• Title/Summary/Keyword: Sport game

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Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

On the wave propagations of football game ball after contacting with the player foot

  • Lei Sun;Cancan Wei;Fei Liu;Lijun Wang;Bo Ren
    • Geomechanics and Engineering
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    • v.33 no.6
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    • pp.529-542
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    • 2023
  • Wave propagation with high transverse deflection could affect the stability of the ball in its trajectory. For low stiffness balls similar to soccer and volleyball balls, the waves are more noticeable in comparison to other balls like ping-pong ball. On the other hand, the soccer balls are under heavy impact loads from shoots and contacting different objects in the field. The maximum recorded speed of a soccer ball after kicking is the 211 km/hr and the average maximum speed is around 112 km/hr. Therefore, in such speeds the aerodynamic forces become important which are directly related to geometrical shape of the ball. In this regard, the wave propagation in soccer ball is examined in the current study using large deformation shear deformable formulations. Classical relations of stress-strain components are taken into consideration along with minimum total energy principle. The final derived relations were solved by using harmonic differential quadrature method. The results are generally presented ion term of phase velocity as function of different influencing parameters of the materials, geometry and mass of the ball.

Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game (체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.67-76
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    • 2014
  • Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.

A analysis of friction relation between tennis outsole and tennis playing surfaces (테니스화겉창과 테니스 스포츠바닥재간의 마찰관계상관 분석)

  • Kim, Jung-Tae
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.361-380
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    • 2002
  • The purposes of this study were to a analysis of friction relation between tennis outsole and tennis playing surfaces. Tennis footwear is an important component of tennis game equipment. It can support or damage players performance and comfort. Most importantly athletic shoes protect the foot preventing abrasions and injuries. Footwear stability in court sports like tennis is incredibly important since it is estimated that as many as 45% of all lower extremity injuries occur in the foot and ankle. The friction force is the force exerted by a surface as an object moves across it or makes an effort to move across it. The friction force opposes the motion of the object. Friction results when two surfaces are pressed together closely, causing attractive intermolecular forces between the molecules of the two different surfaces. The outsole provides traction and reduces wear on the midsole. Today's outsoles address sport specific movements (running versus pivoting) and playing surface types. Different areas of the outsole are designed for the distinct frictional needs of specific movements. Traction created by the friction between the outsole and the surface allows the shoe to grip the surface. As surfaces, conditions and player motion change, traction may need to vary. An athletic shoe needs to grip well when running but not when pivoting. Laboratory tests have demonstrated force reductions compared to impact on concrete. There is a correlation between pain, injury and surface hardness. These are a variety of traction patterns on the soles of athletic shoes. Traction like any other shoe characteristic must be commensurate and balanced with the sport. The equal and opposite force does not necessarily travel back up your leg. The surface itself absorbs a portion of the force converting it to other forms of energy. Subsequently, tennis court surfaces are rated not only for pace but also for the percentage of force reduction.

A Kinematic Analysis of the Defence Types during Body Lock Technique in the Ground Wrestling (그라운드 레슬링 가로들기 공격 시 수비 유형의 운동학적 분석)

  • Hah, Chong-Ku;Ryu, Ji-Seon
    • Korean Journal of Applied Biomechanics
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    • v.17 no.1
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    • pp.155-164
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    • 2007
  • This study is to find out effective defensive type by analysis on differences among three different defence types of the body lock technique in the ground wrestling. The subjects are 5 athletes who are in 60kg weight class. To get the kinematic analysis seven ProReflex MCU-240(Motion Capture Unit), infrared rays cameras, which was produced by Qualisys, were used to get a two-dimensional coordinate. Following are the analysis result from kinematic factors such as time element, speed element and angular element. 1. During position of ground wrestling, the average necessary time until defender's hip joint touches the mat for Phase1 was $0.34{\pm}0.14sec$ at side position was the shortest space of time out of three types, and Phase2 was $0.21{\pm}0.02sec$ at front position was the shortest space of time out of three types. Moreover, side defence position was the shortest for total average necessary time with $0.78{\pm}0.05sec$. 2. The movement change for hip joint was $57.21{\pm}20.17cm$ for front, $43.35{\pm}7.13cm$ for rear, and $18.67{\pm}10.24cm$ for side at Phase1 and $42.08{\pm}17.56cm$ for side, $16.61{\pm}6.34cm$ for front, and $1.48{\pm}1.29cm$ for rear at Phase2. 3. Movement speed of hip joint at defensive type were most effective in success and fail rate at Phase 1 and its frontal average speed was fastest with $1.01{\pm}0.23m/s$ following by $0.52{\pm}0.15m/s$ for side, and $0.62{\pm}0.15m/s$ for rear. The average for total change of speed is $0.79{\pm}0.32m/s$ for front, $0.78{\pm}0.17m/s$ for side, and $0.49{\pm}0.08m/s$ for rear. 4. The joint angle gets smaller in a order by rear, front, and side for the size of hip joint angle and knee angle for different defensive type. 5. As a result of one-way ANOVA on linear velocity for hip joint in frontal defence(phase1) was significance ($\alpha$=.05), but phase 2 was not significance. Synthetically, analyzing on differences among three different defence types which were front, rear, and side of the body lock technique in the ground wrestling, front defensive type was the most effective. In future, there should be more studies regarding on defence at not a laboratory study but a field study to help out wrestler to pertinent techniques to improve the game of wrestling.

