• Title/Summary/Keyword: Screen Golf

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A Study on Screen Golf as Digital Convergence Contents: Focused on Interaction and Play (디지털융합콘텐츠로서 스크린골프에 관한 연구: 상호작용과 놀이를 중심으로)

  • Oh, Dong Il;Sung, Chang Soo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.171-180
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    • 2014
  • Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.

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.

Structural Relationship among Health Concern, Leisure Sports Passion and Psychological Happiness for Simulation Golf Participants (시뮬레이션골프 참여자의 건강관심도와 여가스포츠열정 및 심리적 행복감의 간의 구조적 관계)

  • Seol, Su-Hwang;Ahn, Byoung-Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.7
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    • pp.317-326
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    • 2019
  • The study aimed to verity the relationship of between health concern, leisure sports passion, and psychological happiness on screen golf participants. The subject of study who adults were recruited from Seoul, Gyeonggi-do. I conducted frequency, reliability, confirmatory factor, correction, and structure equaling modeling analyses. The results were as follows: (1) health concern of screen golf participants had a positive influence on leisure sports passion(harmonious passion); (2) health concern of screen golf participants had a positive influence on leisure sports passion(obsessive passion); (3) health concern of screen golf participants had a positive influence on psychological happiness; (4) leisure sports passion(harmonious passion) of screen golf participants had a positive influence on psychological happiness; (5) leisure sports passion(obsessive passion) of screen golf participants had no influence on psychological happiness. The result is meaningful in that modern people who value health have sought ways to lead a healthy life by raising their athletic passion through the fun of simulation golf.

Gamification Analysis method proposal of Screen Sports (스크린 스포츠의 게이미피케이션 분석방법 제안)

  • Kil, Youngik;Ko, Ilju;Oh, Kyoungsu;Bang, Green
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.369-383
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    • 2018
  • In this paper, suggests a gamification analysis method applied to screen sports. The analysis method is through the process of comparison, collection and application. In the process of comparison, compare the characteristics of actual sports and screen sports and Data collection to complement the differences derived from the comparison process is done during the collection process. Process of application is verify for application status of Gamification. and analyzed of screen golf and screen baseball. The result shows that screen golf couldn't apply walking exercise in the comparison process, and screen baseball couldn't apply exercise elements except batting. During the collection process, driving distance and swing data were used for screen golf, and driving distance, batting average and RBI (runs batted in) data were used for screen baseball. Lastly, it was revealed during the application process that both screen golf and screen baseball provide data to users by using reward, competition and Self-expression elements of gamification. The analysis methods presented in this study can be a method to analyze screen sports, and are expected to be appropriate methods to make screen sports.

The Effect of Screen Golf Course Service Quality on Revisit (스크린골프장 서비스품질이 재이용에 미치는 영향)

  • Kuk-Gwen Lee;Seon-Gyeong, Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.343-348
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    • 2023
  • This study attempted to verify and examine the effect of screen golf course service quality on reuse. A total of 300 copies were distributed, and a total of 247 copies were used for analysis, excluding 53 questionnaires with poor responses or many missing questions. Based on these results, the following implications were derived. First, screen golf course users were mainly used by friends, acquaintances, and social groups, and information was obtained through human and Internet, and empathy and reliability among service quality affected the reuse of screen golf courses. When users experience high-quality services, they have high satisfaction and high service quality, and they can increase the probability of forming loyalty and recommending and promoting them to people around them. However, experiencing poor quality services can disappoint customers and leave negative comments on people around them, which reduces the likelihood of reuse. Therefore, in order to increase the reuse of golf courses, quality management, customer opinions and feedback must be accepted, and problems must be dealt with quickly to improve the quality of services and provide services that satisfy customers. Second, although the types, responsiveness, and certainty of sub-factors of screen golf course service quality were not significant in this study, management strategies should be used to increase survival in the highly competitive screen golf industry and reuse them by providing differentiated services.

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
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    • v.7 no.4
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    • pp.85-94
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    • 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.

