• Title/Summary/Keyword: 스크린골프

Search Result 25, Processing Time 0.022 seconds

A Study On the Economic Effect Of Simulation Golf As the Convergence Industry (융복합산업으로서 시뮬레이션 골프의 경제효과 연구)

  • Ko, Jeong-Min
    • Journal of Digital Convergence
    • /
    • v.13 no.4
    • /
    • pp.61-68
    • /
    • 2015
  • This study aims to estimate the economic effects of the simulation golf industry. Two steps are taken. Step 1 is to calculate the direct effect which includes input required to install the facility and consumer's fee to pay for the simulation golf, and the indirect effect which includes the introduction of the field golf course derived from simulation golf. Step 2 is to calculate the production, value added and employment inducement effect. As a result of this calculation, total production inducement effect is 3.6 trillion won, value-added inducement effect is calculated at about 1.66 trillion won, while employment inducement effect is 34.6 thousand people in 2011. This study is expected to contribute to providing a basis for the policy to support the simulation industry and for estimation of the economic effect in the different simulation industry such as the simulation baseball.

A Study on Content Characteristics, Consumer Behavior and Economic Value According to the Degree of Consideration of Graphic Content (그래픽 콘텐츠 고려 정도에 따른 콘텐츠 특성, 소비자 행동, 경제적 가치에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
    • /
    • v.7 no.4
    • /
    • pp.85-94
    • /
    • 2021
  • This study verified what differences in screen golf content characteristics, intention to reuse, customer satisfaction and economic value experienced by consumers according to the image feeling, expression method, and image color provided by screen golf graphic content. In addition, the purpose of this study was to analyze what kind of influence the content characteristics of screen golf have on the economic value and what kind of influence the intention to reuse and customer satisfaction have in this process. From September 1, 2021 to September 30, 2021, a survey of 225 copies of consumers using the screen golf course was conducted. For data processing, frequency analysis, factor analysis, reliability analysis, cluster analysis, chi-square analysis and 3-step mediated regression analysis were performed. The research results are as follows. First, the preferred image feeling showed a high level of clean and sophisticated feeling and the preferred expression method showed a high realistic image. In addition, the preferred image color showed a high level of green color. Second, there were differences in competitiveness, ease of use, sense of solidarity and realism according to the degree of consideration of graphic content and differences in consumer's intention to reuse, customer satisfaction, and economic value. Third, in the relationship between screen golf content characteristics and economic value, customer satisfaction and re-use intention had a mediating effect. Through this study, by providing basic data to derive the graphic design model of screen golf, the operating entity suggested a way to improve economic benefits and tried to contribute to the growth of the screen golf industry.

Investigation of a trajectory of a golf ball for Interactive 3D Golf Game (체감형 3D 골프 게임을 위한 공의 궤적 분석)

  • Ahn Sang-Hyuk;Kim Eun-Ju;Song Chang-Geun
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.06b
    • /
    • pp.88-90
    • /
    • 2006
  • 체감형 가상현실 스크린 골프 게임 개발에 필요한 도구로 골프 공의 궤적과 속도를 실시간으로 표시하고 분석하는 시뮬레이터를 설계하고 구현하였다. 현실감 있는 골프 공의 움직임을 표현하려면 현실 세계와 동일한 물리 법칙을 적용하여 실시간으로 표현하고, 물리적인 요소들이 올바르게 적용되었는지 관찰하고 분석해야 할 필요성이 있다.

  • PDF

Deep Learning-based Image Data Processing for Golf Course Simulation (골프 코스 시뮬레이션을 위한 딥 러닝 기반 이미지 데이터 처리 기법)

