• Title/Summary/Keyword: play rule

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Major League Soccer and its U.S. Fan Base

  • Junsang AHN
    • Journal of Sport and Applied Science
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    • v.8 no.2
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    • pp.1-12
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    • 2024
  • Purpose: The purpose of this study is to understand fans' perception of the MLS. Particularly, this study investigates both the avid fan's perception of the MLS as well as the same perception in a potentially larger audience. This study aims at (1) segmenting the findings into three groups, (2) understanding the characteristics of these groups from the sport marketing prospective and (3) comparing the three groups to see whether there are any similarities and differences. Research design, data, and methodology: Using motivational factors alongside the 4P's of marketing, these three segments were analyzed and their similarities and differences were compared. An online survey was created and distributed through different MLS databases. Results: Prior to the distribution, a few hypotheses were made regarding the motivational factors of fans; specifically, that the quality of play has led to a lack of interest in the league and that the presence of star athletes has the potential to bring in more fans for the league. The quality of play and star athletes are important and thus a bigger emphasis needs to be placed on the designated player rule. At the same time, more television coverage as well as more exhibition games with international teams can generate more buzz for the league and garner more fans. Conclusions: This study explored motivational factors which support fanship of Major League Soccer. Further implications were discussed.

A Study on the Linkage between the Kindergarten and The Lower Level Elementary School Buildings (유치원(幼稚園)과 국민학교(國民學校) 저학년(低學年) 건축(建築)의 연계성(連繫性)에 관(關)한 연구(硏究))

  • Yoon, Chun-Keun
    • Journal of the Korean Institute of Educational Facilities
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    • v.2 no.2
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    • pp.51-64
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    • 1995
  • This study investigates possible of linkage between kindergarten infants and the lower level elementary school students so aims to take a triangular position which direction of architectural space plan. The results of the study are as follows: 1) The results of analysis which infants and lower level elementary school students' behavior and activity showed similar play patterns in space attitude, rule of space use, similar to satisfaction and kinds of play, the time required, groups scale and place of play. 2) Architectures of kindergarten and lower level elementary school can classify style of selfhelp-singleness, establishment as an annex-singleness, establishment as an annex-attachment and divides space of education, management, service and analogized kinds of necessary space. 3) Infants of four, five years old and six, seven years old(first, second elementary school students) are similar to physical, intellectual, emotional development and have special characters of successions so kindergarten and lower level elementary school buildings must be necessary for organic linkage and intergration.

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Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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Exploration of related variables to teacher strategy and child strategy of teacher-child interaction about play rules in kindergarten (유치원 놀이 규칙에 대한 교사-유아 상호작용에서 교사 전략과 유아 전략에 영향을 미치는 변인 탐색)

  • Wee, Su-Kyeng;Park, Eun-Hye
    • Korean Journal of Human Ecology
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    • v.16 no.6
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    • pp.1169-1183
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    • 2007
  • The purpose of this research is to explore the strategy of teacher and the strategy of child in teacher-child interaction according to related variables. The participants of this research are 2 classroom teachers and their 54 5-year-old kindergarten children(27 boys and 27 girls). To collect the data, child's classroom activities were observed and videotaped using event sampling 90 times(30 times per beginning, middle, and end). Repeated test, two-way ANOVA, Scheffe test used for data analysis. The results of this research were as followed; First, over time there were differences between strategies of teacher and strategies of child during teacher-child interaction. Second, in child variables there were differences in strategies of teacher and strategies of child during teacher-child interaction according to child's gender. Third, in environment variables there were differences between strategies of teacher and strategies of child according to play rules and play areas.

Signed Hellinger measure for directional association (연관성 방향을 고려한 부호 헬링거 측도의 제안)

  • Park, Hee Chang
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.2
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    • pp.353-362
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    • 2016
  • By Wikipedia, data mining is the process of discovering patterns in a big data set involving methods at the intersection of association rule, decision tree, clustering, artificial intelligence, machine learning. and database systems. Association rule is a method for discovering interesting relations between items in large transactions by interestingness measures. Association rule interestingness measures play a major role within a knowledge discovery process in databases, and have been developed by many researchers. Among them, the Hellinger measure is a good association threshold considering the information content and the generality of a rule. But it has the drawback that it can not determine the direction of the association. In this paper we proposed a signed Hellinger measure to be able to interpret operationally, and we checked three conditions of association threshold. Furthermore, we investigated some aspects through a few examples. The results showed that the signed Hellinger measure was better than the Hellinger measure because the signed one was able to estimate the right direction of association.

