• Title/Summary/Keyword: Excellent players

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The Evaluation of the Swing and Aerial Motion of Kovacs on Horizontal Bar (국내 철봉 선수들의 Kovacs의 흔들기 및 체공 동작에 대한 평가)

  • Lim, Kyu-Chan
    • Korean Journal of Applied Biomechanics
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    • v.30 no.4
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    • pp.293-299
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    • 2020
  • Objective: The aim of this study was to investigate the swing and aerial motion of Kovacs, and evaluate the skill level of Kovacs by Korean adult players on horizontal bar. Method: The subjects for this study were 6 male top athletes participated in the 46th National Gymnastics against Cities and Provinces. After the motions of Kovacs were filmed by digital highspeed camcorder setting in 90 frames/s, kinematical data were calculated through DLT method. The variables were computed in the lapse time, the joint angle, the position·velocity of body COG, the inferred tension force of bar, and body COG path were simulated according to skill level of Kovacs. Results: Firstly, it was revealed that the lapse time was 1.19±0.03 s in the swing phase, and 0.83±0.03 s in the aerial phase. Secondly, it was revealed that the shoulder·hip joint motions of S1 and S2 were better than the other subjects in the swing phase, and the knee joint motions of S1 and S2 were better than the other subjects in the aerial phase. Thirdly, it was revealed that the horizontal·vertical velocity of body COG were -1.40±0.03 m/s, 3.80±0.07 m/s respectively, and the vertical positions of S1 and S2 were higher a little than the other subjects. Lastly, the skill level of Kovacs of this subjects was evaluated into 3 steps; excellent, advanced, normal. They need to train the swing motion including a giant circle, and body motions in the air. Conclusion: It would be suggested that Korean domestic players should improve to increase the vertical velocity at release instant and train to control the limbs elaborately in the air.

Results of Modified Chrisman-Snook Procedure for Chronic Ankle Instability (변형 Chrisman-Snook 술식을 이용한 만성 족관절 불안정성의 치료 결과)

  • Jeong, Un-Seob;Lee, Jung-Ho;Park, Yong-Wook
    • Journal of Korean Foot and Ankle Society
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    • v.11 no.1
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    • pp.62-66
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    • 2007
  • Purpose: We try to retrospectively analyze the clinical results of the modified Chrisman-Snook procedure for chronic ankle instability. Materials and Methods: From November 1997 to April 2006, thirty-one patients who underwent modified Chrisman-Snook procedure for chronic ankle instability were analyzed. All patients were male and the mean age was 31 years. The follow-up period averaged 48 months. We evaluated the clinical results measured by Hasegawa method. Results: Among them, there were soldiers in 11, socker players in 6, patients who weigh more 80 kg in 5. And there were 9 patients who previously underwent modified Brostrom procedure for chronic ankle instability. The clinical results were rated as excellent in 29, fair in 2 who did not cooperate with postoperative rehabilitation program. There were complications of 2 cases of irritation of the sural nerve and recurrence respectively, 1 case of wound problem. Conclusion: Our results show that the modified Chrisman-Snook procedure is effective treatment method for patients with high-performance athlete/soldier or failed modified Brostrom procedure.

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A Study on Wearing Satisfaction of Cycle Wear (사이클 웨어의 만족도에 대한 연구)

  • Lee, Yu-Jin;Suh, Mi-A
    • The Research Journal of the Costume Culture
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    • v.16 no.2
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    • pp.219-234
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    • 2008
  • The purpose of this thesis is to conduct research on the degree of satisfaction (for both wearing and functioning) of cycle wear; to present the basic data to develop cycle wears which can lesson the trouble for human body and have an excellent feeling in wearing. To inquire the degree of satisfaction, the method of questionnaire was used for 100 peoples consisted of male cycling players. As the result of the satisfaction degree in wearing, it can be certain that the users are satisfied overall and yet they express the lowest satisfaction at material among material, design, color and function. When it comes to unsatisfactory factors of wearing cycle wear, the most unsatisfactory one is the poor function of clothing on the whole. As the result of the site suitability of cycle wear, we can find the problems on the girth of neck and armhole of the upper garment, and on the part from waist to hip length and the girth from thigh through knee to calf of lower garment. As the result of the motion suitability of cycle wears, we can acknowledge that there are problems on the part of neck, armpit, and abdomen of the upper garment rather than the lower one.

