• Title/Summary/Keyword: Player Characteristics

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Remediation Characteristics that Appear in the Change of MP3Player I : Re-mediation and Genealogical Change (MP3Player의 변화에서 나타나는 재매개적 특성 I : 계보적 변화와 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.59-68
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    • 2013
  • iPod Touch provided so various application software beyond the early music playback function, and enhanced its UI to the level of UX. Because of these, it was evaluated as innovative. In addition, even though various images were provided through the Internet, some people still classify MP3P as audio device in its product category. As for how audio device became video or image device and which factor contributed to such happening, there may be various factors, such as social, cultural, and technical change, other than fundamental change of medium itself. This study is regarding medium characteristics of MP3Player. In other words, this study classified genealogical changes, which can be categorized into 4 points. This study also analyzed the property of each point according to this classification. The result of analysis showed that there is a relation with technological as well as social context in such genealogical change in MP3player. Even though there are various elements in the change of a device, it can be suggested that the factors of genealogical change in MP3player are influenced by a totality of social needs and contexts and technical changes.

A Study on Life Style and Behavior Characteristics of the Costume Player (코스튬플레이어들의 라이프스타일과 행동특성에 관한 연구)

  • Jung, Hea-Young;Jung, Hee-Kyeong;Suh, Yong-Han;Oh, Hee-Sun;Lee, Myung-Hee
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.85-92
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    • 2004
  • Costume plays have been of interest to young people in the recent years. The much increased interest in costume plays has prompted many researchers to verify the behavior characteristics of costume players Despite the importance of the costume play, there has been no systematic study of it. The purpose of this study is to demonstrate the influence of life style on behavior characteristics of the costume player. The subjects of this study were members of the web sits(www.cosmaker.com). A total of 155 subjects responded to the questionnaires and the 143 responses were used for further data analysis. The data was analyzed by factor analysis, cluster analysis, and one-way ANOVA. These were the results of the stud: First, costume player groups are classified into three sub-dimensions: other people-oriented, show-off oriented, and exclusive ego oriented. Second, the behavior characteristics of costume player are significantly shown among those groups.

The study on the physical characteristics of soccer player with Yangdorak (프로 축구선수의 양도락 분석을 통한 신체특성 연구)

  • Heo, Seung-Jin;Lim, Chang-Sun;Yim, Jun-Hyok
    • The Journal of Churna Manual Medicine for Spine and Nerves
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    • v.5 no.1
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    • pp.11-22
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    • 2010
  • Object: This study was planned to show the physical characteristics of soccer player and their Yangdorak measurements. Method: We categorized 5 study group. (I-Players classified by age; II, III-Players and control group; IV-Players who had positive RF and the others; V-Players who had digestive disorder and the others) And We conducted the potentiality of skin resistance(Yangdorak) and GFS, PFT, ECG and the other, then analysis that. Result: As old aged group, Yangdorak shown lower RS, but that was not significant. Player group had higher Yangdorak score at H5, F1, F2, F5 than control group. Player group was shown better cardiopulmonary function, but H1, H2, H3 score were not significant. Players who conducted RF test shown not significant difference of H4 measurement between positive and negative group. Digestive disorder group had higher F1, F6 score, but that wasn't significant.

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An Experimental Study of the Transmissibility of Vehicle Compact Disk Player (차량 탑재용 컴팩트 디스크 플레이어의 전달률에 관한 실험적 연구)

  • Lee, Tae-Keun;Kim, Byoung-Sam
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.15 no.6 s.99
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    • pp.764-771
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    • 2005
  • This study investigates the 3-axis transmissibility of the vehicle compact disk player's mainbase which is supported by dampers and springs. These dampers and springs as the important element ' determining the vibration performance of vehicle compact disk Player are used to minimize the vibration which is induced by driving the vehicle. In order to determine the analysis frequency band, we investigated the excitation frequency of road from the vehicle test. As the characteristics of damper and spring were changed, we carried out the vibration test and investigated the change of transmissibility, Also, we carried out the sensitivity analysis for transmissibility and we found out that the properties of damper were the dominant element in the vibration performance of vehicle compact disk player.

The Transmissibility of Rubber Damper in the Compact Disc Player (컴팩트 디스크 플레이어 고무댐퍼의 전달율)

  • Lee, Tae-Keun;Kim, Byoung-Sam
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.17 no.4
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    • pp.126-132
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    • 2008
  • The vibration and disturbances from operating the compact disk layer have an effect on the play ability. As the excitation sources of the compact disk player, there are the vibration of the motors and gears, impact by mechanical parts and the external excitations. So, most of the compact disk player have a anti-vibrational system, which is included some rubber or oil dampers. In this study, the vibration characteristics of rubber damper which is used home compact disk player are investigated. The materials and shape of rubber damper are changed, and the transmissibility is measured. As a conclusion, the natural frequency is moved to higher frequency and the transmissibility is reduced by the increasing rubber stiffness. In comparison to butyl rubber damper, the transmissibility of silicon damper was increased by larger restitution elasticity. The hollow damper was effective to reduced the transmissibility.

