• Title/Summary/Keyword: player name

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Robust Recognition of a Player Name in Golf Videos (골프 동영상에서의 강건한 선수명 인식)

  • Jung, Cheol-Kon;Kim, Joong-Kyu
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.659-662
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    • 2008
  • In sports videos, text provides valuable information about the game such as scores and information about the players. This paper proposed a robust recognition method of player name in golf videos. In golf, most of users want to search the scenes which contain the play shots of favorite players. We use text information in golf videos for robust extraction of player information, By using OCR, we have obtained the text information, and then recognized the player information from player name DB. We can search the scenes of favorite players by using this player information. By conducting experiments on several golf videos, we demonstrate that our method achieves impressive performance with respect to the robustness.

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Retrieval of Player Event in Golf Videos Using Spoken Content Analysis (음성정보 내용분석을 통한 골프 동영상에서의 선수별 이벤트 구간 검색)

  • Kim, Hyoung-Gook
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.7
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    • pp.674-679
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    • 2009
  • This paper proposes a method of player event retrieval using combination of two functions: detection of player name in speech information and detection of sound event from audio information in golf videos. The system consists of indexing module and retrieval module. At the indexing time audio segmentation and noise reduction are applied to audio stream demultiplexed from the golf videos. The noise-reduced speech is then fed into speech recognizer, which outputs spoken descriptors. The player name and sound event are indexed by the spoken descriptors. At search time, text query is converted into phoneme sequences. The lists of each query term are retrieved through a description matcher to identify full and partial phrase hits. For the retrieval of the player name, this paper compares the results of word-based, phoneme-based, and hybrid approach.

A study on Amusement Fear of Video Game and Player's Response (비디오게임의 유희적공포에 대한 플레이어의 반응연구)

  • Yoon, Jang-Won;Oh, Kyung-Su
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.3-12
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    • 2009
  • In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.

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Ecological support system for promoting youth culture in a new millenium age A study of Adolescents consumer conspicuous consumption - Comparisons between seoul city, small and medium-sized cities and towns - (새 밀레니엄에서의 청소년 문화창조를 위한 생태학적 지원체계(III): 청소년의 건전소비문화 정착을 위한 과시소비 기초 분석 -서울시, 중소도시, 군.읍.면 비교-)

  • 계선자;이정우;김명자;박미석;강기정
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.15-28
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    • 2000
  • The purpose of this study is to analyze Adolescents spending habits and examine it. The data was collected from 1125 high school students and their parents nationwide. The resets are as follows. 1. About seventy eight percent of the responded students own relatively high-priced goods such as brand-name jeans (59.1%), a mobile phone (31.9%), perfume with a price of 50,000 won or more (26.5%), CD Player (24.4%) or electronic pocket diary (17.1%). The percentage varies according to region. 2. The Adolescents tendency for conspicuous consumption is reflected by 2.92 points out of a total 5 points, while their mothers'marks 2.18 points. By region, conspicuous consumption behavior is more common in Seoul than in other small and medium-sized cities and towns. Also, the more mother attribute children's behavior internally, the lower the childeren's competence is.

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Characteristics and Meanings of the Hwanghae-do Gutchum (황해도굿춤의 특성과 의미)

