• Title/Summary/Keyword: Player Analysis

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Analysis of Bit and music genre using Peak Level (피크레벨을 이용한 비트 분석 및 음악 장르구분)

  • Kim, Yoon-Ho;Jo, Jae-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.417-420
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    • 2005
  • This report shows the new music player's system which could separate music's tempo by analysis Peak level frequency by time from some percussion instruments. After this process, the new music player could classify some fast or slow genre's musics without a user's order, then we should listen to a fast or slow genre's music by a button.

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A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

Influence of Participation Sports of Parents on Soccer Player Role Socialization (부모가 축구선수역할사회화에 미치는 영향)

  • Song, Kang-Young;Kim, Hong-Seol
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.423-430
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    • 2011
  • The purpose of this study was to examine if influence parents on soccer player role socialization. The participants of the study are 149 who are university soccer players. The stratified cluster random sampling method has been used in this study. The material collection device was the brochure named [Influence parents on soccer player role socialization]. The result of reliability check up was Cronbach's ${\alpha}$. 8847~.7306. To analyze materials, the "ANOVA" and "regression analysis" were used as statistic analysis techniques. The conclusion based on above study method and the result of material analysis are here below. 1. Participation of parents influence on status of team internal. 2. Participation of parents influence on position of team. 3. Participation of parents influence on career of get a prize.

A Study on the Economic Feasibility of Developing Daisy Book Based Reading Assistive Device for People with Disabilities (장애인을 위한 데이지 도서 기반 독서보조기기 개발의 경제적 타당성 연구)

  • Lim, Soon-Bum;Park, Joo Hyun;Lee, Jong Woo;Yook, Juhye
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.279-285
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    • 2017
  • In this study, feasibility analysis was performed by estimating the costs and effects of daisy reading auxiliary machine development project. The development cost of a Daisy player device, hardware/prototype and software, with only essential functions and with low price was estimated to be \307,101,664, and the production cost for a player was calculated to be \112,000. The development of Daisy viewer software and input/output assistive devices, application, was estimated to be \284,294,08, and an input/output device was set a price of \6,600. Based on these results, we looked at the economic ripple effects on the people with disabilities by promoting daisy - reading assistive device development project. The results of this study could be used to determine whether the project is to proceed. It is expected that it provides valuable information to actively cope with the changing business environment in the future.

The Kinematic Analysis of Upper Extremities for Badminton Smash and Drop Motions depends on the Player's Level (배드민턴 스매시와 드롭 동작 시 선수의 기량 차이에 따른 상지 동작의 운동학적 비교 분석)

  • Jo, A-Ra;Yoo, Si-Hyun;Yoon, Suk-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.23 no.3
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    • pp.201-208
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    • 2013
  • The aim of this study was to investigate badminton smash and drop motion depends on player's level. To perform this study, ten male badminton players were participated: five skilled players (SG, age: $21.6{\pm}1.1$ yrs, height: $181.4{\pm}6.8$ cm, body mass: $72.4{\pm}5.7$ kg, career: $11.2{\pm}1.1$ yrs) and five less-skilled players (LSG, age: $21.2{\pm}1.1$ yrs, height: $180.2{\pm}5.6$ cm, body mass: $73.6{\pm}6.7$ kg, career: $10.6{\pm}0.9$ yrs). Three-dimensional motion analysis with 7 infrared cameras was performed with a sampling frequency as 200 Hz. Player's swing motion was divided into four events: starting motion (E1), backswing (E2), impact (E3), following (E4). For all upper joints, LSG showed greater angle differences between drop and smash motions than that of SG at E3 (p<.05). For all upper joints, greater angular velocities were found in SG than that of LSG. For both groups, significantly smaller angular velocities were found in drop motion than that of smash motion (p<.05). The greater sequential angular velocities (proximal to distal) were found in SG than LSG during smash motion. Based on our findings, performing the same motion between drop and smash would be related to enhance performance at badminton competition. It is expected that these results will be useful in developing a training program for enhancing performance of badminton athletes.