Study on Physique Characteristics of Skilled Athletes

  • Kim, Bo-Kyoung;Lee, Suk-Hee;Yoon, Jung-Gyu;Jeon, Hye-Mi;Kim, Jung-Hee;Lee, Ju-Hwan;Lee, Joon-Hee;Lee, Mun-Hwan;Chang, Duncan;Choi, Wan-Suk
    • Journal of International Academy of Physical Therapy Research
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    • v.2 no.1
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    • pp.244-250
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    • 2011
  • The purpose of this study is to investigate whether there are differences in physique characteristics between the excellent domestic player groups in each sport player's, to prevent epidemiologic damage of musculoskeletal system and to provide fundamental data to improve performances for players. This study has performed for total 60 student players from Y University in Yongin, Gyeonggi-do, consists of 20 Kendo players, 20 Judo players and 20 Taekwondo players. We measured the length and circumference of arm, leg, body using Martin anthropometer to collect the data for 3 groups. There was significant difference in lower left arm length between player groups(p<.01), and Kendo players' right side femoral were longer than other 2 groups for leg length measurement(p<.01). Judo players' circumference for right/left stretched arm/bent upper arm were thicker than other 2 groups(p<.01). Taekwondo players' chest circumference were smaller than other 2 groups(p<.01), and Taekwondo players' right/left femoral circumference were thinner than other 2 groups(p<.05). From this study, it was found that there are physique characteristics differences between the Kendo, Judo and Taekwondo player groups. This indicates that repeated exercise for each sport player causes physique change, and it may cause epidemiologic damage of musculoskeletal system. It is recommended to perform balancing exercise prior to main exercise.

An Analysis of Player Types using Data Clustering in Gamification (데이터 클러스터링을 활용한 게이미피케이션 환경에서의 플레이어 유형 분석)

  • Park, Sungjin;Kang, Bumsoo;Kim, Sungsoo;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.77-88
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    • 2017
  • The purpose of this study is to compare existing player type theories using data clustering. For the study, 235 result data of the gamified class in second semester of A university at 2016 used. This study applied K-means and Silhouette to decide the appropriate number of clusters. The player types applied in this study are Bartle's 2-D and 3-D player types, Ferro's five types, and BrainHex. According to the results, Bartle's 2D player type was found to be the best in perspective of data clustering. This study also analyzed the distribution of characteristics for each player types. The results of this study are expected to have an impact on player analysis, which is used in the application of gamification or in the development process.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Remediation Characteristics that Appear in the Change of MP3Player II: Re-mediation through Appearance Changes, Cultural and Social Paradigms (MP3Player의 변화에서 나타나는 재매개적 특성 II: 외형적 변화와 문화, 사회적 패러다임을 통한 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.69-78
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    • 2013
  • A Korean MP3player also has become complex multimedia device which can provide various functions such as DMB, image playback, radio, electronic dictionary, storage device, and Internet. However, these functions are not provided through one-time mediation. Therefore, studying which changes were made for obtaining or installing these functions and what made such changes possible will be a basis to approach the change factors of medium through medium. Ultimately, by enabling to access the factors of cultural and social changes through MP3player, the main point of this study, it will be a methodological attempt to study a social aspect through medium. This study approached re-mediation according to the genealogical change of MP3player. This study researched the change of media through mediation of MP3player, and approached the change in social contextuality through this. The factors for which a medium is changed are various, but in the change of MP3 player there is re-mediation of each medium in addition to technical change. That is, it is deemed that there are 're-mediation among devices' and 'socially contextual re-mediation' in the change through re-mediation of MP3player.

A Study on Implementation of 3D Player based on MPEG-4 Using Java Language (Java언어를 이용한 MPEG-4기반 3차원 플레이어의 구현에 관한 연구)

  • Park Young-Kyung;Kim Yong-Ho;Jung Jong-Jin;Kim Joong-Kyu;Ahn Sang-Woo;Choi Jin-Soo;Kim Jin-Woong;Ahn Chie-Teuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.117-124
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    • 2004
  • With MPEG-4 3D mesh coding(3DMC), the problem of the need of a wide bandwidth can be solved to store and transmit 3D information because of its high compression rate. And to realize the 3D information service with broadcasting or internet, one needs to transmit not only the 3D contents but also the 3D player. Therefore, in this paper we implement a 3D player based on MPEG-4 using a java language. A well-known java language employed in this paper provides the player with a wider range of applications, for example, when the O/S or the platform are different, due to its properties of scalability and universality. The implemented player which has functions (translation, rotation, etc) that can manipulate contents decodes the 3D contents and displays them. In addition, the player has a network function that receives a 3D content from the server. This paper explains the architecture and characteristics of the player and shows its simulation results.