• 제목/요약/키워드: Training Game

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Residents' Participation Workshop for the Design of Community Facility on Beakhwa Village (백화마을 커뮤니티시설의 주민참여 디자인 워크숍)

  • Cho, Jeong-Hyun;Choi, Jung-Shin;Lee, Jong-Huck
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2011.04a
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    • pp.81-86
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    • 2011
  • In order to establish the effective community village as planned, it is the most important factor in residents' participation at the stage of design process. Especially, community space, which is commonly used by all members, must be designed through consultation process of community members themselves to accommodate the needs of various daily activities. So, in this study, the participation process to design the common community facility is developed and the actual residents' participation workshop was conducted in Baek-Hwa village, which is being built on South Korea. Also, the space of community facilities was designed based on the direct opinions and needs of actual residents obtained by workshop process. The workshop was conducted two times: the first workshop was conducted for the design of common residents' facilities and the second was for trying to utilize the virtual designed space. During the workshop process, it is found that the positive participation of members of village is naturally occurred to design residents' space in the workshop process. As a result, most people want to make the space of gym, library, and dining room in spatial configuration. Among them, the hobby room was highly demanded. There is lots of demand for the joint activities and training program in common activity fields. Also, the prediction of the various occurrence so fun expected situations was requested in the game of creating rules and role-playing. In the conclusion, it was acknowledged the necessity of residents' participation design and the importance of communication between architects and residents for decision-making.

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Kinematical Analysis of Ropez Motion in Horse Vault (도마 Ropez동작의 운동학적 분석)

  • Back, Jin-Ho;Lee, Soon-Ho;Choi, Kyu-Jung;Moon, Young-Jin;Kim, Dong-Min;Park, Jong-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.15 no.2
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    • pp.119-127
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    • 2005
  • The purpose of this research helps to make full use for perfect performance by grasping the defects of Ropez motion performed by athlete CSM who was under the training for the 28th 2004 Athene Olympic Garnes, and by presenting complementary methods. For the better Ropez motion which had been performed by CSM for the 1st dispatch selection test and the final for the 28th Athene Olympic Game was analyzed with 3-dimensional cinematographic method. Here are the conclusions: 1. During the board contact phase, powerful kicking and rapid forward flexion motion of upper body make increasing vertical velocity of C. O. G and enlarging body angle. 2. It was indicated that rapid forward flexion motion of upper body during the board contact phase get a large body angle in horse take-off. 3. rapid forward flexion motion of upper body during the board contact phase makes a longer time at horse contacting phase. It showed that this result increased velocity of horse take-off causing by powerful blocking motion. 4. Increasing of air-borne height during pre- flight phase, makes a higher C. O. G; and larger angle of hip, angle of knee and body angle in the landing phase. And it revealed that these results have a stable landing.

The Frequency of Sport Injury for the Junior Elite Golf Players in Korea (국내 남녀 중고 골프 선수들의 운동 상해 빈도 조사)

  • Lim, Young-Tae;Seo, Hee-Jin;Park, Chan-Hee
    • Korean Journal of Applied Biomechanics
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    • v.13 no.3
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    • pp.151-162
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    • 2003
  • The purpose of this study was to investigate the frequency of sports injury among Korean junior elite golf players. The survey was made through the questionnaire which consist of eight categories and 280 valid answers were used to perform frequency analysis. The results indicated that 197 out of 280 participants experienced golf injuries (30%: during a game, 70%: during a practice) and 70% of them also experienced injuries within a year. The frequency analysis for the site of injury has shown that back was the most vulnerable area for all players(33%), followed by the right wrist, left shoulder and elbow for male players. Among female players, left wrist was the second weak site of injury, followed by the right wrist, right thoracic spine, and left shoulder. A few of them also have shown abnormal symptoms of ruptured lumbar disk, scoliosis, and lordosis and these injuries might be caused by the lack of flexibility and the fatigue due to over-practice. High frequency of wrist injury also demonstrated that excessive chopping or punching shot and poor environmental course conditions may cause this injury to be common. Overall, lack of warm up time, lack of strength and flexibility, and excessive amount of practice were the major reasons of injury for the junior elite golfers in Korea. The study also proved that these young Korean golfers actually had more chances to be faced with the injury than average. Thus, it is necessary to develop systematic and scientific methods of training, and prevention, treatment of these injuries with medical professionals.

The Effect of Progressive Lumbar Stability Exercise on the Transversus Abdominis Muscle Thickness and Lower extremity muscle Fatigue Index in Soccer Players (축구선수의 진행형 요부안정화운동이 복횡근 두께와 하지근육 피로지수에 미치는 영향)

  • Lee, Joon-Hee;Park, Seung-Kyu;Kang, Jeong-Il;Yang, Dae-Jung;Kim, Je-Ho;Jeong, Yong-Sik
    • Korean Journal of Applied Biomechanics
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    • v.22 no.3
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    • pp.349-356
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    • 2012
  • This study aimed to assess the effects of progressive lumbar stability exercises and lumbar stability exercises on changes in the transversus abdominis muscle thickness and lower extremity muscle fatigue index in soccer players. Ten subjects were assigned to undergo training in each of the 2 groups, namely, the progressive lumbar stability exercise group and lumbar stability exercise group. Each intervention session lasted for 30 min, and 4 sessions were conducted in a week for 6 weeks for soccer players of S. University in Jeonnam, Korea. Changes in the transversus abdominis muscle thickness and lower extremity muscle fatigue index were measured using ultrasound and surface electromyogram. The results of the ultrasound measurement for the transversus abdominis muscle thickness indicated that progressive lumbar stability exercises were more effective than lumbar stability exercises. The results of the lower extremity muscle fatigue index measurements using surface electromyogram indicated that the fatigue index decreased in the progressive lumbar stability exercise group. Progressive lumbar stability exercise is believed to have put more workload during the shaking of the limbs, leading to increased stability and increased efficiency of the lower extremity muscle, thereby decreasing the fatigue index. Therefore, progressive lumbar stability exercises can be an effective measure for preventing injuries and improving the game performance of sports players by increasing the transversus abdominis muscle thickness and decreasing the lower extremity muscle fatigue index.

