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관악기연주군과 비관악기군의 치열궁 및 Crowding에 관한 비교연구 (COMPARISONS OF DENTAL ARCHES AND CROWDINGS BETWEEN MUSICAL WIND-INSTRUMENT PLAYERS GROUPS AND NON-WIND INSTRUMENT PLAYERS GROUP)

  • 이원유
    • 대한치과교정학회지
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    • 제17권2호
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    • pp.289-297
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    • 1987
  • For the comparisons of dental archs and crowdings between musical wind instrument players groups and non-wind instrument players groups, 64 male wind instrument players and 31 non-wind instrument players group were selected. The results of the measurements were as follow. 1 Upper intercanine widths, upper basal arch widths, lower basal arch widths were statistically significant between musical wind instrument players groups (Class A, Class B) and non-wind musical instrument players group. 2 The mean value of upper intercanine width m Class A ($373{\pm}2.3mm$) was greater than than in Class B ($362{\pm}17mm$) and non-wind musical instrument players group($360{\pm}16mm$) 3 The mean value of lower basal arch width m Class B ($422{\pm}25mm$) was greater than that in non wind instrument players group ($395{\pm}28mm$). 4 The differences in the mean values of crowdings between Class A and Class Band non-wind instrument players group were not statistically significant.

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하키 페널티 코너 시 고등학교 선수와 국가대표 선수간의 플릭슈팅 동작 비교 (A Comparision of Flick Shooting Motion in Penalty Corner between High School and National Players in Field Hockey)

  • 김호묵;우상연;김기운
    • 한국운동역학회지
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    • 제19권3호
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    • pp.499-508
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    • 2009
  • 본 연구의 목적은 필드하키 페널티 코너 시 고등학교 선수와 국가대표 선수간의 플릭 슈팅 동작을 비교 분석하여 페널티 코너 지도 시 운동학적 지침을 제시하는 것이다. 이러한 목적을 위하여 전문 슈터 남자 고등학교 선수 5명과 국가대표 선수 6명을 피험자로 선정하여 페널티 코너 시 플릭 슈팅 동작을 비교 분석하였다. 국가 대표 선수들은 고등학교 선수에 비하여 스틱헤드 속도와 볼 속도가 빠른 것으로 나타났다. 국가 대표 선수들은 고등학교 선수에 비하여 스틱으로 볼을 캐치하는 단계에서 오른발을 볼보다 앞쪽에 많이 내딛고, 볼을 앞쪽으로 길게 드래그하여 목표 방향으로 빠르게 보내고 있다. 고등학교 선수들은 국가대표 선수들에 비하여 볼을 캐치하는 단계에서 어깨의 각속도와 손목의 각속도 변화가 크고 동작 시간도 짧게 나타났다. 국가 대표 선수들은 신체 무게 중심의 상하편차가 적으며 폴로스루 단계에서도 릴리즈 단계의 몸 숙임 각도를 일정하게 유지하였으며 릴리즈 시점에서는 손과 전완의 각운동량이 고등학교 선수에 비하여 큰 것으로 나타났다.

Relation between Game Motivation and Preference to Cutscenes

  • 완소음;조동민
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

부산지역 일부 중학교 축구부 학생의 식행동, 영양섭취상태 및 혈액성상 조사 (A Study on Dietary Behaviors, Nutrients Intake Status and Hematological Status of Middle School Football Players in Busan)

  • 이정숙;김나영;이영화
    • 대한지역사회영양학회지
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    • 제13권5호
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    • pp.601-609
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    • 2008
  • The study was carried out to investigate the dietary attitude and hematological status of the middle school football players in Busan. The survey was conducted from September 15 to October 15, 2006 by questionnaires and data analyzed by the SPSS program. The results are summarized as follows: The weights and body mass indices of the football players were significantly lower than those of the control. Dietary attitude scores showed no significant differences between the groups. Nutrition knowledge scores of the football players were lower than those of the control. Both football players and the control preferred the sweet taste rather than others. The football players preferred the hot taste, meats, and fish rather than the control did. Serum triglyceride level of the football players was significantly lower than that of the control. Blood iron level was significantly lower in the football players than in the control. Blood urea nitrogen concentration was higher in the football players than in the control. Therefore proper nutritional education programs are required for middle school football players to improve their nutritional status and physical strength.