A Study on the Air Quality of Indoor Screen Golf in Seoul (수도권 일부지역의 실내 스크린골프장의 공기질 평가)

  • Jo, Ho-Dong;Roh, Jae-Hoon;Kim, Chi-Nyon;Sim, Sang-Hyo;Won, Jong-Uk
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.20 no.3
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    • pp.192-202
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    • 2010
  • This study aimed to suggest the severity of indoor air pollutants in screen gold arenas which were not sufficiently investigated in Korea up to now and to help users to enjoy golf in more pleasant indoor environment. The indoor environment survey was conducted with 21 screen gold arenas in Seoul from Oct. 28, 2008 to March 13, 2009. Indoor air quality was measured and analyzed in accordance with the Air Pollution Process Test Method specified bu NIOSH(2005). The screen golf arenas are mostly in the underground floors in this study, 4 on the ground floors(19.0%) and 17 in the underground floors(81.0%). In the air in screen golf arenas, the geometric mean of benzene, toluene, ethylbenzene and xylene were 2.92 ${\mu}g/m^3$, 70.34 ${\mu}g/m^3$, 14.00${\mu}g/m^3$ and 31.43 ${\mu}g/m^3$, respectively, which exceeded the exposure limites. Each arena exceeded the exposure limit for one pollutant each. However, styrene didn't exceed the limit as 8.09 ${\mu}g/m^3$. Furthermore, the geometric mean of formaldehyde was 63.11${\mu}g/m^3$ and 7 arenas exceeded the limit. The geometric mean of volatile organic compounds(VOCs) was 428.41${\mu}g/m^3$ and 10 arenas exceeded the limit. For the density distribution of pollutants by location, benzene, toluene, ethylbenzene, xylene, styrene and formaldehyde showed higher density distribution in underground spaces, for which the statistically significant difference was not found. However, PM10 showed the statistically significant difference (p<0.05). In accordance with the analysis on the correlation between the density of pollutants in the screen golf arenas, Pearson correlation coefficient between ethylbenzene and styrene was 0.980, very significant correlation(p<0.01). The correlation coefficients between the density of toluene, ethylbenzene, xylene and styrene and that of VOCs were 0.543, 0.434, 0.451 and 0.459, respectively, which demonstrated the statistically significant difference (p<0.05).

The Measurement Camera System of Flight Data of Golfball for the Application of Screen Golf Contents (스크린 골프 콘텐츠 적용을 위한 골프공 비행 데이터 추출 카메라 시스템)

  • Kim, ki-hyun;Park, hyun-woo;Yoon, ji-han;Joo, woo-suk;Lee, dong-hoon;Yun, tae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.875-879
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    • 2009
  • In this paper, we propose the measurement camera system of flight data of golfball for the application of screen golf contents. The existing flight data extraction system that applied on the screen golf content divided plate is dependent on it. in this paper, the camera system install in the ceiling that is able to look at passing golf ball. And left-handed and left-handed bats in the clear of the restrictions. Using high-speed CCD camera is shooting the ball flying. Acquired image is calculated from the coordinates. The location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf contents. After this system is useful sports type contents baseball, soccer, tennis.

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The Effect of Service quality on Customer satisfaction and Behavior intention of Screen Golf (스크린골프의 서비스품질이 고객만족 및 행동의도에 미치는 영향)

  • Lim, Young-Sam
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.936-943
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    • 2020
  • The purpose of this study was to examine the effect of service quality on customer satisfaction and behavior intention of screen golf. Also emphasized the importance of service quality and tried to identify the mediating role between customer satisfaction and behavior intention. The 485 person who experienced purchasing behavior of screen golf were analyzed and chosen from located in Korea. For the purpose of this study, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, simple regression and multiple regression analysis of SPSS Statistics ver. 20 were performed. The research results of this study indicate that First, service quality had a significant influence on customer satisfaction in order of facilities, services, human resources and prices. Second, customer satisfaction had a significant influence on behavior intention. Third, service quality had a significant influence on behavior intention in order of facilities, price, service and human resources.

Implementation of the Golf Play Advice System with Reasoning Rules Using Mobile Devices

  • Kim, Kapsu;Min, Meekyung
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.47-54
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    • 2018
  • This paper is a study on implementation of the golf play advice system which provides advice to golfers through mobile devices. The system consists of a mobile unit consisting of a GPS receiver, a data transmitter and receiver, and a display unit, and a server unit composed of a database and advice generator. The advice generator that provides advices to the users, generates advices with IF-THEN rule-based reasoning method. The reasoning module utilizes golfer's personal records and various information in the database of the server unit. This system provides the advice to the users who play on the golf course through mobile devices, so that it is possible to provide various information similar to the screen golf using the computer simulating technology in the outdoor golf course.