  • Hong, Teahan
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.233-256
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    • 2021
  • The purpose of this article is to understand the characteristics and meanings of the Hwanghae-do Gutchum, or shamanic ritual dance. First, the characteristics of the Hwanghae-do Gutchum are summarized as follows. The regular dances that appear in all pieces of Gutgeori or the tune of Gut of the Hwanghae-do Gutchum feature Geosangchum, followed by domu and heojeonmu in the sequential order. The accompaniment rhythms are Geosang rhythm, Chum rhythm, and Yeonpung rhythm. The dance featuring mugu, or shaman implements held on shaman's hand as part of the Hwanghae-do Gutchum, which symbolizes the characteristics of deities, is the same as domu aligned with the dance rhythm and the whirling dance aligned with the Yeonpung rhythm. The name of mugu, mubok (shaman clothing) and/or deities may be used as the name of Gutchum but there is no originality of Gutchum. The Beokgu Chum and Samhyeon Chum as part of the Hwanghae-do Gutchum use Beockgu Jangdan and Samhyeon Jangdan, which deserves to have their originality acknowledged. Hwanghae-do Gutchum is closely related to the rhythm. The harmony of janggu player and a female shaman is essential in practicing the Hwanghae-do Gut. If a janggu player fails to perform to properly support the gut practice of a female shaman, the shaman is not able to proceed with a smooth practice and causes confusion. On the other hand, if the gut performance of a female shaman fails to catch up with the performance of janggu, the gut becomes plain and simple at best. Janggu is the single most important element that determines the success or failure of the Hwanghae-do Gutchum. A female shaman takes the harmony and collaboration with a janggu player so seriously that she is willing to reschedule the practice of gut if its schedule does not match that of the janggu player. The Hwanghae-do Gutchum is largely dependent on gyeolrye. However, the difference between the chum and the rhythm caused by gyeolrye has disappeared due to the intangible cultural assets. That is, designating an intangible cultural asset has resulted in eliminating all distinctive characteristics of Hwanghae-do Gutchum. With the distinction of gyeolrye becoming vague, they have lost interest in the genealogy of gut they have learned. It is no longer gyeolrye but the intangible cultural property system that serves as an important factor to distinguish chums.

Analysis Of the Bass Performance Of Jimmy Blanton (Jimmy Blanton의 연주기법과 스타일에 관한 연구)

  • Yoon, Du-Young;Cho, Tae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.56-61
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    • 2015
  • This is the Study of the Bass performance of the Jimmy Blanton who is first pioneer of Jazz Style Bass playing. Since the contrabass is using in jazz Performances Before jimmy Blanton, playing technique was mainly played repeatedly with simply two or four Beat with Root or 5th degree of Chord Tone. In Other words, there was only root based Note along with Harmony which doesn't have Bass Solos or Melodic phrase Appeared in Bass playing. Jimmy Blanton Was the First Bass Player who changes This Traditional Concept of Jazz bass playing after New Orleans Jazz era. He was introduced variety of accompaniment Style with Various rhythmic phrase and Bass Soloing like a horn Player. We could know that His Style Continues to Such as Ray Brown, Paul chambers who has a big Name after Jimmy Blanton. I analyzed accompaniment Style and solo techniques Of Jimmy Blanton with the Song "Cotton tail and MR.JB Blues" Which He Performed with Duke Ellington. I learned a lot while I'm analyzing his Performing Style from Jimmy Blanton, such as Target Note playing, using Chord Tones and Arpeggios, Melodic Solo Style, Jazz Style Bowing Technique, Question and Answer Phrasing etc. I could notice That He Was the true Pioneer of the First Bass player In the Early Jazz days.

Empirical Analysis of Consumer Behavior on the Internet Shopping Mall Choice from the Schema Perspective: Comparison Between Bricks & Clicks and Pure-Player Shopping Mall (스키마 관점에서 살펴본 인터넷 쇼핑몰 선택에 대한 소비자행동의 이해: Bricks & Clicks와 Pure-Player 인터넷 쇼핑몰 비교를 중심으로)

