• Title/Summary/Keyword: Player

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The Kinematic Analysis of the Tennis Flat Serve Motion (테니스 플랫 서브 동작의 운동학적 분석)

  • Oh, Cheong-Hwan;Choi, Su-Nam;Nam, Taek-Gil
    • Korean Journal of Applied Biomechanics
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    • v.16 no.2
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    • pp.97-108
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    • 2006
  • C. H. OH, S. N. CHOI, T. G. NAM, The Kinematic Analysis of the Tennis Flat Serve Motion, Korean Jiurnal of Sports Biomechanics, Vol. 16, No. 2, pp. 97-108, 2006. By the comparison and the analysis of the different factors during the tennis flat serve motion such as the required time per section, the movement displacement of the racket, the velocity of the upper limbs joints, the physical center of gravity, and the angle and the angular velocity of the upper limbs joints between an ace player and a mediocre player, these following results were drawn. First, the experiment result of the total time required per section in a tennis flat serve motion showed that an ace player was faster than a mediocre player by 0.4 seconds. This result suggested that it was required to increase the speed of the racket head by a swift swing to perform an effective flat serve motion. Second, the experiment result of the movement displacement of the racket in the tennis flat serve motion showed that an ace player greatly moved toward the left side on an x-axis. But both an ace and a mediocre player were shown to be at the similar points on a y-axis at the moment of the impact of the racket. An ace player was also shown to be located at a higher position on a z-axis by 0.23m. Third, the velocity of the center of gravity of an ace player was faster in every phase than that of a mediocre player in a tennis flat serve motion. Fourth, the velocity of the upper limb joints of an ace player was faster in every phase than that of a mediocre player in a tennis flat serve motion. Fifth, the experiment result of the speed of the racket head in tennis flat serve motion showed that a mediocre player was faster than an ace player in the first phase, but the latter was faster than the former in the second, third, and the fourth phases. Sixth, at the moment of impact of a tennis flat serve, an ace player had greater flexion of the angle of the wrist joints by an 11.8 degree than a mediocre player. An ace player also had greater extension of the angle of the elbow joint and the shoulder joint respectively by a 5.2 degree and a 1.4 degree with a mediocre player. Seventh, an ace player had greater angular velocity of the upper limb joints and the hip joints than a mediocre player at the moment of the impact of tennis flat serve. Eighth, an ace player was shown to have a greater change of the forward and the backward inclination (or the anterior and posterior inclination) of the upper body

A Design and Implementation Mobile Game Based on Kinect Sensor

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.73-80
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    • 2017
  • In this paper, we design and implement a mobile game based on Kinect sensor. This game is a motion recognition maze game based on Kinect sensor using XNA Game Studio. The game consists of three stages. Each maze has different size and clear time limit. A player can move to the next stage only if the player finds the exit within a limited time. However, if the exit is not found within the time limit, the game ends. In addition, two kinds of mini games are included in the game. The first game is a fruit catch game using motion recognition tracking of the Kinect sensor, and player have to pick up a certain number of randomly falling fruits. If a player acquire a certain number of fruits at this time, the movement speed of the player is increased. However, if a player takes a skeleton that appears randomly, the movement speed will decrease. The second game is a Quiz game using the speech recognition function of the Kinect sensor, and a question from random genres of common sense, nonsense, ancient creature, capital, constellation, etc. are issued. If a player correctly answers more than 7 of 10 questions, the player gets useful items to use in finding the maze. This item is a navigator fairy that helps the player to escape the forest.

Remediation Characteristics that Appear in the Change of MP3Player I : Re-mediation and Genealogical Change (MP3Player의 변화에서 나타나는 재매개적 특성 I : 계보적 변화와 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.59-68
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    • 2013
  • iPod Touch provided so various application software beyond the early music playback function, and enhanced its UI to the level of UX. Because of these, it was evaluated as innovative. In addition, even though various images were provided through the Internet, some people still classify MP3P as audio device in its product category. As for how audio device became video or image device and which factor contributed to such happening, there may be various factors, such as social, cultural, and technical change, other than fundamental change of medium itself. This study is regarding medium characteristics of MP3Player. In other words, this study classified genealogical changes, which can be categorized into 4 points. This study also analyzed the property of each point according to this classification. The result of analysis showed that there is a relation with technological as well as social context in such genealogical change in MP3player. Even though there are various elements in the change of a device, it can be suggested that the factors of genealogical change in MP3player are influenced by a totality of social needs and contexts and technical changes.

uPC player : An OS Virtualization-based Technique to Support Stateless Computing Execution Environment on Windows (uPC player : 윈도우 운영체제에서의 OS가상화 기반 무상태 컴퓨팅 실행환경 지원 기술)

