• Title/Summary/Keyword: 스포츠 성과

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Comparison of Superior Labral Anterior Posterior (SLAP) Lesions: Sports versus Non-sports Induced Injury (스포츠 손상과 비스포츠 손상에 의한 상부 관절와 순 전후방(SLAP) 병변의 비교)

  • Lee, Kwang-Won;Lee, Seung-Hun;Yang, Dong-Hyun;Kam, Byoung-Sup;Choy, Won-Sik
    • Clinics in Shoulder and Elbow
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    • v.10 no.2
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    • pp.175-182
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    • 2007
  • Purpose: This study compared the SLAP lesions caused by a sports-induced injury with those caused by a non-sports-induced injury. Materials and Methods: The study was performed on 54 patients who had undergone arthroscopic surgery for a SLAP lesion. There were 21 sports-induced-injury patients (group I) and 36 non-sports-induced injury patients (group II). The mean age of the men was 36 years and that of the women was 48 years. In both groups, the frequency of a concomitant injury and the clinical outcomes at the last follow-up was evaluated using the UCLA score, Rowe score, and the ASES score. Results: According to their injury mechanism, , there were 14 cases (67%) of repeated microtrauma injury in group I and 25 cases (75%) of compression injury type in group II. As a concomitant pathology, there was 11 cases of shoulder instability and 5 cases of a rotator cuff tear in group I, and 23 cases of rotator cuff tears and 14 cases of shoulder instability in group II. At the last follow up, group I showed slightly better clinical satisfaction (P>0.05). Conclusion: The possibility of a SLAP lesion accompanying other diseases is high. Therefore, an accurate assessment of concomitant injury lesions before surgery is important for the treatment outcome.

The Effect of Physical Self-Concept and Leisure Sport Participation Level on Leisure Sport Satisfaction (신체적 자기개념과 여가스포츠 참여수준이 여가스포츠 참여만족도에 미치는 영향)

  • Park, Jae-Ahm
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.215-222
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    • 2015
  • The purpose of this study was to examine the relationship among physical self-concept, leisure sport participation satisfaction, and leisure sport participation level. By analysing a total of 353 university students participating in leisure sport with structural equation modeling through AMOS 20.0 statistics program, this study found the followings. First, the physical self-concept has a positive influence on leisure sport participation satisfaction. Second, leisure sport participation level has a positive influence on leisure sport participation satisfaction. Third, there was no significant mediating effect of leisure sport participation level on the relationship between physical self-concept and leisure sport participation satisfaction.

스포츠와 관련된 과사용 증후군 - 슬관절 -

  • Kyung, H.S.
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.7 no.2
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    • pp.75-83
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    • 2008
  • 과사용 증후군은 정상적인 조직에 최대하 부하(submaximal stress)가 지속되어 발생하는 것이다. 이와 같은 현상은 연부조직의 접합부(junction)에서 주로 일어나며 힘의 전달이 집중되는 곳, 조직의 역학적 성질이 변화되는 곳, 그리고 성장시 빨리 변화하는 성질이 있는 곳에 주로 생긴다. 근육의 불균형이 과사용 증후군의 가장 많은 원인이다. 과거의 부상 이후 부적절한 재활치료 및 각형성 또는 회전 부정정렬(angular and rotational malalignment) 등이 과사용 증후군의 원인이 될 수 있다. 스포츠 훈련 방법의 실수로도 과사용 증후군이 생길 수 있다. 전방 슬관절 동통시 감별해야 할 질환들은 jumper's knee, 슬개건염 혹은 대퇴 사두건염, Osgood-Schlatter 병, Sinding-Larsen-Johansson 병, 슬개골 연골 연화증, 슬개골 전(prepatellar) 혹은 슬개골 하(infrapatellar) 점액낭염, Hoffa's fat pad의 염증, 그리고 특발성 전방 슬관절 동통 증후군(idiopathic anterior knee pain syndrome)등이 있다. 후방 슬관절 통증의 원인 질환으로는 만성 슬와근 염좌, 슬괵건 점액낭염, 경골 골간단의 피로 골절 등이 포함되며 외측 슬관절 통증의 원인으로는 장경대 충돌 증후군(iliotibial band friction syndrome)등이 있을 수 있다. 이외 과사용 증후군과 관련된 슬관절 통증의 원인으로 다분 슬개골(multipartite patella), 내측 경골 스트레스 증후군(medial tibial stress syndrome), 박리성 골연골염, 반월상 연골의 퇴행성 변화 등이 있을 수 있다. 과사용 증후군의 진단 및 치료의 일반적인 접근법은 다섯가지 단계의 프로그램으로 요약될 수 있다. 첫째, 원인 요소를 확인하고, 둘째, 요소를 변경시키고, 셋째, 통증을 조절하고, 넷째, 능동적 재활을 시키고, 그리고 다섯째, 유지시키는 것이다.

