• Title/Summary/Keyword: 스포츠 정보기술

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An Web-based Training of a short bamboo flute performance by using UCC (UCC를 활용한 단소 실기 원격 교육)

  • Lee, Yong-Bae;Lim, Sung-Joon
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.471-482
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    • 2007
  • These days UCC(User-created content) is being made and shared increasingly in entertainment and sports area, but its life cycle seems to be very short and the cases that it is used for an education or a learning purposes are not common yet. In this study a new methodology is suggested for adapting a UCC to a distance education. A teacher upload the movie that he or she made for the distance education system, so the students can carry out the self-centered learning procedure. After that, the students send their own movie files to the teacher, and get a feedback from the teacher as a evaluation of the course. In this study a distance education system was established as a prototype, and a short bamboo flute class was chosen for this study from the specialty developmental education program of the elementary school. According to the result of the questionnaire the students thought that their performance skill was improved a lot and they were satisfied with the learning program and the method of evaluation. They also answered that their skills dealing with a camera, a camcorder and a computer got much better. Moreover, most of the students thought that the relationships with their friends and their parents got better also because they spent lots of time together making and watching the movie files for this education program.

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Provisioning Anonymous Communication in Ad Hoc Networks (Ad Hoc 네트워크상에서 익명성을 보장하는 방법에 관한 연구)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.15 no.1
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    • pp.77-85
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    • 2006
  • The cost of downloading content from the Internet may be costly for mobile device users using its 3G connection, because the 3G connection cost to download data from the Internet is a function of the amount of data downloaded. This paper introduces an approach in which mobile devices, called peers, form an ad hoc network and share their downloaded content with others. As an example, spectators may want to collect/share information about players and game records in a stadium. In an art gallery, visitors may want to retrieve some background information about the displayed work from the nearby ad hoc network. In an outdoor class, a teacher may download today's topic files from the Internet, and all students may share the content with minimal or no cost paid. This is possible if mobile device has both a 3G interface and a wireless LAN interface. If the peers want to improve privacy md discourage traffic analysis when sharing content, this paper describes a low-delay anonymous connection between the sending peer and the receiving peer using two additional peers. Simulation results show that the transmission time overhead of the anonymous connection may increase 50% or less as the number of peers increase or the peers are scattered over the larger area.

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Convergence Study on Effects of Underwater Rehabilitation Exercise on Physical Fitness and Blood Lipids in Middle Aged Women (중년여성의 수중재활운동이 신체적성과 혈중지질에 미치는 융합연구)

  • Beak, Soon-Gi;Kim, Do-Jin
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.260-267
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    • 2019
  • The purpose of this study is to find out how underwater rehabilitation exercises affect physical fitness and blood lipids for 10 weeks and provide basic data to help prevent middle-aged women from cardiovascular diseases. The subjects of this study were middle-aged women living in Seoul, Korea. The underwater rehabilitation exercise was performed for 1 week and 3 times for 10 weeks, and the exercise time was 60 minutes for 1 time including the warm up, the main exercise and the cool down. The exercise intensity was set at 60-70% of the heart rate reserve calculated from the pre-exercise test. The measurement variables were physical fitness and blood lipid. In the data processing, descriptive statistics were presented for each measurement item and a 2-way RGRM ANOVA was conducted to examine the interaction effects between groups. The results have shown significant interaction effects in physical fitness(Flexibility, Cardiorespiratory Endurance, Muscular Endurance) and the blood lipids(TG, TC, HLD-C, LDL-C). This study found that the 10-week underwater rehabilitation exercise program of middle-aged women increased physical fitness level and decreased and increased blood lipid, which could be an effective and convergent program to prevent and reduce cardiovascular disease.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Study on the Characteristics of Non-Fungible Token(NFT) and Application Plans from the Digital Records Perspective : Focused on Transferable Records (전자기록 관점에서 본 대체 불가능한 토큰(NFT) 특성 및 활용 방안 이전 및 거래 가능한 기록을 중심으로)

