• Title/Summary/Keyword: High school player

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Developing Geometry Software for Exploration-Geometry Player

  • Yuan, Yuan;Lee, Chun-Yi;Huang, Jiung-Rong
    • Research in Mathematical Education
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    • v.11 no.3
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    • pp.209-218
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    • 2007
  • The purpose of this study is to create an interactive tool Geometry Player for geometric explorations. In designing this software, we referred to van Hiele's geometric learning theory of and Duval's cognitive comprehension theory of geometric figures. With Geometry Player, it is easy to construct and manipulate dynamic geometric figures. Teachers can easily present the dynamic process of geometric figures in class, and students can use it as a leaning tool to construct geometric concepts by themselves. It is hoped that Geometry Player can be a useful assistant for teachers and a nice partner for students. A brief introduction to Geometry Player and some application examples are included in this paper.

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Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.

Detection Algorithm of an Active Video Player Region in the Monitor Screen (모니터 화면 내 활성화된 동영상 재생기 영역 검출 기법)

  • Kim, Hak Gu;Song, Byung Cheol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.3
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    • pp.122-128
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    • 2013
  • This paper presents a detection algorithm that accurately finds the active area of a video player on monitors or smart TVs. Unlike the previous approaches, temporal difference-based detection algorithms or hooking programs, the proposed detection algorithm can locate the active video player by using the spatial and temporal correlation and a corner detection filter. First, an initial location of the video player is found using conventional temporal difference-based detection. Then, starting from the initial location, the four corners of the active video player are detected by the spatial edge information and the corner detection filter. The experimental results show that proposed algorithm provides fast detection speed and high accuracy.

The Kinematic Analysis of Gliding Type and Delivery Phase in Each Trails during Shot-Putting - Focusing on Lee, Hyung-Keun, Player in Men's High School Youth Group - (고등부 남자 포환던지기 선수의 시기 별 글라이드 유형과 딜리버리 국면의 운동학적 분석 - 고등부 이형근 선수를 중심으로 -)

  • Kim, Tae-Sam;Ryu, Ji-Seon
    • Korean Journal of Applied Biomechanics
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    • v.22 no.2
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    • pp.159-171
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    • 2012
  • The purpose of this study was to provide information about kinematic variables of the gliding and delivery motion of Hyung-Keun Lee, a high school shot putter who was ranked 1st at the 2011 National Sports Festivals. Three-Dimensional motion analysis using a system of 4 video cameras at a sampling frequency of 60 Hz was conducted during shot-putting events at the 2011 National Sports Festivals. During the gliding and delivery phase of the player the results showed following characteristics; 1) The gliding technique types of the player appeared to be the short-long technique as the gliding and stance length ratio were $42.3{\pm}3.87$ % and $57.7{\pm}3.87$ %, respectively. In addition, the trajectory of shots during the gliding and delivery phase showed different trajectory patterns with "S-shaped" type of elite players due to the deviation from a central axis of the APSS (athletic-plus shot system). 2) The horizontal velocity of COG made from gliding should maintain the velocity during transition and release phase, but the player showed a small momentum for a gradual decrease of velocity. 3) Therefore, the player requires to adjust an appropriate ratio between gliding and stance length with a strong muscle power at the trunk, throwing arm, and the lower extremity during gliding and delivery phase.

Effects of Short Term Creatine Loading on Repeated Bouts of Kicking, Plasma Components and Anaerobic power in Taekwondo player (단기간의 크레아틴 섭취가 태권도 선수의 발차기 횟수, 혈장요소 및 무산소성 파워에 미치는 영향)

  • Lee Ho-Song
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.136-145
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    • 2006
  • The main purpose of the present study was to find the effect of short term creatine loading on repeated bouts of kicking, plasma creatine phosphokinase and anaerobic power in male taekwondo player from high school. Eighteen male were randomly assigned to two groups. They were tested before and after 6 days of placebo($4{\times}5$ glucose d-1, N=9) or Creatine monohydrate loading(consume 0.3g kg-1, N=9). Only creatine loading group were significantly increased of repeated bouts of kicking, plasma creatine phosphokinase and anaerobic power These results suggest that short creatine loading was effective diet protocol in taekwondo player from male high school.

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Development of a music player that provides fanwork-design system and professional player functions easily for users (2차 창작기능과 사용자 자유도개선을 제공하는 음악 플레이어의 개발)

  • Lee, Heejun;Kim, Jinkwan
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.71-74
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    • 2017
  • 본 연구에서 제작한 음악 플레이어인 Symphony(이하 심포니)는 사용자의 음악적인 공감을 돕고, 그에 따른 음악을 기반으로 한 2차 창작의 접근성과 자유도를 높여주는 기능을 포함하는 복합적인 프로그램이다. 기존 플레이어는 음원의 유통과 선별적 재생에만 초점을 두는 경향이 있는데, 심포니는 음악 플레이어의 개념을 사용자 입장에서 확장하여 가사 시스템, 춤 시스템, 플레이어 스킨, 사운드 비주얼라이저, DSP 설정 및 실시간 DSP 스크립팅 등을 추가하거나 개선하였다.