Medial Meniscus Posterior Horn Root Tear in Adolescent during Sport Activity - A Case Report - (스포츠 운동중 청소년에서 발생한 내측 반월상 연골의 뿌리 파열 - 1예 보고-)

  • Cho, Jin-Ho
    • Journal of the Korean Arthroscopy Society
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    • v.17 no.1
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    • pp.71-75
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    • 2013
  • Root tear of the posterior horn of the medial meniscus can occur from trauma or chronic degeneration, leading to meniscus extrusion, articular cartilage loss, osteophyte formation, and medial joint space narrowing. It is common on middle age with or without minor trauma. We experienced a case of medial meniscus posterior horn root tear in 13 years old boy during baseball game. We performed 1 direct suture anchor repair for medial meniscus posterior horn root tear in adolescent and report clinical result.

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Two step real-time highlight indexing for sport game (스포츠 경기를 위한 두 단계 실시간 하이라이트 색인 기법)

  • Kim Myounghoon;Kim Hyeokman
    • Annual Conference of KIPS
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    • 2004.11a
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    • pp.157-160
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    • 2004
  • 디지털 방송 환경에서 메타데이터 서비스가 가장 주목 받고 있는 기술 중 하나이다. 그리고 컨텐트의 주요 장면만을 나타내는 하이라이트 메타데이터 서비스가 가장 혁신적이다. 계층 구조화된 하이라이트 메타데이터는 시청자가 다양한 관점(viewpoint)에서 방송을 시청할 수 있으며, 스포츠 경기의 하이라이트 장면만 선택적으로 볼 수 있는 서비스를 제공 한다. 하이라이트 메타데이터 서비스를 제공 하기 위해서는 실시간 하이라이트 메타데이터를 생성 하는 기법이 필요하다. 본 논문에서는 실시간 하이라이트 메타 데이터를 생성할 수 있는 두 가지 색인 단계를 정의하고, 시청자의 STB(Set-top Box) 저장된 디지털 스트림과 방송시간과의 동기화 방법을 제안한다. 그리고 하이라이트 정보를 MPEG-7 표준 스키마의 xml로 서술방법을 제안한다.

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A Study on Creating Animation for Sport Climbing using Game Engine (게임 엔진을 활용한 스포츠 클라이밍 자세 및 동작의 사실적인 3D 애니메이션 구현 방안 연구)

  • Lee, Eun-Young;Cha, Kyungsik;Heo, Myeong-Hyeon;Kim, Dongho
    • Annual Conference of KIPS
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    • 2015.04a
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    • pp.962-965
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    • 2015
  • 스포츠 클라이밍에서 효율적인 등반을 위해서는 인공 암벽의 홀드 위치 및 형태에 따라 역학적으로 이득이 높은 자세를 취할 수 있도록 반복적인 훈련이 필요하다. 교육자는 초급 수준의 등반자를 교육하기 위해서 매번 직접 시범을 보여야 하는 불편함이 있다. 만약 등반자 혼자서도 자세를 배울 수 있는 사실적인 등반 애니메이션이 제공된다면, 효율적인 훈련이 가능할 것이다. 이에 본 논문에서는 게임 엔진의 역운동학 기능으로 제작 과정을 간소화하고 게임 콘솔용 깊이 카메라 기반의 모션 캡쳐 데이터를 분석 및 적용하여 올바른 등반 자세 교육을 위한 3D 캐릭터 애니메이션을 제작하는 방법을 제시한다. 향후 애니메이션이 제작되면 스포츠 클라이밍 교육 콘텐츠를 제작의 기초가 되어 기존 등반 교육 과정에서 제공하지 못했던 새로운 경험을 등반가들에게 제공할 것이다.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.