• 제목/요약/키워드: game analysis method

검색결과 370건 처리시간 0.027초

Feasibility of a New Desktop Motion Analysis System with a Video Game Console for Assessing Various Three-Dimensional Wrist Motions

  • Kim, Kwang Gi;Park, Chan Soo;Jeon, Suk Ha;Jung, Eui Yub;Ha, Jiyun;Lee, Sanglim
    • Clinics in Orthopedic Surgery
    • /
    • 제10권4호
    • /
    • pp.468-478
    • /
    • 2018
  • Background: The restriction of wrist motion results in limited hand function, and the evaluation of the range of wrist motion is related to the evaluation of wrist function. To analyze and compare the wrist motion during four selected tasks, we developed a new desktop motion analysis system using the motion controller for a home video game console. Methods: Eighteen healthy, right-handed subjects performed 15 trials of selective tasks (dart throwing, hammering, circumduction, and winding thread on a reel) with both wrists. The signals of light-emitting diode markers attached to the hand and forearm were detected by the optic receptor in the motion controller. We compared the results between both wrists and between motions with similar motion paths. Results: The parameters (range of motion, offset, coupling, and orientations of the oblique plane) for wrist motion were not significantly different between both wrists, except for radioulnar deviation for hammering and the orientation for thread winding. In each wrist, the ranges for hammering were larger than those for dart throwing. The offsets and the orientations of the oblique plane were not significantly different between circumduction and thread winding. Conclusions: The results for the parameters of dart throwing, hammering, and circumduction of our motion analysis system using the motion controller were considerably similar to those of the previous studies with three-dimensional reconstruction with computed tomography, electrogoniometer, and motion capture system. Therefore, our system may be a cost-effective and simple method for wrist motion analysis.

Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법 (An Action-Generation Method of Virtual Characters using Programming by Demonstration)

  • 성연식;조경은;엄기현
    • 한국게임학회 논문지
    • /
    • 제11권2호
    • /
    • pp.141-149
    • /
    • 2011
  • 가상 환경에서 가상 캐릭터가 사람과 같이 자연스럽게 동작하기 위한 과정은 많은 노력을 필요로 한다. 가상 캐릭터는 행동을 기반으로 동작하기 때문에 자연스럽게 동작하기 위해서는 행동 정의가 가장 중요하다. 최근에는 사람이 조작한 가상 캐릭터의 행동을 기반으로 가상 캐릭터가 수행할 일련의 행동을 정의하는 Programming by Demonstration에 관한 연구가 활성화되고 있다. 하지만 이 방법들은 항상 동일한 길이의 연속적인 행동을 도출하거나 연속적인 행동을 정의할 때 사용하는 행동들을 제한하기 때문에 다양한 일련의 행동 생성하기가 어렵다. 자연스럽게 동작을 수행하기 위해서는 조작한 가상 캐릭터의 행동에서 최대한 다양한 일련의 행동들을 도출하고 도출한 일련의 행동들을 대표하는 최적의 연속적인 행동을 선택해야 한다. 그래서 여러 가지의 제약 사항을 줄이면서 일련의 행동을 생성하기 위한 연구들이 필요하다. 이 논문에서는 사람이 조작한 캐릭터의 행동을 수집하고 가상 캐릭터가 수행할 일련의 행동을 모두 도출해서 가상 캐릭터에게 적합한 일련의 행동을 선정하는 방법을 제안한다. 실험에서는 제안한 방법을 자동차 게임에 적용해서 생성되는 과정을 기술한다. 생성된 결과를 보면 사람이 수행한 일련의 행동을 길이나 분할하는 위치에 제약을 받지 않고 생성한 것을 볼 수 있었다. 결국, 제안한 방법은 더 많은 일련의 행동을 도출하고 가상 캐릭터에게 적합한 행동을 선정할 수 있음을 확인하였다.