Hand Tracking and Hand Gesture Recognition for Human Computer Interaction

  • Bai, Yu;Park, Sang-Yun;Kim, Yun-Sik;Jeong, In-Gab;Ok, Soo-Yol;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.182-193
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    • 2011
  • The aim of this paper is to present the methodology for hand tracking and hand gesture recognition. The detected hand and gesture can be used to implement the non-contact mouse. We had developed a MP3 player using this technology controlling the computer instead of mouse. In this algorithm, we first do a pre-processing to every frame which including lighting compensation and background filtration to reducing the adverse impact on correctness of hand tracking and hand gesture recognition. Secondly, YCbCr skin-color likelihood algorithm is used to detecting the hand area. Then, we used Continuously Adaptive Mean Shift (CAMSHIFT) algorithm to tracking hand. As the formula-based region of interest is square, the hand is closer to rectangular. We have improved the formula of the search window to get a much suitable search window for hand. And then, Support Vector Machines (SVM) algorithm is used for hand gesture recognition. For training the system, we collected 1500 hand gesture pictures of 5 hand gestures. Finally we have performed extensive experiment on a Windows XP system to evaluate the efficiency of the proposed scheme. The hand tracking correct rate is 96% and the hand gestures average correct rate is 95%.

Effects of Imagery Tennis Training on Cerebral Activity

  • Jung, Seokwon;Choi, Min-sun;Kim, Min-uk;An, Hye-jin;Shin, Min-gyeong;Kwon, Oh-Young
    • Korean Journal of Clinical Laboratory Science
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    • v.47 no.1
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    • pp.46-50
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    • 2015
  • The previous studies showed that the visual imagery activated the occipital and posterior inferior temporal area of the brain, and the damage to the occipital cortex impaired the visual mental imagery. We studied current-source distribution of electroencephalography (EEG) to observe neuronal activity during imagery tennis playing. Eleven healthy volunteers were enrolled. All volunteers were right-handed males and novices for tennis playing. The mean age of them was 24.9 years. The EEGs were recorded on the scalp electrodes located according to the International 10~20 System. The number of electrodes was 25 channels including subtemporal electrodes. The EEG recording session was 13 min including 5 segments: resting-I, scenery-slide show, resting-II, watching tennis-game video, and imagery-tennis playing. The recoding durations were 3, 2, 3, 2, and 3 min respectively. Five 'artifact free 3-sec segments' were selected in each segment of 'imagery-tennis playing' and 'resting-II'. We did the frequency domain analysis with the EEG segments using a distributed model of current-source analysis. The statistical-nonparametric maps (SnPMs) were obtained between the segments of 'imagery-tennis playing' and the segments of 'resting-II' (p<0.01). The significant change of current-source density was observed only in alpha-2 frequency band (10~12 Hz). The current-sourcedensity was increased in the hippocampus, parahippocampus, and occipital fusiform gyrus in the right cerebral hemisphere (p<0.01). Imaginary-tennis playing may activate the hippocampal-occipital alpha networks of nondominant hemisphere.

Reinforcement Learning Approach to Agents Dynamic Positioning in Robot Soccer Simulation Games

  • Kwon, Ki-Duk;Kim, In-Cheol
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.321-324
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement Beaming is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement loaming is different from supervised teaming in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement loaming algorithms like Q-learning do not require defining or loaming any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning(AMMQL) as an improvement of the existing Modular Q-Learning(MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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A Study on the Edu-tainer Convergence App for Young Children's Play learning in Mobile Environments (모바일 환경에서의 유아 놀이 학습을 위한 에듀테이너 융합 앱 연구)

  • Jung, Doo-Yong;Sok, Yun-Young
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.23-28
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    • 2016
  • In this paper, smart devices using a 4 to 6 years old, infants and parents to a user layer of training and with games or studying infants by integrating them. Not losing interest and concentration, Mobile infants to learning to learn Korean, English, the estimated budget. design the app tainer. For parents of infants and a variety of media concentration and learning Korean, English, English word cards that can increase the interest of the design and, to find a picture Memory game, had provided games are various kinds such as learning to do puzzles. Also, infants and tries to help study a visual learning and auditory learning at the same time can be achieved by mothers of children is much more conveniently. Learning to guide implementation to maximize the availability, convenience and mobility.

Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.

Rule-based Speech Recognition Error Correction for Mobile Environment (모바일 환경을 고려한 규칙기반 음성인식 오류교정)

  • Kim, Jin-Hyung;Park, So-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.25-33
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    • 2012
  • In this paper, we propose a rule-based model to correct errors in a speech recognition result in the mobile device environment. The proposed model considers the mobile device environment with limited resources such as processing time and memory, as follows. In order to minimize the error correction processing time, the proposed model removes some processing steps such as morphological analysis and the composition and decomposition of syllable. Also, the proposed model utilizes the longest match rule selection method to generate one error correction candidate per point, assumed that an error occurs. For the purpose of deploying memory resource, the proposed model uses neither the Eojeol dictionary nor the morphological analyzer, and stores a combined rule list without any classification. Considering the modification and maintenance of the proposed model, the error correction rules are automatically extracted from a training corpus. Experimental results show that the proposed model improves 5.27% on the precision and 5.60% on the recall based on Eojoel unit for the speech recognition result.