  • Chung, Nam-Ho;Lee, Kun-Chang
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.165-186
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    • 2007
  • With the advent of a wide variety of Internet shopping malls, consumers can choose a best appealing shopping mall from among the Bricks-and-Clicks and Pure-Player malls. Pure-Players launched their operation grandiosely with the early stage of Internet use in 1995. However, after the burst of Dot-com company bubbles in 1997, Pure-Players introduce various types of business models to meet potential needs of consumers. While Pure-Players suffer skeptical views from market analysts as well as consumers, traditional offline companies learned important lessons from Dot-com companies collapse phenomena, and expanded their business channels into online in the name of Bricks-and-Clicks. Nowadays, Bricks-and-Clicks successfully establish in the market as one of reliable business partners among consumers. Therefore, it is no surprise that recent competitions between Bricks-and Clicks and Pure-Players become fiercer than ever to attract potential customers to their websites. In this situation, consumers can choose a shopping mall to their best satisfaction. Consumers can enjoy both offline and online options for shopping because Bricks-and Clicks provide both offline and online channels to consumers, which is compared with Pure-Players offering only online channel. Offline channel is unique in providing consumers with chances to touch and feel target products and services. Meanwhile, online channel is considered very viable and convenient shopping options for consumers. In this respect, it is easily assumed that consumers will show different online shopping behavior when they have to choose either Bricks-and-Clicks mall or Pure-Player mall for the sake of shopping. Remaining research issue in this case is how much consumers' schema would influence online shopping behavior between Bricks-and-Clicks and Pure-Players. Basically, schema is a framework for synthetic information recognition that individual consumers have and is very characteristic in that it focuses not on fragmentary facts but on the combination of various causes affecting results. Consumers' schema is closely represented by trust, structural assurance, and perceived relative advantage towards a specific type of shopping mall. In literature, there exist a lot of studies comparing Bricks-and-Clicks and Pure-Players. However, there is no study to pursue the analysis of consumer behaviors comparing Bricks-and Clicks and Pure-Players from the schema perspective. Therefore, this study aims to investigate this research gap. Empirical analysis is adopted by garnering valid questionnaires from 514 Internet shopping mall users. 237 were mainly using Bricks-and-Clicks for shopping, while 277 were found to visit Pure-Players for shopping. PLS was applied to analyze the survey data to verify the proposed research hypotheses. Findings from the empirical test results are as follows. First, consumers perceive more trust and relative advantage in Pure-Players, comparing with Bricks-and-Clicks. This result is against widely-accepted perception that Bricks-and-Clicks would be perceived by consumers as more trustworthy and relatively advantageous because they have offline reputation and stores. Therefore, it becomes more obvious that Internet is becoming daily necessaries, and consumers increasingly feel very comfortable in using the Internet for their own personal purposes. Second, consumers have firm faith in transaction safety, regardless Bricks-and-Clicks and Pure-Players. This seems due to the fact that most of shopping malls showing dubious transaction safety have no place in the market. In a nutshell, empirical results tell us that Pure-Players will grow very much in the future, to the extent that consumers perceive no difference in comparison with Bricks-and-Clicks. Besides, consumers' schema accumulated through trust and perceived relative advantage plays crucial role in determining consumer behavior.

Young Children's Free Choice Activities and a Play Rule Restricting the Number of Players (유아의 자유선택활동과 놀이 인원수 제한규칙)

  • Lee, Eu Jung;Won, Kye Son
    • Korean Journal of Childcare and Education
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    • v.12 no.1
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    • pp.57-81
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    • 2016
  • The purpose of this study was to find out the feature of children's play according to a player number restriction rule in the free choice activities. And it is expected that the result of this study will contribute to improving the management of free choice activities. The participants of this study were a homeroom teacher, professor as a co-researcher and 25 4-year-old children of a private kindergarten. The data were collected by observation, children interview and reflective journal of the teacher from July to October in 2014. The results indicated that the children were stressed out with using name cards for presenting center selection, showed overcompetitive behaviors, and frequently violated the rules. The researchers found that the restriction rule had some dysfunctions, which were interferences of moral development, social-emotional development, self-regulation development, preventing safety-accident and free choice behavior. The researcher as a teacher abandoned the player number restriction rule, and observed the children's play. As a result, children's self-regulation abilities on physical space, play and conflicts improved and the teacher changed her strategy when managing free choice activities. Based on the results, the needs of various restriction rules and appropriate methods for applying the rules in free choice activities were further discussed.

