• Title/Summary/Keyword: 스포츠 정보기술

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Development of Automated External defibrillator training simulation using Virtual Reality (가상현실을 이용한 자동 제세동기(AED) 훈련 시뮬레이션 개발)

  • Im, Jeongsu;Lee, Yeongkwang;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.350-352
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    • 2017
  • Virtual reality technology was initially developed for entertainment purposes such as games, movies, sports, and theme parks, but gradually expanded to a number of industries such as education, e-commerce, and health care,. Therefore, safety education content incorporating VR is also rising rapidly. However, the program activity on safety education in our country is still insignificant. Although rescue of patients with acute cardiac arrest using defibrillators is one of the most representative safety education, in 2014, defibrillators are rarely used in Korea to save the lives of patients and there are very few cases of using defibrillators. The use of automatic defibrillators and the importance of knowing how to use them for expanding accessibility are necessary. However, it is not easy to provide experience education only after completing the safety education in simple theoretical education. In this paper, we propose a automatic defibrillator training simulation system using virtual reality that can be freelu trained at any time.

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A Design and Implementation of Smartphone-Based AAC System (스마트폰 기반 보완 의사 대체 시스템의 설계와 구현)

  • Ghatkamble, Rajlakshmi;Son, JinHan;Park, DongGyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1895-1903
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    • 2014
  • Smartphone have become the very important devices in our daily life and provide various roles on impairment and communications of developmental disabilities, acquired neurogenic disorders and autisms. Due to the growth of the technology, an Augmentative and Alternative Communication (AAC) also meets needs and wants, including user customization, configurable layouts and registration of new core vocabulary for individual users. This paper describes the research conducted to design the smartphone-based AAC system. This AAC comprises of a form of communication types such as picture communication boards and sophisticated computer and mobile based devices that can speak in the phrases and sentences for their users. We deployed our AAC system on various sports situations using smartphone systems and also provided user customization method for AAC user's disability levels.

Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1749-1755
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    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Hierrachical manner of motion parameters for sports video mosaicking (스포츠 동영상의 모자익을 위한 이동계수의 계층적 향상)

  • Lee, Jae-Cheol;Lee, Soo-Jong;Ko, Young-Hoon;Noh, Heung-Sik;Lee Wan-Ju
    • The Journal of Information Technology
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    • v.7 no.2
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    • pp.93-104
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    • 2004
  • Sports scene is characterized by large amount of global motion due to pan and zoom of camera motion, and includes many small objects moving independently. Some short period of sports games is thrilling to televiewers, and important to producers. At the same time that kinds of scenes exhibit exceptionally dynamic motions and it is very difficult to analyze the motions with conventional algorithms. In this thesis, several algorithms are proposed for global motion analysis on these dynamic scenes. It is shown that proposed algorithms worked well for motion compensation and panorama synthesis. When cascading the inter frame motions, accumulated errors are unavoidable. In order to minimize these errors, interpolation method of motion vectors is introduced. Affined transform or perspective projection transform is regarded as a square matrix, which can be factorized into small amount of motion vectors. To solve factorization problem, we preposed the adaptation of Newton Raphson method into vector and matrix form, which is also computationally efficient. Combining multi frame motion estimation and the corresponding interpolation in hierarchical manner enhancement algorithm of motion parameters is proposed, which is suitable for motion compensation and panorama synthesis. The proposed algorithms are suitable for special effect rendering for broadcast system, video indexing, tracking in complex scenes, and other fields requiring global motion estimation.

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Semantic Event Detection in Golf Video Using Hidden Markov Model (은닉 마코프 모델을 이용한 골프 비디오의 시멘틱 이벤트 검출)

  • Kim Cheon Seog;Choo Jin Ho;Bae Tae Meon;Jin Sung Ho;Ro Yong Man
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1540-1549
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    • 2004
  • In this paper, we propose an algorithm to detect semantic events in golf video using Hidden Markov Model. The purpose of this paper is to identify and classify the golf events to facilitate highlight-based video indexing and summarization. In this paper we first define 4 semantic events, and then design HMM model with states made up of each event. We also use 10 multiple visual features based on MPEG-7 visual descriptors to acquire parameters of HMM for each event. Experimental results showed that the proposed algorithm provided reasonable detection performance for identifying a variety of golf events.