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A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.

The Effect of Service Quality by University Sport Center on Student Satisfaction and University Image (대학스포츠센터의 서비스품질이 학생만족과 대학이미지에 미치는 영향)

  • Oh, Kyung-A
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.925-934
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    • 2018
  • The purpose of this study was to study the quality of service, student satisfaction, and university image of the university sports center as part of the university education service in order to find necessary marketing measures to secure university competitiveness. To this end, we used the convenience sampling method for sports centers of three universities in the Seoul metropolitan area. and analyzed the final 326 copies, excluding 24 questionnaires out of a total of 350 questionnaires. Using the SPSS 21.0 program, frequency analysis, exploratory factor analysis, correlation and multiple regression analysis were conducted. The results showed that the geographical, human and convenience factors of the university's sports center affect student satisfaction. Second, it was found that the facility and convenience factors of the university sports center affect the university image. Third, it was revealed that the university sports center's satisfaction with the quality of its service affected the university image.

Data Envelopment Analysis on Olympic medals : Focusing on Athens Olympic Games and Torino Winter Olympic Games (올림픽 메달의 자료 포락 분석 : 아테네 하계올림픽과 토리노 동계올림픽을 중심으로)

  • Kang, Doo-suk
    • International Area Studies Review
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    • v.14 no.1
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    • pp.299-319
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    • 2010
  • This thesis analyzed that which countries won the Olympic medals more efficiently at the Olympic Games. Unlike the previous studies, I measured efficiency under the CRS, found implications for investment to improve sports skills through understanding the characteristics of sports race. A methods for research is a DEA-based approach which measures efficiency by using the data only, not assuming the parameters. The inputs are total population and GDP, the output is Olympic medals at 2004 Athens Olympic Games and 2006 Turin Winter Olympic Games. I applied different weights based on the medal colors. The results showed the tendencies that the larger the scales of total population and GDP were, the lower efficient values were. These tendencies imply that sports skills are related with the law of diminishing returns and international convergence. According to these phenomenons, surging investments for sports performance are hard to get proper justification. In the case of limited resources, investing uniformly in various sport entries is more productive than in just one or two sport entries.

A Study on the Psychological Characteristics of Esports Athletes in Korea (국내 이스포츠 선수들의 정서, 대인관계, 수면 특성에 대한 실태 조사: 프로 선수와 육성군 선수를 중심으로)

  • Lee, Sangha;Jang, Eunhee;Kim, Soojin;Kim, Cheolhag;Suh, Sooyeon
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.133-146
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    • 2021
  • The aim of this study was to investigate the psychological characteristics of Korean esports athletes. We investigated the psychological characteristics of 40 professional esports players and 72 amateur esports players, a total of 112 esports players. Specifically, we investigated the differences in emotional well-being, interpersonal relationships, and sleep between professional players and trainee players. Professional esports athletes showed higher responsiveness to social conflict and more interpersonal non-acceptance compared to the trainees. Results also indicated high levels of insomnia severity. Based on the results, the need for psychological intervention and sleep intervention for athletes were discussed.