  • Won, Joo-hye;So, Hyeon-Gi;Oh, Hyo-Jung
    • The Korean Journal of Archival Studies
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    • no.73
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    • pp.47-79
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    • 2022
  • NFT is literally a 'non-fungible token', a digital file that records specific virtual assets on a blockchain. Events such as ownership of the asset and transaction history are recorded on the blockchain through the token transaction, so counterfeiting and falsification are impossible. Therefore, NFT is used as a tool that can uniquely represent a specific virtual asset. The main purpose of this paper is to examine the characteristics of NFT from a records management point of view and to find ways to use them, and focuses on digital records that have the characteristics of assets as digital works. For this purpose, we first examine the basic concept of NFT and the principle of ownership and proof of value as an asset for digital works. In addition, it was confirmed how the advantages of NFT were applied through NFT use cases in various fields, and in particular, areas related to audio-visual records such as art, music, sports, and fashion were focused on. Furthermore, by comparing the characteristics of digital records with those of NFT, factors applicable to electronic records were identified. Finally, the types of digital records that are expected to be effective in the application of NFT were identified, and the possibility of their use and discussion points for introduction in records management are presented.

Prediction of Key Variables Affecting NBA Playoffs Advancement: Focusing on 3 Points and Turnover Features (미국 프로농구(NBA)의 플레이오프 진출에 영향을 미치는 주요 변수 예측: 3점과 턴오버 속성을 중심으로)

  • An, Sehwan;Kim, Youngmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.263-286
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    • 2022
  • This study acquires NBA statistical information for a total of 32 years from 1990 to 2022 using web crawling, observes variables of interest through exploratory data analysis, and generates related derived variables. Unused variables were removed through a purification process on the input data, and correlation analysis, t-test, and ANOVA were performed on the remaining variables. For the variable of interest, the difference in the mean between the groups that advanced to the playoffs and did not advance to the playoffs was tested, and then to compensate for this, the average difference between the three groups (higher/middle/lower) based on ranking was reconfirmed. Of the input data, only this year's season data was used as a test set, and 5-fold cross-validation was performed by dividing the training set and the validation set for model training. The overfitting problem was solved by comparing the cross-validation result and the final analysis result using the test set to confirm that there was no difference in the performance matrix. Because the quality level of the raw data is high and the statistical assumptions are satisfied, most of the models showed good results despite the small data set. This study not only predicts NBA game results or classifies whether or not to advance to the playoffs using machine learning, but also examines whether the variables of interest are included in the major variables with high importance by understanding the importance of input attribute. Through the visualization of SHAP value, it was possible to overcome the limitation that could not be interpreted only with the result of feature importance, and to compensate for the lack of consistency in the importance calculation in the process of entering/removing variables. It was found that a number of variables related to three points and errors classified as subjects of interest in this study were included in the major variables affecting advancing to the playoffs in the NBA. Although this study is similar in that it includes topics such as match results, playoffs, and championship predictions, which have been dealt with in the existing sports data analysis field, and comparatively analyzed several machine learning models for analysis, there is a difference in that the interest features are set in advance and statistically verified, so that it is compared with the machine learning analysis result. Also, it was differentiated from existing studies by presenting explanatory visualization results using SHAP, one of the XAI models.

A Study on the Characteristics of Patent Innovation in the Service Industry (서비스 산업의 특허권 혁신 특성에 대한 연구)

  • Pyoung Yol Jang
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.82-100
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    • 2024
  • Due to the intensifying global technological competition, the strategic and economic importance of intellectual property such as patents as intangible assets is increasing. The purpose of this study is to understand the current status of patent innovation in the service industry and to derive the characteristics and implications of patent innovation in the service industry. To this end, this study conducted an investigation and analysis to understand the characteristics of patent innovation in the service industry based on the data from the business activity survey. The proportion of patent companies in the service industry, characteristics of each service industry, proportion of each service industry, and the number of patent rights holdings were analyzed. In addition, the trend of patent changes in the service industry was investigated. The service industry was compared and analyzed with other industries based on the results of the analysis of patent innovation in the service industry. In particular, the service industry was divided into four types in terms of the rate of increase in the proportion of patent companies and the ratio of patent holing companies, and the types were derived. Based on the analysis results, the characteristics of patent innovation in the service industry were presented. As a result of the study, the proportion of patent holding companies in the service industry was lower than that of other industries, and the gap with other industries was widening, showing that the patent innovation of service companies is lower than that of other industries. The average number of patents held by service industry companies was lower than that of other industries, and the increase rate of the number of patent rights held was also lower than that of other industries, widening the gap. Patent innovation in the service industry can be divided into four quadrants in terms of the rate of increase in the proportion of patent holding companies and the proportion of patent holding companies, and it has been studied that the service industry needs policy support suitable for the characteristics of patent innovation in the quadrant to which the individual service industry belongs.