  • Sung, Baek-Jae;Park, Chan-Ik
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.125-129
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    • 2010
  • Stateless computing supports a mobility of computing environment easily. It is becoming a major technology for securing personal user's information on shared computing environment. With the advance of virtualization technology and cloud computing, stateless computing is an essential part of personal computing environment connectivity (user's setting and data is stored in remote server or some storage, and it can be restored at any computing environment) In this paper, we propose uPC player that supports stateless computing execution environment on Windows. uPC player provides Windows operating system to user by using an uPC OS virtualization module. In this paper, we leverage how uPC player is designed and implemented for supporting a stateless computing execution environment. uPC player provides a desktop switch between host-system execution environment and uPC virtual execution environment. And it needs just one second for loading uPC virtual execution environment by using OS virtualization-based technique.

Text-To-Vision Player - Converting Text to Vision Based on TVML Technology -

  • Hayashi, Masaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.799-802
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    • 2009
  • We have been studying the next generation of video creation solution based on TVML (TV program Making Language) technology. TVML is a well-known scripting language for computer animation and a TVML Player interprets the script to create video content using real-time 3DCG and synthesized voices. TVML has a long history proposed back in 1996 by NHK, however, the only available Player has been the one made by NHK for years. We have developed a new TVML Player from scratch and named it T2V (Text-To-Vision) Player. Due to the development from scratch, the code is compact, light and fast, and extendable and portable. Moreover, the new T2V Player performs not only a playback of TVML script but also a Text-To-Vision conversion from input written in XML format or just a mere plane text to videos by using 'Text-filter' that can be added as a plug-in of the Player. We plan to make it public as freeware from early 2009 in order to stimulate User-Generated-Content and a various kinds of services running on the Internet and media industry. We think that our T2V Player would be a key technology for upcoming new movement.

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A Study on the Identification of Key Role Players in Enhancing Port Competitiveness - Focused on Busan Port -

  • Kim, Gil-Soo
    • Journal of Navigation and Port Research
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    • v.31 no.9
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    • pp.801-806
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    • 2007
  • The analytical hierarchy process (AHP) enables decision makers to represent the interaction of multiple factors in complex and unstructured situations. The process requires the decision maker to develop a hierarchical structure of the factors in the given problem and to provide judgments about the relative importance of each of these factors and ultimately to specify a preference for each decision alternative with respect to each factor. The research presented in this paper applies the AHP to identify key players in promoting port competitiveness. The literature survey revealed four major criteria and 15 sub-criteria. The four factors are cost, service quality, facility/capacity and economic-social variable. 150 questionnaires suitable for AHP analysis were made and 77 were returned. It is found that in terms of cost, the first key player is terminal operator and the second key player is shipping companies calling Busan port; in terms of service quality, the first key player is terminal operator, and the second key player is shipping companies calling Busan port; in terms of facility/capacity, the first key player is port authority and the second key player is terminal operator; in terms of economic-social variable, the first key player is terminal operator, and the second key player is shipping companies calling Busan port.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

Remediation Characteristics that Appear in the Change of MP3Player II: Re-mediation through Appearance Changes, Cultural and Social Paradigms (MP3Player의 변화에서 나타나는 재매개적 특성 II: 외형적 변화와 문화, 사회적 패러다임을 통한 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.69-78
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    • 2013
  • A Korean MP3player also has become complex multimedia device which can provide various functions such as DMB, image playback, radio, electronic dictionary, storage device, and Internet. However, these functions are not provided through one-time mediation. Therefore, studying which changes were made for obtaining or installing these functions and what made such changes possible will be a basis to approach the change factors of medium through medium. Ultimately, by enabling to access the factors of cultural and social changes through MP3player, the main point of this study, it will be a methodological attempt to study a social aspect through medium. This study approached re-mediation according to the genealogical change of MP3player. This study researched the change of media through mediation of MP3player, and approached the change in social contextuality through this. The factors for which a medium is changed are various, but in the change of MP3 player there is re-mediation of each medium in addition to technical change. That is, it is deemed that there are 're-mediation among devices' and 'socially contextual re-mediation' in the change through re-mediation of MP3player.

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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Design and Implementation of SWF Player on Mobile Communication (이동통신에서의 SWF Player 설계 및 구현)

  • 서정현;김대규;강영만;장문석
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.101-104
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    • 2001
  • Many applications are developed on variety type of mobile terminal with mobile tole-communication improvement. We suggest that we offer more improve multimedia environment on that development. So we design SWF player which supports Macromedia SWF file format. It is application that animation and graphic module are independent of system. In addition to, we implement SWF player on mobile communication environment. for the purpose of it, we adapt AKL concept, which is designed for the consistent interface on heterogeneous operating system environment.

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