• Title/Summary/Keyword: player's control

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Weight Transfer Patterns Under the Different Golf Swing Types: a Case Study Involving a Low Handicap Player and a High Handicap Player (I) (골프스윙 방법에 따른 체중이동 패턴에 관한 연구:숙련자와 비숙련자의 케이스 스터디(I))

  • Park, Jin
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.31-49
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    • 2005
  • The purpose of this study was to analyze the weight transfer patterns under the different golf swing types which are full swing control swing and putting stroke. Two women golfers participated in this study, one(165cm, 94.3kg)being classified as a low-handicap(LH)player, the other(165cm, 54.5kg) being classified as a high-handicap(HH) player. Both players are right-handed. Two force plates(Kistler, 9286AA) were synchronized with a motion capture system(Qualisys ProReflex MCU240). Anteriorposterior, mediolateral, and vertical forces were used as an indicator of the pattern of swing. Four discrete positions which are address, top of backswing impact, and finish were identified as an event and three phases which are backswing downswing, and follow-through between he events were also identified. The results showed that, at impact, the total force was 1.24BW ring the full swing 1.17BW during the control stroke, 1.00BW during the putting stroke. Depending on the golf swing types, the differences are existed. At impact, the distribution of forces is different with a low-handicap(LH) player and a high-handicap(HH) player. A LH player has 26% in right foot and 74% in left foot during the full swing 49% in right foot and 51% in left foot during the control swing 49% in right foot and 51% in left foot during the putting stroke. A HH, on the other hand, has 74% in right foot and 26% in left foot during the full swing 62% in right foot and 38% in left foot during the control swing 54% in right foot and 46% in left foot during the putting stroke. From address to top of backswing the amount of vertical forces are changed 43:57(right foot: left foot) to 76:24 during the full swing 47:53(right foot: left foot) to 75:25 during the control swing 50:50(right foot: left foot) to 54:46 during the putting stroke. The biggest weight transfer pattern took place in full swing and the control swing is next, and the putting stroke is the final.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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On the buckling of smart beams in racket frames for enhancing the player's control using numerical solution and sinusoidal shear deformation theory

  • Liyan Li;Maryam Shokravi;S.S. Wang
    • Steel and Composite Structures
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    • v.52 no.6
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    • pp.657-662
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    • 2024
  • In the present analysis, the buckling behavior of smart beams integrated into racket frames for enhancing player control was examined by numerical solutions and sinusoidal shear deformation theory. The smart beam under consideration is subjected to an external voltage in the thickness direction. The integration of this smart material into the structure of the racket should optimize performance, improving the racket's stability and responsiveness during play. In this, an accurate representation of complex shear effects is made by using a sinusoidal shear deformation theory, while the solution of the resulting governing equations is made by numerical methods. The critical buckling loads and the characteristics of deformation obtained through the analysis provide insight into some design parameters controlling and influencing stability. Obtained results are validated with other published works. The length and thickness of the beam, elastic medium, boundary condition, and influence of external voltages have been represented for buckling load in the structure. These results will help in designing smart racket frames using smart beams to provide more precision and control for the players in an intelligent way.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Satisfying Desires Using Auto-Combat in Mobile RPG (모바일 RPG 자동전투 기능을 통한 욕망 충족 양상 연구)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.29-38
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    • 2015
  • The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.

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.

In the Log Cabin with My Favorite Player: Appreciating Traditional American Masculinity Through Homoerotic Language in Baseball Fandom

  • Shin, Hyerin;Jie, Sue Hyun
    • American Studies
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    • v.42 no.1
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    • pp.133-159
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    • 2019
  • On the website r/NYYankees, a sub-forum ("subreddit") of Reddit is devoted to the Major League Baseball team New York Yankees, with its predominantly male users showing their appreciation for baseball heroes by expressing erotic desires towards the players. When a player performs well, the subreddit is filled with admiration of desires to become the player's intimate lover-explicitly expressed by "male" fans. This paper explains the phenomenon of young male fans' desire for the now-lost model of traditional masculinity of domination and control, displayed in the context of baseball players' dominant performances. The discrepancy between a fan's non-homosexual real-world self and his homoerotic language on the subreddit is explained using the "performative fandom" theory, developed by Osborne and Coombs borrowing Butler's notion of performativity. This paper suggests how this desire for traditional masculinity serves as recognition to the collapse of masculinity in the modern American society.