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A Comparative Analysis of Two Inflatable Kayak's Effect on Players and Kayak Performances (두 종류 공기주입식 카약 보트의 성능 비교 및 선수 수행력 비교 분석)

  • Lee, Chong-Hoon;Park, Yong-Hyun;Nam, Ki-Jeong
    • 한국체육학회지인문사회과학편
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    • v.53 no.2
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    • pp.531-540
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    • 2014
  • The purpose of this study was to investigate the differences between two inflatable kayak by recording performance related variables during the kayak forward stroke motion. A total of 5 elite high school kayak players were recruited to participate while their kinematics and muscle activations were recorded while performing inside their high school swimming pool. Boat velocity, boats swaying angle, the average angular velocity and were used to evaluate the boats performance. The player's trunk rotational range of motion, knee flexion-extension angle range of motion, maximum trunk rotation angle, the knee flexion-extension angular velocity, and the upper and lower limb muscle activations were calculated and analyzed for the player's efficiency evaluation. There were no significantly different variables for the player's kinematics and their muscle activations for the two conditions. The B kayak was significantly faster than the A kaya. In addition there were no significant differences between the remaining variables for the two kayaks. In conclusion, the B kayak was faster than the A kayak, but neither of the kayaks had an influence on the player's performance variables.

Study on the Yips Current States and Coping Method in High School Baseball Player Through Convergence (융복합을 활용한 고교야구선수의 입스(yips)경험과 대처방법에 대한 현상적 분석)

  • Choi, Kun-Yung;Chai, Hwan-Kook
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.539-547
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    • 2016
  • The study is conducted to investigate the prevalence of a yips phenomenon in high school baseball players and provide the basis of its origin and an effective treatment intervention. Therefore, we survey 320 high school baseball players registered at Korea Baseball Association, excluding poorly answered 30 questionnaires. Utilizing PASW 20.0, the analysis of yips experiences and a coping method is carried out with descriptive statistics and ratio analysis. The results from the process above are as follows. The ratio of high school baseball players who experience yips reaches 64%, which is significantly high; experiencing yips, they have both physical and psychological problems; although they would have psychological trainings, few of them work, which implies that the discussion on yips prevention and coping methods for high school baseball players is imperative.

Object-based Multimedia Contents Storage for Mobile Devices

  • Nam, Young-Jin;Choi, Min-Seok;Nam, In-Gil
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.31-34
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    • 2005
  • Mobile devices, such as PDAs, portable multimedia players, are more likely to encompass large storage devices with prevalance of high-quality multimedia contents. This paper proposes an object-based multimedia contents storage architecture that employs the object-based storage device model and the iSCSI protocol. It also provides a multimedia content player that operates directly with the proposed storage architecture. We implement both the proposed storage architecture and the multimedia content player upon the Linux environment. Performance evaluation by playing MP3 multimedia contents reveals that the proposed storage architecture reduces the total power consumption by 9%, compared with an existing networked storage. This enhancement is mainly contributed to the fact that a large portion of the file system is moved into the object-based multimedia contents storage from the mobile device.

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Kinetic Analysis of Three-Point Jump Shot in Basketball (농구 3득점 점프슛 동작의 운동역학적 분석)

  • Lee, Dong-Jin;Jeong, Ik-Su
    • Korean Journal of Applied Biomechanics
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    • v.20 no.1
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    • pp.49-55
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    • 2010
  • The purpose of the study was to analyze kinetic factors required to the three-point jump shot of the basketball games through 3-D analysis and ground reaction force(GRF) analysis. Six university male players participated in this study. The results of the study were showed that (1) resultant velocity in the center of mass(COM) was $0.84{\pm}0.27\;m/s$ since a player didn't shot a ball in the highest peak and shot ball at the moment of going up forward and vertical movement. Therefore, it is necessary to find a proper timing to shot a ball; (2) the angular velocity was largely increased in upper arm and fore arm out of the upper-limb segments and the hands had the largest angular velocity since the body is in a fixed situation and angular speed is rapidly increased by the wrist' snap with the rapid movement of upper arm and forearm at the time of release a ball; (3) it is judged that a player can shot a ball at the accurate and high release point when the player collects power vertically to the maximum by keeping GRF to the right and the rear in a proper way and by keeping the body's balance so that a large power may not be dispersed.