• Title/Summary/Keyword: Sport activities

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Environmental analysis and strategy to jointly host the 2027 Chungcheong Summer World University Games (2027 충청 하계세계대학경기대회 공동유치를 위한 환경분석 및 전략)

  • Lee, Jong-Hyun;Kim, Hwa-Ryong;Jeon, Sang-Wan
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.333-346
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    • 2022
  • This study proposes a strategy to attract visitors by analyzing the justification for hosting the 2027 Summer World University Games in Chungcheong, Korea, as well as by assessing the internal and external factors to promote regional development. Using Environmental Analysis as the diagnostic approach, we focus on strength/opportunity (SO), strength/threat (ST), weakness/opportunity (WO), and weakness/threat (WT) analyses. SO analysis show that a matching strategy of mid- to long-term cooperation among the four cities and provinces in Chungcheong and development of local sports by promoting its linkages to science, and industry offer best strategic use-value. ST analysis shows that optimal infrastructure development and establishment of competition management strategies in preparation for non-face-to-face engagement make balanced regional development possible. WO analysis shows the need for rearrangement and renovation of outdated sports facilities, development of programs linked to convergence sports tourism products, efficient and strategic attraction activities, and promoting sustainable development of bed town cities. WT analysis suggests that the imbalance in regional development due to expansion of sports facilities, insufficient cultural contents in tourism, and tourism demand fluctuation are potential problems. Follow-up studies can focus on deeper analysis of the possibility and attractiveness of hosting the Summer World University Games in Chungcheong, Korea using qualitative methods such as focus group interviews and in-depth interviews with stakeholders and local residents.

The Effect of Presence Experience of Virtual Reality Sports Class on Pleasure, Flow, and Intention to Participate in Sports Activity (가상현실 스포츠실 수업의 프레즌스 경험이 즐거움, 몰입 및 스포츠 활동 참여의도에 미치는 영향)

  • Hwa-Ryong-Kim;Sang-Yong Yoon
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.2
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    • pp.268-276
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    • 2023
  • The purpose of this study is to investigate how the presence experience of virtual reality sports room class affects the intention to participate in sports activities when pleasure and immersion are experienced. For the survey, a total of 300 people, 60 copies each, were sampled for the upper grades of elementary school, and a total of 276 copies of data were used for the study, excluding 24 copies with insincere answers from among the questionnaires. The data processing used in this study was SPSS ver. 24.0 and AMOS ver. 24.0 Statistical program was used to perform confirmatory factor analysis, frequency analysis, Cronbach's α coefficient calculation, correlation analysis, and structural equation model analysis. Through this procedure, the following results were derived. First, the presence experience of the virtual reality sports room class had a positive effect on enjoyment. Second, the relationship between enjoyment and immersion in virtual reality sports room classes had a positive effect. Third, the enjoyment of the virtual reality sports room class had a positive effect on the intention to participate in sports activities. Fourth, the class immersion of the students who participated in the virtual reality sports room had a positive effect on their intention to participate in future sports activities.

Analysis on Trends in Plogging Culture and Professional Sports Using BIG KINDS Analysis (빅카인즈 분석을 활용한 플로깅 문화와 프로스포츠 분야의 동향 분석)

  • Gyu-Min, Na;Kyung-A, Oh
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1072-1080
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    • 2023
  • The purpose of this study is to analyze major keywords and social phenomena related to 'plogging' in the sports field and to derive important information. In order to achieve this purpose, the news analysis system BIG Kinds provided by the Korea Press Promotion Foundation was used to analyze it. The analysis period is from 2018 to 2022, and 42 of the 5,148 news collected were finally used and analyzed. Frequency analysis, relationship map analysis, and related word analysis were performed as analysis methods, and the results are as follows. First, as a result of the frequency analysis related to 'Plogging' in the sports field, keywords such as 'Jeju', 'Players', 'World Marathon', 'SSG', and 'Lee Bong-ju' were identified. Second, as a result of the analysis of the relationship related to 'Plogging' in the sports field, keywords such as 'COVID-19', 'national representative', 'elite', 'masters', and 'COVID' were identified. Third, as a result of the analysis of words related to 'Plogging' in the sports field, keywords such as 'synthesized words', 'volunteer activities,' 'masters untact', 'Jeju', and 'athletes' were identified. In the domestic professional sports field, it has been shown that plogging is actively used for environmental activities and professional team promotion to practice carbon neutrality by international sports organizations.