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Recognition of Basic Motions for Figure Skating using AHRS (AHRS를 이용한 피겨스케이팅 기본 동작 인식)

  • Kwon, Ki-Hyeon;Lee, Hyung-Bong
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.89-96
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    • 2015
  • IT is widely used for biomechanics and AHRS sensor also be highlighted with small sized characteristics and price competitiveness in the field of motion measurement and analysis of sports. In this paper, we attach the AHRS to the figure skate shoes to measure the motion data like spin, forward/backward, jump, in/out edge and toe movement. In order to reduce the measurement error, we have adopted the sensors equipped with Madgwick complementary filtering and also use Euler angle to quaternion conversion to reduce the Gimbal-lock effect. We test and experiment the accuracy and execution time of the pattern recognition algorithms like PCA, ICA, LDA, SVM to show the recognition possibility of it on the basic motions of figure skating from the 9-axis trajectory information which is gathered from AHRS sensor. From the result, PCA, ICA have low accuracy, but LDA, SVM have good accuracy to use for recognition of basic motions of figure skating.

A Study on the Electronic Potential Occurrance and Delevery Specific Property by ionic Density Transformation (이온농도 변화에 따른 뉴런의 전위발생과 전달특성에 관한 연구)

  • 김석환;류광렬;허창우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.509-515
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    • 1999
  • 신체를 구성하는 여러 가지 요소 중에서 인간이 일상생활을 하는 데에는 신진대사를 일정하게 유지하기 위한 인체내의 여러 가지 전달물질들이 그 구성에 맞게 역할을 수행하여야 한다. 그러나, 만약 그 구성 비율이 바뀔 때에는 인체 내에 이상이 발생하게 된다. 그 대표적인 예로는 운동을 심하게 하였을 경우 갈증과 근육의 피로감이 몰려오게 되는데 이는 세포내의 이온농도의 변화에 의한 것이며 이때 물, 스포츠 이온 음료 등을 섭취한다. 순간적으로 그 증상이 회복되지는 않지만 신경계 내에서 회복하는데 에는 많은 시간이 소요된다. 생리학, 임상적으로 나트륨과 물은 신진대사에 밀접한 연관이 있다. 인체의 나트륨은 음식물의 섭취량과 나트륨의 생리작용사이의 균형에 좌우된다. 건강한 상태에서 나트륨의 생리적인 손실은 무시할 만 하며 나트륨 생리작용은 음식물의 섭취량과 밀접한 관련이 있다. 칼륨은 단지 전체 신경계 용질의 일부이기 때문에 이것은 세포의 체적과 세포 용질의 삼투현상을 결정하는 주요한 것이다. 더욱더 칼륨은 신진대사 과정의 많은 중요한 변수가 되며, 세포밖의 칼륨은 전체중에 매우 작은 일부이긴 하지만 신경근육 작용에 매우 큰 영향을 준다. 세포안과 밖의 칼륨의 농도 비율은 흥분성 조직내의 막 전위의 주요한 결정요소가 된다. 본연구에서는 세포막 설계 후 시뮬레이션을 통한 정상상태의 세포막 전위의 활동전위 전달 특성과 Na, K의 이온 농도를 변화시킬 경우의 세포막 전위의 활동저위 전달 특성곡선을 비교 관찰하여 운동 생리학적인 신경세포내의 전달특성 메카니즘을 이해, 분석하였다.서의 속도를 최소한으로 줄이면서 스케줄링에 의해 시간 문제를 해결하는 방법을 제시하도록 한다. 이는 기초과학 수준이 높은 북방권 국가들의 과학자들이 주로 활용되고 있다는 점에서도 잘 알 수 있으며 우리의 과학기술 약점을 보완하는 원천으로써 외국인 연구 인력이 대안이 되고 있음을 시사한다. 본 연구에서는 한국 연구 조직에서 일하는 외국인 연구자들의 동기 및 성과에 영향을 미치는 많은 요인들을 확인할 수 있었다. 상관관계, 분산분석, 회귀분석 등을 통해 활용 성과에 미치는 영향 요인들을 도출하였다. 설문 분석을 통하여 동기 및 성과 사이에는 강한 상관관계가 존재하는 것을 확인할 수 있었으며 이는 전통적인 동기 이론들과 부합한다. 대부분의 변수가 동기 및 성과에 동시에 영향을 미치는 것으로 조사되었으며 그중에서도 조직 협력 문화, 외국인 연구자의 의사소통 및 협력성, 외국인 연구자의 연구 능력 관련 변수들 및 연구 프로젝트의 기술수명주기, 외국인 연구자의 기존 기술지식의 흡수 등이 가장 중요한 변수로 나타났다. 이는 우리가 주로 중국 및 러시아 과학자들을 활용하여 상업화하는 외국인 연구인력 활용 패턴과도 일치하는 결과이다. 즉 우호적인 조직문화를 가지고 있는 연구 조직에서, 이미 과학기술 지식을 많이 가지고 있고 연구 능력도 높은 외국인 과학기술자를, 한국에서 기술이 태동 또는 성장하고 있는 연구 분야에서 활용하는 것이 가장 성과가 좋다는 사실을 확인시켜 주고 있다. 국내에서 최초로 수행된 본 연구는 외국인 연구 인력의 활용 성과가 매우 높으며, 우리의 과학기술혁신시스템을 보완하는