Development of Datamining Roadmap and Its Application to Water Treatment Plant for Coagulant Control (데이터마이닝 로드맵 개발과 수처리 응집제 제어를 위한 데이터마이닝 적용)

  • Bae, Hyeon;Kim, Sung-Shin;Kim, Ye-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.7
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    • pp.1582-1587
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    • 2005
  • In coagulant control of water treatment plants, rule extraction, one of datamining categories, was performed for coagulant control of a water treatment plant. Clustering methods were applied to extract control rules from data. These control rules can be used for fully automation of water treatment plants instead of operator's knowledge for plant control. To perform fuzzy clustering, there are some coefficients to be determined and these kinds of studies have been performed over decades such as clustering indices. In this study, statistical indices were taken to calculate the number of clusters. Simultaneously, seed points were found out based on hierarchical clustering. These statistical approaches give information about features of clusters, so it can reduce computing cost and increase accuracy of clustering. The proposed algorithm can play an important role in datamining and knowledge discovery.

FUZZY POSITION/FORCE CONTROL OF MINIATURE GRIPPER DRVEN BY PIEZOELECTRIC BIMORPH ACTUATOR

  • Kim, Young-Chul;Chonan, Seiji;Jiang, Zhongwei
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10a
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    • pp.24.2-27
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    • 1996
  • This paper is a study on the fuzzy force control of a miniature gripper driven by piezoelectric bimorph actuator. The system is composed of two flexible cantilevers, a stepping motor, a laser displacement transducer and two semiconductor force sensors attached to the beams. Obtained results show that the present artificial finger system works well as a miniature gripper, which produces approximately 0.06N force in the maximum. Further, the fuzzy position/force control algorithm is applied to the soft-handing gripper for stable grasping of a object. It revealed that the fuzzy rule-based controller be efficient controller for the stable drive of the flexible miniature gripper. It also showed that two semiconductor strain gauges located in the flexible beam play an important roles for force control, position control and vibration suppression control.

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The Control of Character's Behavior by Using FSM-Based Probability Estimation in Games (게임에서 FSM-기반 확률 추정을 이용한 캐릭터의 행동제어)

  • Kim, Hyung-Il;Yoon, Hyun-Nim
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1269-1281
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    • 2005
  • The control of character's behavior in games is determined by game designers. One of the popular method used in the control of character's behaviors is rule-based. The rule-based control of behavior makes the flow of play simple and boring. In this paper, we propose an efficient method of controling character's behaviors which can generate various actions of characters by using probability estimation applied to the character's behaviors.

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Nearest Neighbor Based Prototype Classification Preserving Class Regions

  • Hwang, Doosung;Kim, Daewon
    • Journal of Information Processing Systems
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    • v.13 no.5
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    • pp.1345-1357
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    • 2017
  • A prototype selection method chooses a small set of training points from a whole set of class data. As the data size increases, the selected prototypes play a significant role in covering class regions and learning a discriminate rule. This paper discusses the methods for selecting prototypes in a classification framework. We formulate a prototype selection problem into a set covering optimization problem in which the sets are composed with distance metric and predefined classes. The formulation of our problem makes us draw attention only to prototypes per class, not considering the other class points. A training point becomes a prototype by checking the number of neighbors and whether it is preselected. In this setting, we propose a greedy algorithm which chooses the most relevant points for preserving the class dominant regions. The proposed method is simple to implement, does not have parameters to adapt, and achieves better or comparable results on both artificial and real-world problems.

Emotional Inherent Design Development of Children's Furniture Design (감성디자인이 내재된 아동용가구 디자인 개발)

  • Chae, Jung-Joo;Kim, Myeong-Tae
    • Journal of the Korea Furniture Society
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    • v.23 no.4
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    • pp.333-341
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    • 2012
  • This study intended to be designed at the level of furniture users' eyes for the users in designing furniture. Children's furniture follows parents' point of view mostly because the parents purchase the pieces for their children. Most of the children's furniture tends to rule out their psychological phenomenon and behavioral development. Therefore, children's furniture must be designed for children to be able to learn through their cognitive development and creative learning experience from having fun naturally by using the pieces combining with the typical play in their everyday lives like coloring, puzzling, and acting with movement.

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