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Kinematic Analysis of Elite Athletes in Men's Shot-Put at World Championships, Daegu 2011 (2011 대구세계육상선수권대회 남자 포환던지기 결선경기의 운동학적 분석)

  • Oh, Cheong-Hwan;Shin, Eui-Su;Choi, Su-Nam;Jeong, Ik-Su;Bae, Jae-Hee;Lee, Jeong-Tea;Park, Seung-Bum
    • Korean Journal of Applied Biomechanics
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    • v.21 no.5
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    • pp.631-638
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    • 2011
  • This study had two purposes. The first was to analyze the period of the final record set by the male shot-putters in the IAAF World Championships, Daegu 2011 from the point of view of kinematics. The other was to identify an efficient movement for shot putting based on the analysis. The research used the eight finalists of in the championship as subjects. We analyzed the seven most important kinematic factors in shot putting based on the type of technique: the execution time of the delivery phase, release velocity, release angle, release, center of mass (COM) velocity, and shot trajectories. The analytical results showed the following average figures for the record 12 meters: execution time of the delivery phase: (0.19 s), release height: (2.06 m), release angle: ($34.68^{\circ}$), release velocity: (13.25 m/s), angular velocity of shoulder: ($922.38^{\circ}/s$), and angular velocity of pelvis: ($479.50^{\circ}/s$). Further, the results showed that the highest COM velocity was 2.25 m/s and the shot trajectories were close to a straight line in the release phase.

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.101-112
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    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

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Fast Query Recovery for Multimedia CE Devices (멀티미디어 CE 기기를 위한 빠른 질의 복구 기법)

  • Jin, Hee-Gyu;Lee, Ki-Yong;Woo, Kyoung-Gu
    • Journal of KIISE:Databases
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    • v.35 no.3
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    • pp.286-295
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    • 2008
  • Multimedia consumer electronics(CE) devices, such as MP3 players, PMPs, and digital cameras, are electronic equipments used to record, play or create multimedia data. Most multimedia CE devices provide uses with the ability to search multimedia stored in the device and browse the search results. One of the unique requirements in multimedia CE devices is that the search results displayed in the screen must be restored quickly when the device powers off and later back on. For this purpose, the existing methods (1) re-execute the original search query, and (2) move the cursor to the original position in the search results. However, this approach may be inefficient when the number of records in the result set is large. In this paper, we propose an efficient method for multimedia CE devices that can quickly restore the search results displayed in the screen when the device powers off and later back on. The proposed method can retrieve the original search results in the screen quickly by saving and loading some information about the query evaluation plan. Though the performance evaluation, we show that the proposed method provides excellent performance regardless of the number of records in tile result set or the original cursor position.

Accuracy of Accelerometer for the Prediction of Energy Expenditure and Activity Intensity in Athletic Elementary School Children During Selected Activities (초등학교 운동선수를 대상으로 대표 신체활동의 에너지 소비량 및 활동 강도 추정을 위한 가속도계의 정확도 검증)

  • Choi, Su-Ji;An, Hae-Sun;Lee, Mo-Ran;Lee, Jung-Sook;Kim, Eun-Kyung
    • Korean Journal of Community Nutrition
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    • v.22 no.5
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    • pp.413-425
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    • 2017
  • Objectives: Accurate assessment of energy expenditure is important for estimation of energy requirements in athletic children. The objective of this study was to evaluate the accuracy of accelerometer for prediction of selected activities' energy expenditure and intensity in athletic elementary school children. Methods: The present study involved 31 soccer players (16 males and 15 females) from an elementary school (9-12 years). During the measurements, children performed eight selected activities while simultaneously wearing the accelerometer and carrying the portable indirect calorimeter. Five equations (Freedson/Trost, Treuth, Pate, Puyau, Mattocks) were assessed for the prediction of energy expenditure from accelerometer counts, while Evenson equation was added for prediction of activity intensity, making six equations in total. The accuracy of accelerometer for energy prediction was assessed by comparing measured and predicted values, using the paired t-test. The intensity classification accuracy was evaluated with kappa statistics and ROC-Curve. Results: For activities of lying down, television viewing and reading, Freedson/Trost, Treuth were accurate in predicting energy expenditure. Regarding Pate, it was accurate for vacuuming and slow treadmill walking energy prediction. Mattocks was accurate in treadmill running activities. Concerning activity intensity classification accuracy, Pate (kappa=0.72) had the best performance across the four intensities (sedentary, light, moderate, vigorous). In case of the sedentary activities, all equations had a good prediction accuracy, while with light activities and Vigorous activities, Pate had an excellent accuracy (ROC-AUC=0.91, 0.94). For Moderate activities, all equations showed a poor performance. Conclusions: In conclusion, none of the assessed equations was accurate in predicting energy expenditure across all assessed activities in athletic children. For activity intensity classification, Pate had the best prediction accuracy.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.