  • Seunghyun Kim;Wonje Choi;Honguk Woo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.545-548
    • /
    • 2023
  • 본 논문에서는 골프 코스 시뮬레이션을 위해 수집된 데이터의 정제 및 처리에 요구되는 딥 러닝 모델과 모델 적용 과정에 대해서 논의한다. 최근 스크린 골프 시장의 확대와 골프 시뮬레이터 기술의 발전으로, 위성 이미지, 항공 촬영 이미지, 공간 정보 시스템 (GIS) 등 다양한 데이터 소스로부터 골프 코스에 대한 정보를 수집에 대한 요구가 증가하였다. 이번 연구에서는 이러한 데이터 소스로부터 생성된 원시 데이터를 최적의 시뮬레이션 입력으로 변환하기 위한 컴퓨터 비전 기법과 딥 러닝 모델 구조에 대해서 검토한다. 특히, 데이터에서 골프 코스 시뮬레이션에 요구되는 메타 데이터를 도출하기 위해 코스 분할(Segmentation)과 코스 오브젝트 분류(Classification) 모델을 적용하는 과정을 다룬다. 이를 통해, 본 연구는 골프 코스 시뮬레이터의 개발 과정에서 중요한 기술 요소를 제공하며, 이는 시뮬레이션의 정확도와 골프 코스의 다양성을 증진시키는데에 기여한다.

  • PDF

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.5
    • /
    • pp.699-707
    • /
    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

  • PDF

Development of User Interface for Motion-based Screen Sports Game (체감형 스크린 스포츠 게임 유저 인터페이스 개발)

  • Yoo, Wang-Yun;Oh, Jong-Hwan
    • Journal of Korea Game Society
    • /
    • v.17 no.1
    • /
    • pp.109-118
    • /
    • 2017
  • The screen sports game is a motion-based game developed by combining the PC game and the sensor so that the user can directly participate in the game. Following screen golf, which was very popular in the 2000s, screen baseball has been on the rise since 2016. Most of the games released today employ the interface of traditional PC games. However, there is a need for a method that allows the user to manipulate the screen baseball in a more intuitive manner. In this study, we utilize a Kiosk independent of the game, which enables users to intervene naturally without disturbing the flow of the game. Such a Kiosk-based interface results in increased immersion in the game.

Effect of Service Encounter and Service Quality, Customer Satisfaction in the Golf Rage (골프연습장 고객접점서비스가 서비스 질 및 고객만족에 미치는 영향)

  • Lee, Se-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.1
    • /
    • pp.428-437
    • /
    • 2009
  • This study was to analyze the effect of service encounter and service quality, customer satisfaction in the golf range. This subject who answered to giver questionaire was 291 persons. The result of reliability check up was here below; Chronbach' ${\alpha}=.817{\sim}.914$. To analyze materials, reliability analysis, factor analysis, correlation analysis, multiple regressions were used as statistic analysis techniques.On the basis of the results, the conclusions were as follows; Firstly, there was a significant influence between service encounter and service quality. Secondly, there was a significant influence between service encounter and customer satisfaction. Lastly, there was a significant influence between service quality and customer satisfaction.

Adaptive screen archery system for user and installation environment (사용자 및 설치 환경에 적응적인 스크린 양궁 시스템)

  • Choi, Moo-kang;Oh, Kyoungsu
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.71-78
    • /
    • 2018
  • Screen-based games often go to many places to install. In this case, there may be a change in the sensor or a difficulty in installation due to a difference in space configuration. Also, it is meaningful to experience the same thing as a real game, but there are cases where it is necessary to control the degree of difficulty to make it feel more fun. In this paper In the process of developing a screen archery game, which is a sensible game similar to screen golf, we will introduce a technique that facilitates installation according to changes in space. And we will explain how to control game difficulty automatically according to user's skill. And we will show you the results of the experiment.

탐방-삼정기계

  • 박성권
    • 프린팅코리아
    • /
    • v.7 no.10
    • /
    • pp.104-107
    • /
    • 2008
  • 골프공, 핸드폰 숫자판 등에 쓰인 무늬 등은 어떻게 만들어 진 것일까라고 한번쯤 의문을 가졌던 경험이 있을 것이다. 파거나 새긴 것이 아니고 분명인쇄를 한 것인데 어떻게 이런 데다가도 인쇄를 할 수 있나 의아했을 것이다. 이런 특수 인쇄를 패드(Pad) 인쇄 기법이라고 하는데 이 기술을 국산화하고 발달시킨데 기여한 업체가 바로 삼정기계이다. 패드 인쇄 기계 및 실크스크린 인쇄기자재 제작, 판매 전문 업체로서 곡면, 평면 사출물 및 다양한 인쇄물을 사용자 편의 위주로 설계하고 소형 자동화하는 연구로 '작지만 강한' 기업으로 만든 삼정기계를 찾아가 보았다.

  • PDF