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • 대한인간공학회지
    • /
    • 제32권6호
    • /
    • pp.481-487
    • /
    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

코스프레 코스튬의 특성 (Chracteristics of Cosplay Costume)

  • 조현진;조우현
    • 한국의상디자인학회지
    • /
    • 제8권2호
    • /
    • pp.109-123
    • /
    • 2006
  • Cosplay is compound of 'costume' and 'play' and teenagerses disguise equally with populace star or cartoon master who like and it is typical culture of character generation as play that imitate to dress and hair style, gestures. Type of cosplay costume get devided as following according to cosplay object. Animation cosplay costume represent person who appear in cartoon and animation equally. Fan cosplay costume imitates entertainer or celebrity. Game cosplay costume represent character of internet on-line Same. Movie cosplay costume is more realistic than animation or game Character as that imitate moviestar. Character cosplay costume is used by commerce purpose brand or event. Characteristics that appeared commonly in types of cosplay costume are as following. First, cosplay costume is consisted of peculiar mechanism that cosplayer perform series progress such as work selection, design development, manufacture, production, acting alone in aspect of Performance costume. Second, according to cosplay object, degree of representation became different. Character is stronger, because the characteristic is emphasized, tendency that degree of reproduction becomes low showed. Third, cosplayer's distiction appeared according to material selection, design development method and analysis.

  • PDF

확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석 (Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec)

  • 김태경;손원석;전성민
    • 한국IT서비스학회지
    • /
    • 제20권2호
    • /
    • pp.77-90
    • /
    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

On the wave propagations of football game ball after contacting with the player foot

  • Lei Sun;Cancan Wei;Fei Liu;Lijun Wang;Bo Ren
    • Geomechanics and Engineering
    • /
    • 재33권6호
    • /
    • pp.529-542
    • /
    • 2023
  • Wave propagation with high transverse deflection could affect the stability of the ball in its trajectory. For low stiffness balls similar to soccer and volleyball balls, the waves are more noticeable in comparison to other balls like ping-pong ball. On the other hand, the soccer balls are under heavy impact loads from shoots and contacting different objects in the field. The maximum recorded speed of a soccer ball after kicking is the 211 km/hr and the average maximum speed is around 112 km/hr. Therefore, in such speeds the aerodynamic forces become important which are directly related to geometrical shape of the ball. In this regard, the wave propagation in soccer ball is examined in the current study using large deformation shear deformable formulations. Classical relations of stress-strain components are taken into consideration along with minimum total energy principle. The final derived relations were solved by using harmonic differential quadrature method. The results are generally presented ion term of phase velocity as function of different influencing parameters of the materials, geometry and mass of the ball.

양궁지도자의 완벽주의 성향과 직무스트레스의 관계 (Relationship between Perfectionism and Job Stress of Archery Trainers)

  • 홍길동;임태희;고용주
    • 한국콘텐츠학회논문지
    • /
    • 제8권10호
    • /
    • pp.361-372
    • /
    • 2008
  • 본 연구는 양궁지도자의 완벽주의 성향과 직무스트레스 요인의 관계를 규명하는데 그 목적이 있다. 연구 대상은 2007년도에 개최된 전국 중 고 양궁선수권대회에 참여한 양궁팀의 지도자 113명을 대상으로 목적적 표본 추출하였다. 측정도구는 Hewitt & Flett(1991)가 개발한 완벽주의 척도를 임태희(2005)가 한국적 문화와 정서에 맞도록 개발한 완벽주의 척도와 조만태(1998)가 개발한 직무스트레스 척도로 각각 5점 척도와 7점 척도로 평정하였다. 입력된 자료는 SPSS 13.0 for Window 프로그램을 활용하여 기술통계분석과 Pearson의 상관분석과 중다회귀분석을 실시하였다. 도출된 연구결과는 다음과 같다. 첫째, 양궁 지도자의완벽주의 성향은 개인완벽, 타인완벽, 사회완벽 요인 순으로, 직무스트레스는 직무여건스트레스, 시합스트레스, 직무부하스트레스, 지원체계스트레스, 대인관계스트레스 요인 순으로 높게 나타났다. 둘째, 양궁지도자의 완벽주의 성향 요인 중에서 개인완벽 요인은 직무여건스트레스, 시합스트레스, 직무부하스트레스와, 타인완벽 요인은 시합스트레스, 직무부하스트레스와 관계가 있는 것으로 나타났다. 셋째, 양궁지도자의 개인완벽주의 성향 요인은 직무여건스트레스에 직접적인 영향을 미치며, 개인완벽과 타인완벽주의 성향 요인은 시합스트레스와 직무부하스트레스에 직접적인 영향을 미치는 것으로 나타났다.