Analysis on the Influence of Player's Social Factors on Game Play (개인의 사회적 요소들이 게임 수행에 미치는 영향 분석)

  • Choi, Seong-Rak;Park, Junhwi
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.613-621
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    • 2018
  • This study analyzes the influence of player's social factors on their game play. By conducting a survey of 1,000 general public in Korea, this study aims to understand how game player's social factors influence on their game play behavior: whether they play a game or not, how long they play, and how frequent they play. The survey result suggests that there are some relations between player's social factors and their game play behaviour. The personal factors such as sex, age, monthly income level are seen to have influence on the length and frequency of their game play. Players' the social factors such as social status, social activity participation level and confidence level also have influence over their game play behaviours as well. And the influences are seen to be different depending on whether it's on online game or mobile game.

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

The Relationship between Players' Characteristics and Trolling Behavior: Focused on (플레이어의 개인 성향과 게임 내의 트롤링 행위의 관계 : <리그 오브 레전드>를 중심으로)

  • Lee, Jun Myong;Na, Jung Hwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.63-72
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    • 2016
  • This study explores how players' characteristic factors affect on trolling behaviors. The data was collected through online survey from online communities of League of Legends(N=914, male=770, female=144, average of age=22.19, SD of age=4.78). Questionnaire includes age, level/tier, self-esteem, basic psychological needs, aggression, and trolling behaviors. Result shows that player characteristic factors which influence on players trolling behavior are 'age', 'physical aggression', 'verbal aggression'. Discussion suggests that the understanding of player's characteristics which influence on trolling behaviors has to precede the improvement of system structure in order to eradicate trolling behaviors.

Effects of coach confidence on athlete satisfaction and perceived performance in throwers (투척선수의 지도자 신뢰가 선수만족 및 인지된 경기력에 미치는 영향)

  • Lee, Myung-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.9
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    • pp.4054-4060
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    • 2011
  • The purpose of this study was to investigate the effects of coach confidence on member satisfaction and perceived performance in throwers. The participants were 198 throwers who were competed in the 40th National Athletics Championship. To analyze the data, multiple regression was performed using SPSS 18.0 ver Windows. The results showed that coach confidence of throwers affected significantly on the athlete satisfaction(p<0.05). In other words, the subfactor of coach confidence such as integrity, ability, consistency, sacrifice, and openness affected the subfactor of player satisfaction such as technical analysis, teaching ability, and coaching qualification. And also, coach confidence of throwers affected significantly on the perceived performance(p<0.05). The subfactor of coach confidence such as integrity, ability, consistency, sacrifice, and openness affected the subfactor of player satisfaction such as victory will and skill exhibition. It was concluded that the coach confidence of throwers may affect player satisfaction and perceived performance.

A Comparative Analysis of Two Inflatable Kayak's Effect on Players and Kayak Performances (두 종류 공기주입식 카약 보트의 성능 비교 및 선수 수행력 비교 분석)

  • Lee, Chong-Hoon;Park, Yong-Hyun;Nam, Ki-Jeong
    • 한국체육학회지인문사회과학편
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    • v.53 no.2
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    • pp.531-540
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    • 2014
  • The purpose of this study was to investigate the differences between two inflatable kayak by recording performance related variables during the kayak forward stroke motion. A total of 5 elite high school kayak players were recruited to participate while their kinematics and muscle activations were recorded while performing inside their high school swimming pool. Boat velocity, boats swaying angle, the average angular velocity and were used to evaluate the boats performance. The player's trunk rotational range of motion, knee flexion-extension angle range of motion, maximum trunk rotation angle, the knee flexion-extension angular velocity, and the upper and lower limb muscle activations were calculated and analyzed for the player's efficiency evaluation. There were no significantly different variables for the player's kinematics and their muscle activations for the two conditions. The B kayak was significantly faster than the A kaya. In addition there were no significant differences between the remaining variables for the two kayaks. In conclusion, the B kayak was faster than the A kayak, but neither of the kayaks had an influence on the player's performance variables.