRF to the right and the rear in a proper way and by keeping the body's balance so that a large power may not be dispersed.

The Characteristics of a Research Network for Radiation Oncology in Korea (방사선종양학 분야의 연구 네트워크 특성 분석)

  • Choi, Jin-Hyun;Park, Seo-Hyun;Kang, Jin-Oh
    • Radiation Oncology Journal
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    • v.28 no.3
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    • pp.184-191
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    • 2010
  • Purpose: To evaluate the structural characteristics of a scientific network of radiation oncology society. Materials and Methods: A total of 1,512 articles published from 1986 to April 2010 with the terms 'radiation oncology' or 'therapeutic radiology' were obtained in the KoreaMed database. The co-authors were analyzed according to their affiliation, and their relationship was used to build a matrix. With the matrix, centralization indices and the Key Player index were analyzed. We used UCINET 6.0 for the network analysis, Netdraw for determining a sociogram and Key Player 1.44 for the key player analysis. Results: The centralization of the radiation oncology field decreased from 8.29% for the period from 1986~1990 to 1.84% from 2006~2010. However, when the Korean Journal of Medical Physics was excluded, centralization increased from 2.32% for the period from 2001~2005 to 3.80% from 2006~2010. This suggested that the communication in the clinical research field of radiation oncology is decreasing. In a node centralization analysis, Seoul National University was found to be the highest at 7.9%. Seoul National University showed the highest indices in the Outdegree (6.50%) and Indegree (8.54%), in addition to Betweenness (14.94%) and Eigenvector (135.234%). The Key Player analysis indicated that Inha University had the highest index at 0.491, but when the Korean Journal of Medical Physics was excluded, Yonsei University had the highest Key Player index at 0.584. Conclusion: The degree centrality in the network of radiation oncology decreased in the most recent period as more institutions are participating in network. However, the Betweenness centrality is still increasing, suggesting that the communications among research groups (clique) in radiation oncology is warranted.

Need Analysis for Educational Use of Personal Multimedia Player(PMP) focusing on Roles of Teachers in u-Learning (요구분석을 통한 PMP의 교육적 활용방안: u-Learning 환경에서의 교수자의 역할을 중심으로)

  • kim, Mi-Ryang;Kim, Jae-Hyoun
    • Journal of Internet Computing and Services
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    • v.9 no.5
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    • pp.9-21
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    • 2008
  • In theory, within ubiquitous learning environment, education is happening all around the student but the student may not even be conscious of the learning process. But, in this study, we consider the ubiquitous learning environment where PMP (Personal Multimedia Player) is being used for delivering the learning-contents. And the purpose of this study is to identify the problematic factors recognized by PMP users in u-learning environment. A need analysis was used to identify and evaluate needs of 74 PMP users as well non-users. Based on the interviews of participants, we give a brief summary results on motivation for using PMP, purchasing and operating costs, category of contents being used, dissatisfying and problematic factors with using PMP in u-learning environment. Therefore, we present six categories of factors preventing the u-learning with PMP from being diffused such as lacks of awareness, loss of confidence, side-effects, lacks of education and support, costs, and lacks of contents. In conclusion, we suggest a set of guidelines which might help remove these the resistance factors.

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An Analysis on Posthuman Features of Open-World Adventure Games (오픈 월드 기반 어드벤처 게임의 포스트휴먼 특징 분석)

  • Jo, Min-Sun;Chung, Eun-Hye
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.83-94
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    • 2019
  • This paper analyzed the posthuman features of the open-world adventure game. These games represent the player character as Posthuman Subject through the restrictions of information and body. The player explores all of the spaces to perform the quests due to nonlinearity of open-world. The interactions are restricted conflicts and it reveals through gameplay. The experiences as Posthuman Subject allow the player to embody the Hybrid Subjectivity and think about coexistence of human and inhuman.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Detecting Android Emulators for Mobile Games (Focusing on Detecting Nox and LD Player) (모바일 게임용 안드로이드 에뮬레이터 탐지 기법 (Nox와 LD Player 탐지 기법 중심으로))

  • Kim, Nam-su;Kim, Seong-ho;Pack, Min-su;Cho, Seong-je
    • Journal of Software Assessment and Valuation
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    • v.17 no.1
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    • pp.41-50
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    • 2021
  • Many game and financial apps have emulator detection functionality to defend against dynamic reverse engineering attacks. However, existing Android emulator detection methods have limitations in detecting the latest mobile game emulators that are similar to actual devices. Therefore, in this paper, we propose a method to effectively detect Android emulators for mobile games based on Houdini module and strings of a library. The proposed method detects the two emulators, Nox and LD Player through specific strings included in libc.so of bionic, and an analysis of the system call execution process and memory mapping associated with the Houdini module.

Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • v.16 no.3
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

The Vibration Study on Car Compact Disk Player (자동차탑재용 컴펙트 디스크 플레이어의 진동특성 연구)

  • Lee, Tae-Keun;Kim, Byong-Sam
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.05a
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    • pp.283-288
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    • 2006
  • This study developes the vibration model to estimate the vibration energy of damper/spring assembly(mainbase assembly) for car CD player, and this model is verified by experiment. From frequency response, response, we investigate the natural frequency and mode shape in the up/down direction. In order to determine the analysis frequency band, we investigate the excitation frequency from the vehicle test. As the characteristics of damper and spring is changed, we carry out the vibration test(transmissibility) and investigate the change of transmissibility.

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Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

Game Character Growing System using Player Type Analysis based on Petri-Net (페트리네트 기반 플레이어 타입 분석을 이용한 게임 캐릭터 성장 시스템)

  • Lee, Sinku;Kang, Minsu;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.131-140
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    • 2015
  • The character is one of most important interest-element in role playing game genres since it shows the individuality. In general cases, game players allocate points to talent clauses that they choose. However, it is not easy to provide the suitable character-growing to players in generic system since the cases are too simple and based on just humans choices. In this paper, we propose the character growing system based on the player type inference module. Growth morphology is determined by player's behavior or type. The determination is based on petri-net. Our experimental results and analysis show that our proposed approach is suitable for character-growing system.