INFINITELY MANY SOLUTIONS FOR (p(x), q(x))-LAPLACIAN-LIKE SYSTEMS

  • Heidari, Samira;Razani, Abdolrahman
    • 대한수학회논문집
    • /
    • 제36권1호
    • /
    • pp.51-62
    • /
    • 2021
  • Variational method has played an important role in solving problems of uniqueness and existence of the nonlinear works as well as analysis. It will also be extremely useful for researchers in all branches of natural sciences and engineers working with non-linear equations economy, optimization, game theory and medicine. Recently, the existence of infinitely many weak solutions for some non-local problems of Kirchhoff type with Dirichlet boundary condition are studied [14]. Here, a suitable method is presented to treat the elliptic partial derivative equations, especially (p(x), q(x))-Laplacian-like systems. This kind of equations are used in the study of fluid flow, diffusive transport akin to diffusion, rheology, probability, electrical networks, etc. Here, the existence of infinitely many weak solutions for some boundary value problems involving the (p(x), q(x))-Laplacian-like operators is proved. The method is based on variational methods and critical point theory.

OPTIMAL STRATEGIES IN BIOECONOMIC DIFFERENTIAL GAMES: INSIGHTS FROM CHEBYSHEV TAU METHOD

  • Shahd H. Alkharaz;Essam El-Siedy;Eliwa M. Roushdy;Muner M. Abou Hasan
    • Nonlinear Functional Analysis and Applications
    • /
    • 제29권2호
    • /
    • pp.527-543
    • /
    • 2024
  • In the realm of differential games and bioeconomic modeling, where intricate systems and multifaceted interactions abound, we explore the precision and efficiency of the Chebyshev Tau method (CTM). We begin with the Weierstrass Approximation Theorem, employing Chebyshev polynomials to pave the way for solving intricate bioeconomic differential games. Our case study revolves around a three-player bioeconomic differential game, unveiling a unique open-loop Nash equilibrium using Hamiltonians and the FilippovCesari existence theorem. We then transition to numerical implementation, employing CTM to resolve a Three-Point Boundary Value Problem (TPBVP) with varying degrees of approximation.

모바일 게임 인앱구매에 영향을 주는 요인에 관한 연구 (An Empirical Analysis of In-app Purchase Behavior in Mobile Games)

  • 장문경;김창근;유병준
    • 경영정보학연구
    • /
    • 제22권2호
    • /
    • pp.43-52
    • /
    • 2020
  • 모바일 게임 산업은 빠르게 성장하는 산업으로 이미 놀라운 크기의 시장 규모를 가지고 있다. 이러한 모바일 게임의 산업적 중요성에 따라 점차 구매의도에 대한 연구와 함께 실제 인앱구매 행동에 관한 연구가 요구되고 있다. 따라서 본 논문은 국내 모바일 게임업체에서 제공한 실제 게임 로그 데이터셋을 분석하여 인앱 구매의 핵심 동인을 연구하였다. 구체적으로, 목표 지향적, 습관적, 그리고 사회적 상호작용적 게임플레이의 인앱구매에 대한 영향을 분석하고, 추가적으로 게임플레이와 구매 행동과의 재귀적 관계도 고려하였다. 음이항 회귀분석 분석 결과, 모든 요인들이 당기의 인앱구매에 긍정적인 영향을 미치는 것으로 나타났다. 또한, 일반화 적률법 분석 결과, 이전의 습관적인 게임플레이는 인앱구매에 긍정적인 영향을 미치지만, 이전의 사회적 상호작용적 게임플레이와 이전의 인앱구매는 현재의 인앱구매에 부정적인 영향을 미치는 것으로 나타났다. 이러한 연구 결과를 토대로 본 연구는 모바일 게임플레이의 다양한 특성들이 인앱구매에 미치는 영향에 대한 이해를 향상시킬 수 있으며, 나아가 연구자와 실무자에게 의미 있는 통찰력을 제공할 수 있을 것으로 기대된다.