Return to Sports Activity After Anterior Cruciate Ligament Reconstruction (전방십자인대 재건술 후 스포츠 활동 복귀)

  • Park, Jong-Hyuk;Lee, Jun-Mo;Bae, Hyun-Kyung;Im, Jong-Han;Lee, Ju-Hong
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.8 no.2
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    • pp.95-101
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    • 2009
  • Purpose: The purpose of this study was to determine how many of our patients who had had anterior cruciate ligament (ACL) reconstruction returned to their previous levels of sports and to identify why not doing so. Material and Methods: We evaluated 43 knees with a minimum of two years follow-up among whom undergoing 109 ACL reconstruction from September 2003. The mean age of patients was 26 years (17 to 45 years) Clinical results was evaluated according to the Lysholm Knee scores, Tegner activity score, subjective IKDC questionnaires, objective IKDC evaluation form and KT-1000 arthrometer. Results: The overall clinical results demonstrated significant improvement at the final follow-up comparing to preoperative data (P<0.05). Among 43 patients, 25 patients (58%) returned to their previous level of sports and 18 patients (42%) did not. Of whom, 11 patients (61%) were not able to return to sports due to fear to re-injury and 7 patients (39%) suffered from instability and pain. The differences in the Lysholm Scores, KT-1000 arthrometer and subjective IKDC in the 3 groups of patients by ANOVA test were found to be statistically significant (P<0.001). Although there is no difference in objective IKDC and KT-1000 arthrometer, the difference was observed in Tegner activities, subjective IKDC obtained by those who returned to sport and those who had fear to reinjury (P<0.001). Conclusion: This study showed that a quater of patients could not return to their previous level of sport after ACL reconstruction because of fear to reinjury. We thought that not only improving the technique of ACL reconstruction and systemic rehabilitation but also considering psychological factor of patients could allow more patients to return to the previous level of sports.

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A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

A Study of the Occurrences of Musculoskeletal Related Pain Sufferers Among Fitness Center Users (운동센터 이용자의 근골격계 관련 통증 발생 실태)

  • Kim, Suhn-Yeop;Yang, Joung-Oak
    • Physical Therapy Korea
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    • v.13 no.3
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    • pp.92-101
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    • 2006
  • The purpose of this study was to investigate the characteristics and the current condition of musculoskeletal pain sufferers among fitness center users. The investigation used self-reporting questionnaire with the 797 subjects. On average, the subjects were 30.6 years old, 168.8 cm in height and 65.2 kg in weight. Among them, 423 were male (53.1%) and 374 were female (46.9%). Out of them, 276 suffered from pain, (35.2%). More men felt muscle aches than women (p<.05). In terms of pain, lower back area topped the list with 44.9%, followed by the lower extremities (30.1%), the neck (17.8%) and the upper part of the body (17.8%). Dieters suffered the most from pain (86.2%) while those exercising to build strength suffered the least with 26.8%. There was a significant relationship between the purpose for exercising and the amount of pain suffered (p<.05). By kind of exercise, pain stroke aerobic exercisers disproportionately with 42.4% while it almost steered clear of exercisers for strengthening with 26.9%. There was significant relationship between the kind of exercise and pain suffered (p<.05). The type of suffering differed by body shape. A significantly higher number of overweight people experienced pain than underweight people (p<.05). 32.8% of pain sufferers commented that the pain affects their workout, and on this issue there was no gender difference (p>.05). The pain caused more difficulties in doing activities of daily living for overweight or obese peoples than underweight peoples (p<.05). More than a third of health club and fitness center users are experiencing musculoskeletal pains. Measures such as professional training or information provision is required to prevent injury or disorder caused by improper exercise.

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Effects of a High-Intensity Interval Training Program on the Fitness and Performance of Firefighters (고강도 인터벌 트레이닝(HIIT)이 소방공무원의 체력 및 업무능력에 미치는 영향)

  • Kim, Cherho;Ji, Changjin;Kim, Sangho
    • Fire Science and Engineering
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    • v.34 no.2
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    • pp.97-102
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    • 2020
  • The purpose of this study was to investigate the effectiveness of a Tabata exercise program as an alternative for firefighters whose working environment makes it difficult to manage physical fitness. The Tabata exercise program, in which 16 people participated, led to increased muscle mass and reduced weight and body fat, which not only improved the health of the firefighters but also improved their cardiopulmonary endurance, muscle endurance, and muscle strength, which are essential elements during firefighting emergency relief activities. On the basis of these results, it is believed that developing and providing guidelines for scientific and systematic exercise programs to firefighters will lead to better work capability during fire and disaster situations.