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Analyzing the Performance of the South Korean Men's National Football Team Using Social Network Analysis: Focusing on the Manager Bento's Matches (사회연결망분석을 활용한 한국 남자축구대표팀 경기성과 분석: 벤투 감독 경기를 중심으로)

  • Yeonsik Jung;Eunkyung Kang;Sung-Byung Yang
    • Knowledge Management Research
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    • v.24 no.2
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    • pp.241-262
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    • 2023
  • The phenomena and game records that occur in sports matches are being analyzed in the field of sports game analysis, utilizing advanced technologies and various scientific analysis methods. Among these methods, social network analysis is actively employed in analyzing pass networks. As football is a representative sport in which the game unfolds through player interactions, efforts are being made to provide new insights into the game using social network analysis, which were previously unattainable. Consequently, this study aims to analyze the changes in pass networks over time for a specific football team and compare them in different scenarios, including variations in the game's nature (Qatar World Cup games vs. A match games) and alterations in the opposing team (higher FIFA rankers vs. lower FIFA rankers). To elaborate, we selected ten matches from the games of the Korean national football team following Coach Bento's appointment, extracted network indicators for these matches, and applied four indicators (efficiency, cohesion, vulnerability, and activity/leadership) from a football team's performance evaluation model to the extracted data for analysis under different circumstances. The research findings revealed a significant increase in cohesion and a substantial decrease in vulnerability during the analysis of game performance over time. In the comparative analysis based on changes in the game's nature, Qatar World Cup matches exhibited superior performance across all aspects of the evaluation model compared to A matches. Lastly, in the comparative analysis considering the variations in the opposing team, matches against lower FIFA rankers displayed superior performance in all aspects of the evaluation model in comparison to matches against top FIFA rankers. We hope that the outcomes of this study can serve as essential foundational data for the selection of football team coaches and the development of game strategies, thereby contributing to the enhancement of the team's performance.

An Utilizing Method for Multi-View Video Clips under Digital Broadcasting Environments (디지털방송 데이터서비스의 방송프로그램 영상 멀티 뷰 활용 지원 방법)

  • Ko, Kwangil
    • Convergence Security Journal
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    • v.15 no.2
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    • pp.3-9
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    • 2015
  • The development of the digital compression technology and the broadcasting receiver's processing power make it possible to apply a multi-view function to the broadcasting services. The multi-view function is usually utilized to provide simultaneously several programs to viewers or to implement a multi-angle service of a sports program that allows a viewer to choose a video of his/her prefer viewpoint. The paper proposes an integrated method for utilizing a multi-view function in the digital broadcasting environment in which more than 100 programs are on air and there may be various data services which want to use multi-view video clips. For the purpose, a method of composing and transmitting multi-view videos and related information has been devised and a Java API to utilize the rapid editing function of a decoding chip-set has been implemented to clip, resize, and display parts of the multi-view videos.