여자 배구와 탁구선수의 등속성 운동에 따른 무릎근력 비교 (Comparison of Isokinetic Muscular Strength of Knee according to Female Volleyball and Table Tennis Players)

  • 박시은;김용연;박신준
    • 융합정보논문지
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    • 제9권7호
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    • pp.153-158
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    • 2019
  • 본 연구의 목적은 여자 배구선수와 탁구 선수 사이에 무릎 관절의 등속성 근력 수준을 비교하는 것이다. 총 27명의 엘리트 배구 선수와 27명의 탁구 선수가 이 연구에 참여하였다. 본 연구는 등속성 근력 측정을 통해 여자 배구선수 및 탁구 선수 무릎 굽힘근 근력과 폄근 근력의 양을 측정하였다. 최대 토크는 $60^{\circ}/s$에서 3회 최대 수의적 굽힘과 폄 수축을 수행하여 측정하였다. 여자 배구 선수는 여자 탁구선수 보다 무릎 폄과 굽힘근 근력이 높았다. 탁구 선수들은 왼쪽과 오른쪽 무릎 근력에 유의한 차이가 없었다. 하지만 배구 선수들은 양쪽 무릎 근력에 차이를 보였다. 또한, 신장과 체중은 무릎 근력과 양의 상관관계를 보였다. 본 연구를 통해 여자 배구 선수는 탁구 선수보다 무릎 근력이 더욱 높은 수준에 있음을 알 수 있었다. 또한 배구 선수가 비대칭적 무릎 근력이 있음을 발견하였다. 향후 연구에서는 등속성 근력강도에 대한 연구가 다른 스포츠 선수와 비교하여 확인될 것을 기대한다.

Analysis on the Trend in the Prize Money and Performance Factor of Tour Pro Golf Players(KLPGA centering on 2008-2017)

  • Lee, Sang-Hoon;Park, Ik-Ryeul
    • International Journal of Advanced Culture Technology
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    • 제6권4호
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    • pp.116-123
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    • 2018
  • The purpose of this study is to analyze the trend of the prize money and the performance factors, based on the data of 1,000 pro golf players provided by KLPGA(Korea Ladies Professional Golf Association) for the past 10 years from 2008 to 2017. First, in terms of the prize money, it increased a lot if we compare the data from 2008 and from 2017. However, it is still disproportionally favorable to the top players and is extremely disadvantageous to the middle-low players. Therefore, it is necessary to considerately care middle-low players. Second, in terms of performance factors, the players' skill has been improved steadily based on all of the factors considered: the scoring average, average putting, the birdie average, par save, par break, and recovery for the past 10 years from 2008 to 2017. Despite the fact that both players' performance and income have increased, it is prominent that the inequality between the players in terms of prize money becomes severe, which should be mitigated by external systematic support to maintain the current level of world-class players of Korea.

게임 플레이어 유형에 따른 몰입 및 충성도 연구 (A Study on Differences in Flow and Loyalty according to the type of Online Game players)

  • 이준영;이제성
    • 한국게임학회 논문지
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    • 제17권5호
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    • pp.71-80
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    • 2017
  • 본 연구는 온라인 게임 플레이어의 유형에 따라 몰입 및 충성도에 어떠한 차이가 나타나는지 분석하였다. 한 주간 이용시간 2시간 이상의 게임 플레이어가 2시간미만 이용자보다 통계적으로 유의하게 몰입도가 높게 나타났으며, 한 주간 3시간 이상 게임을 하는 플레이어는 한 주간 1시간미만 플레이어에 비해 충성도가 높게 나타났다. 6달 이상 게임을 한 플레이어가 6달 미만으로 게임을 한 플레이어보다 통계적으로 몰입도가 높게 나타났으며, 6~9개월 게임을 한 플레이어가 3개월 미만 플레이어보다 충성도가 높게 나타났다. 또한 높은 레벨과 계급을 지니고 있는 게임 플레이어가 낮은 레벨의 게임 플레이어보다 몰입도와 충성도가 높은 것으로 조사되었다.