A Study on Attitudinal Constructs Influencing on Olympic Sponsorship (올림픽마케팅에서의 스폰서십 효과에 관한 연구)

  • Chun Myung-Hwan;Kim Woo-Hui
    • Management & Information Systems Review
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    • v.9
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    • pp.139-163
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    • 2002
  • While the corporate practice of sponsoring major events has existed since the turn of the century, it has only recently become one of the fastest growing areas of advertising and promotion. Despite its long history and recent growth, however, event sponsorship has yet to receive the same kinds of rigorous theoretical and methodological attention that marketing researchers have devoted to other areas of advertising and promotion. Also, the recent Olympic Games in Sydney serve as excellent showcase of the sponsorship phenomenon. On the hand it becomes very clear that an event of such magnitude cannot take place without the commercial support of the sponsors. At the same time, there is a growing concern that the Olympic Games are losing their spirit and are over-commercialized because of the excessive sponsorship-linked marketing activities. At the centre of the debate is the impact and the reaction of the consumers to the growing use of sponsorship to stage major events. While the Olympic Games might be an extreme example of the growth and impact of sponsorship, the proliferation of the phenomenon is widespread across other sports events as well as other cultural and community based events. But a comprehensive model of sponsorship is not currently available in the literature. This research is the aim of the current research to investigate consumer attitude constructs towards sponsorship such as sport involvement, attitude towards the event, attitude towards commercialization. The results still have potentially significant applied and theoretical implication. First, This investigation is the first known effort, grounded in consumer behavior theory, to model antecedent variables believed to influence consumer response to event sponsorship in Korea. Second, these findings are in line with previous research, as sports involvement attitude towards the event, and attitude towards commercialization are found to be significant influences on respondents' ability, motivation and opportunity to process sponsorship information, as well as directly and indirectly impacting emotional response.

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Analysis of 344 Hand Injuries in a Pediatric Population

  • Jeon, Byung-Joon;Lee, Jung-Il;Roh, Si Young;Kim, Jin Soo;Lee, Dong Chul;Lee, Kyung Jin
    • Archives of Plastic Surgery
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    • v.43 no.1
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    • pp.71-76
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    • 2016
  • Background The purpose of this study was to identify comprehensive hand injury patterns in different pediatric age groups and to assess their risk factors. Methods This retrospective study was conducted among patients younger than 16-year-old who presented to the emergency room of a general hospital located in Gyeonggi-do, Republic of Korea, and were treated for an injury of the finger or hand from January 2010 to December 2014. The authors analyzed the medical records of 344 patients. Age was categorized according to five groups. Results A total of 391 injury sites of 344 patients were evaluated for this study. Overall and in each group, male patients were in the majority. With regard to dominant or non-dominant hand involvement, there were no significant differences. Door-related injuries were the most common cause in the age groups of 0 to 3, 4 to 6, and 7 to 9 years. Sport/recreational activities or physical conflict injuries were the most common cause in those aged 10 to 12 and 13 to 15. Amputation and crushing injury was the most common type in those aged 0 to 3 and 4 to 6 years. However, in those aged 10 to 12 and 13 to 15, deep laceration and closed fracture was the most common type. With increasing age, closed injuries tended to increase more sharply than open injuries, extensor tendon rupture more than flexor injuries, and the level of injury moved proximally. Conclusions This study provides a comprehensive overview of the epidemiology of hand injuries in the pediatric population.

Effects of Dance Sports in Virtual Reality on Balance, Depression and ADL in Stroke Patients (가상현실에서 댄스 운동이 뇌졸중 환자의 균형, 우울 및 일상 생활 동작에 미치는 효과)

  • Kim, Yong-Nam;Lee, Dong-Kyu
    • The Journal of Korean Physical Therapy
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    • v.25 no.5
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    • pp.360-365
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    • 2013
  • Purpose: The purpose of study was to investigate effects of dance sports in virtual reality on balance, depression, and activities of daily living (ADL) in stroke patients. Methods: Subjects of the research consisted of 18 stroke patients who were randomly divided into the experimental and control groups, with nine patients each. All subjects underwent 30 minutes of Neurodevelopmental treatment (NDT) and 15 minutes of Functional electrical stimulation (FES) five days per week for a period of six weeks. Subjects in the experimental group performed an extra 30 minutes of dance sports in virtual reality each day. Balance, depression, and ADL of patients before and after the experiment were measured using Berg's balance scale (BBS), Beck depression inventory (BDI), and Modified Barthel index (MBI), respectively. For comparisone of the state before and after the experiment, wilcoxon signed ranks test was applied and for comparison of the difference between the groups, mannn-whitney U test was applied. Results: Results of this study, showed significant difference in balance, depression, and ADL between the experimental and control groups(p<0.05). As a control of the two groups, the experimental group, which performed extra dance sports in virtual reality, showed a significant difference in balance, depression, and ADL(p<0.05). Conclusion: Depending on the result, a dance sport in virtual reality was verified to enhance balance, depression, and ADL in stroke patients. Therefore, from now on, need for effective program development and application using dance sports in virtual reality will arise.