Judo-doll System Development for Enhancement of Judo's Performance (유도 경기력 향상을 위한 유도 인형시스템 개발)

  • Park, Kang;Shim, Cheol-Dong;Kim, Eui-Hwan;Kim, Sung-Sup;Kim, Tae-Whan
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.5
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    • pp.383-392
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    • 2010
  • The purpose of this study is to develop three Judo-doll systems for enhancement of Judo's performance. Traditional Judo training requires a human training partner. Unfortunately it is not always easy to find one. Multifunctional Judo-doll training system has therefore been developed, and is described here. The system consists of a dummy, a power generating mechanism, and kinematic links. The power-generating mechanism generates forces similar to those of a human, by adjusting deadweights and controlling powderbrake's forces. The powderbrake force is controlled by the microprocessor according to the exercise scenario. The kinetic links, which mimic a human training partner's motions, has been developed based on a $Vicon^{TM}$ system's analysis of the movement of human training partners. This mechanism whose name is "L link-wire" consists of L type links, wire, roller, and dead weight. This mechanism generates the force that leads the link to the neutral position regardless the link is pushed or pulled. The lifting mechanism that lifts the doll when the one-armed shoulder throw skill is applied is also developed. A 32-bit microprocessor controls the whole system; it reads the loadcell data, controls the electromagnetic force, and communicates with a PC via Bluetooth. The training history, including loadcell data, date, and training time, is stored in the PC for analysis. This training system can be used to enhance the Judo performance of any self training player.

Co-authorship patterns and networks of Korean radiation oncologists

  • Choi, Jin-Hyun;Kang, Jin-Oh;Park, Seo-Hyun;Kim, Sang-Ki
    • Radiation Oncology Journal
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    • v.29 no.3
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    • pp.164-173
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    • 2011
  • Purpose: This research aimed to analyze the patterns of co-authorship network among the Korean radiation oncologists and to identify attributing factors for the formation of networks. Materials and Methods: A total of 1,447 articles including contents of ‘Radiation Oncology' and 'Therapeutic Radiology' were searched from the KoreaMed database. The co-authorship was assorted by the author's full name, affiliation and specialties. UCINET 6.0 was used to fi gure out the author's network centrality and the cluster analysis, and KeyPlayer 1.44 program was used to get a result of key player index. Sociogram was analyzed with the Netdraw 2.090. The statistical comparison was performed by a t-test and ANOVA using SPSS 16.0 with p-value < 0.05 as the significant value. Results: The number of articles written by a radiation oncologist as the first author was 1,025 out of 1,447. The pattern of coauthorship was classified into five groups. For articles of which the first author was a radiation oncologist, the number of singleauthor articles (type-A) was 81; single-institution articles (type-B) was 687; and multiple-author articles (type-C) was 257. For the articles which radiation oncologists participated in as a co-author, the number of single-institution articles (type-D) was 280 while multiple-institution articles (type-E) were 142. There were 8,895 authors from 1,366 co-authored articles, thus the average number of authors per article was 6.51. It was 5.73 for type-B, 6.44 for type-C, 7.90 for type-D, and 7.67 for type-E (p = 0.000) in the average number of authors per article. The number of authors for articles from the hospitals published more than 100 articles was 7.23 while form others was 5.94 (p = 0.005). Its number was 5.94 and 7.16 for the articles published before and after 2001 (p = 0.000). The articles written by a radiation oncologist as the first author had 5.92 authors while others for 7.82 (p = 0.025). Its number was 5.57 and 7.71 for the Journal of the Korean Society for Therapeutic Radiology and Oncology and others (p = 0.000), respectively. Among the analysis, a significant difference in the average number of author per article was indicated. The out-degree centrality of network among authors was 4.26% (2.03-7.09%) while in-degree centrality was 1.31% (0.53-2.84%). The three significant nodes were classified and listed as following: Choi, Eun Kyung for 1991-1995, Kim, Dae Young for 1998-2001, Park, Won and Lee, Sang Wook for 2003-2010. Choi, Eun Kyung and Kim, Dae Young appeared in two cases, and ranked as the highest degree in centrality. In the key player analysis, Choi, Eun Kyung and Lee, Sang Wook appeared in two cases, and ranked as the highest. From the cluster analysis, Sungkyunkwan University, Seoul National University and Yonsei University revealed as the three large clusters when Ulsan University, Chonnam National University, and Korea Institute of Radiological & Medical Science as the medium clusters. Conclusion: The Korean radiation oncologist's society shows a closed network with numerous relationships among the particular clusters, and the result indicates it is different from other institutions in the pattern of co-authorship formation of the major hospitals.