배드민턴 드롭샷 동작의 운동학적 분석 (Kinematic Analysis of the Badminton Drop-shot Motion)

  • 오정환;최수남;정익수
    • 한국운동역학회지
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    • 제15권1호
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    • pp.221-235
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    • 2005
  • The purpose of this study was to analyse badminton players' drop-shots, in order' to make players understand the principles of drop-shot motion in badminton. Three dimensional analysis was used to measure movements such as the time required per section, the change of center of gravity, joint angle and speed, and joint speed. The results of this study revealed as follows: (1) top players are faster than amateurs in the total time required per section; (2) top players moved more in the x-axis and z-axis, while amateurs moved more in the y-axis; (3) the inclination of amateurs was greater than that of top players in all phases; (4) amateurs showed larger angle on the shoulder joints than top players in the first phase, while top players showed larger angle on the shoulder joint than amateurs in the second and third phase. Amateurs' angle was larger on angle joint in the first phase than top players' ones, while top players' angle was larger in the third phase than amateurs; (5) the speed of racket head of top players was faster than that of amateurs; and the velocity of the center of gravity of amateurs was greater than that of the top players. The findings of this study were that gravity decreases during impact and then the velocity increases to perform the follow-through and making the swing fast by increasing the speed of the racket head is most important.

악기 종류에 따른 기능적인 연주복 디자인 연구 - 성인 여성의 하프 연주복을 중심으로 - (A Study on the Design of Functional Playing Costumes - focusing on Female Harpist -)

  • 여승화;정삼호
    • 복식
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    • 제54권4호
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    • pp.75-84
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    • 2004
  • Stage costumes perform not only the instrumental but also the expressive functions. The major goal of this study is to develop the functional and aesthetic costume designs for musical players considering the characteristics of instruments. players’ postures. The scope of this study is restricted to the musical costumes for female adult soloists playing the wind and string instruments. This study is composed of theory research, empiricalresearch and manufacturing a real costume. First, theory research contains theory of musical costumes and that of pure musical areas. Concept, characteristics and wearing effects are analysed in theory of musical costumes. Second, designs of instruments and playing postures are analysed in the theory of pure musical areas. Proper and improper designs are compared based on the survey asking the favorite designs of 56 wind and string players. Third, I manufacture a stage costume for a harpist. The conclusions of this study are as follows. First, wind and string players think the functionality of costumes more importantly than the esthetic sense. And there are differences in design preferences for different playing postures. Second, string Players basically use arms, fingers and the upper body. Wind players use fingers more than string players and do abdominal breathing. Third, string players think the design of arms and sleeves because of frequent usage of bow and prefer the design without sleeves. On the contrary, wind players think the silhouette importantly because of standing playing posture. Fourth, players don't think that the accessory is not important and want it so long as it doesn't hinder playing. Fifth, shoes plays more important role than costume in case of playing posture with using pedals and moving legs frequently. Lastly, both wind and string players prefer the design with simplicity and comfort most.

야구 선수 주관절의 통증과 골 변화에 대한 유병률 조사 (A Study for Prevalence of Pain and Bony Changes of the Elbow in Baseball Players)

  • 임채준;김성택;김창윤;안기용;박진범;윤태현
    • 대한정형외과스포츠의학회지
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    • 제6권1호
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    • pp.50-56
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    • 2007
  • 목적: 소년부터 성인까지의 야구 선수들의 주관절 손상의 빈도와 발생 양상 및 추이를 알아보고자 하였다. 대상 및 방법: 2004년 1월부터 12월까지 초등학교, 중학교, 고등학교 그리고 프로 야구 선수 각각 80명, 총 320명을 대상으로 설문 조사 및 양측 주관절의 전 후면과 측면 단순 방사선 촬영을 시행하였다. 결과: 모든 선수 군에서 주관절의 통증 부위와 골 변화가 내측에서 가장 많았으며 특히 내측 상과 골단 비후(Hypertrophy of medial epicondyle)가 많았다. 선수의 연령이 증가할수록 주관절의 방사선학적 변화가 증가하였으며 초등학교 선수 65%, 중학교 선수 82%, 고등학교 선수 85%, 프로 선수 88%에서 주관절의 골 변화가 나타났다. 결론: 야구 선수들의 주관절 골 변화는 연령이 증가할수록 많았으며 과거에 비해 증가하였다.

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