Effect of MWM and Taping on Balance and Jump Performance in Soccer Player with Functional Ankle Instability (기능적 발목 불안정성 축구 선수에 대한 움직임을 동반한 가동술과 테이핑 적용이 균형과 점프 수행력에 미치는 영향)

  • jeong, Yong-Sik;Jeong, Yeon-Woo;Yang, Seong-hwa
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.22 no.1
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    • pp.43-49
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    • 2016
  • Background: The purpose of this study was to investigate the effects on balance and Jump performance in soccer player with functional ankle instability of Movement with mobilization (MWM) and taping. Methods: In 30 male college soccer player with functional ankle instability subjects of this study randomization, fibular reposition taping (FRT) group (n=10), kinesio taping (KT) group (n=10), control group (n=10) that included in the MWM and taping was classified group.Before and after intervention, measured in surface area ellipse and countermovement jump with arm swing. Results: Showed a significant balance and jump performance from the FRT group and KT group compared to the control group. Showed a significant improvement in balance from the FRT group compared to the KT group. Conclusions: MMW and taping showed the increased balance and Jump performance in soccer player with functional ankle instability.

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Q Learning MDP Approach to Mitigate Jamming Attack Using Stochastic Game Theory Modelling With WQLA in Cognitive Radio Networks

  • Vimal, S.;Robinson, Y. Harold;Kaliappan, M.;Pasupathi, Subbulakshmi;Suresh, A.
    • Journal of Platform Technology
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    • v.9 no.1
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    • pp.3-14
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    • 2021
  • Cognitive Radio network (CR) is a promising paradigm that helps the unlicensed user (Secondary User) to analyse the spectrum and coordinate the spectrum access to support the creation of common control channel (CCC). The cooperation of secondary users and broadcasting between them is done through transmitting messages in CCC. In case, if the control channels may get jammed and it may directly degrade the network's performance and under such scenario jammers will devastate the control channels. Hopping sequences may be one of the predominant approaches and it may be used to fight against this problem to confront jammer. The jamming attack can be alleviated using one of the game modelling approach and in this proposed scheme stochastic games has been analysed with more single users to provide the flexible control channels against intrusive attacks by mentioning the states of each player, strategies ,actions and players reward. The proposed work uses a modern player action and better strategic view on game theoretic modelling is stochastic game theory has been taken in to consideration and applied to prevent the jamming attack in CR network. The selection of decision is based on Q learning approach to mitigate the jamming nodes using the optimal MDP decision process

The Effects of Coordinative Locomotor Training using Elastic Band on Dynamic Balance and Grip Strength in Elementary School Baseball Player

  • Lee, Han-Gyeol
    • Physical Therapy Rehabilitation Science
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    • v.10 no.4
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    • pp.414-420
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    • 2021
  • Objective: The purpose of this study was to investigate the effects of coordinative locomotor training(CLT) using elastic bands on dynamic balance and grip strength for Elementary school baseball players and to provide correct posture guidance and reference on the prevention and rehabilitation program of sports damage and injury in the future. Design: Two groups pre-post randomized controlled design. Methods: Forty-six subjects were randomly divided in two groups;1) CLT using Elastic Band group(Experimental group, n=23), 2) Routine baseball training group(Control group, n=23). The intervention was conducted total 16 times for sixty minutes a day, 2 times a week, for 8 weeks. Evaluations of dynamic balance ability and grip strength were performed with all subjects before the commencement of training and 8 weeks after training. Results: Compared to the control group after training, the dynamic balance ability and dominant handgrip strength of the experimental group were significantly more improved(p<0.05). Conclusions: We confirmed that the effects of CLT using elastic bands on dynamic balance ability and grip strength in Elementary school baseball player. This study should be used for improving the quality of the Elementary school baseball player's training and would be contributed prevention and rehabilitation program of sports damage and injury.