• Title/Summary/Keyword: Sports Activities

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The Development of Gender Identity Scale in Sports Participants (스포츠 참여자의 성 정체성 측정도구 개발)

  • Ahn, Byoung-Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.267-278
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    • 2017
  • The aim of this paper was to develop a scale for measuring gender identity among sports participants (114 male, 193 female). Gender similarities and latent mean analysis was used to validate the gender identity measurement method. Data processing was carried out by way of frequency analysis, exploratory and confirmatory factor analysis, reliability, correlation, normal distribution of questions, and latent mean analysis using SPSS 18.0 and AMOS 18.0. The results of this study were as follows: First, the equivalence had revealed the configurable, metric, and scalar invariance of the scale that can be used in multi-groups in the same way. Second, women had a more open inclination than men when it came to participating in sports activities (p<.001). Third, women participating in sports activities tended to be more conservative than men (p<.001). Fourth, women who participated in sports activities showed a higher subjective tendency than men (p<.001). Fifth, there was no statistical difference in the outward tendency when participating in sports activities (p<.05). The results of this study suggest that gender identity among sports participants is not influenced by the changing times and the advancement of women in society.

A Study on the Change of Women's Sports Wear in the 19th Century (19세기 여성 Sports Wear 변천에 관한 연구)

  • Lee, Yu-Kyung;Lee, Hee-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.1
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    • pp.203-219
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    • 2007
  • The education chance and job opportunity of women have increased in the 19th century. Also, women tried to get the right and chance equal to men in this period. Therefore, the population of women participating in the sports have increased. And comfortable and practical pantaloons which men have been wearing were suggested to women. This study investigated the characteristics and change of women's sports wear relating to social change in the 19th century. The results of this study were as follows: 1. According to the social change, women participated in the sports activities with the opportunity equal to men, and the appropriate women's sports wear was needed. 2. Pantaloons which were suggested as the clothing reform movement became popular with the development of sports wear. 3. Simple, effective, comfortable and easy style sports wear was preferred. 4. Women accepted men's sports wear positively. 5. The women's sports wear varied according to the various kinds of sports. 6. The healthful design was preferred and harmful design was excluded. 7. Underwear was improved functionally and simplified. 8. The main materials were flannel, wool, tweed, homespun and serge, and the mail colors were brown, dark blue, gray and black.

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Sports and Geography: Exploration for Spatial Approach

  • KIM, Haeyu;LEE, Hyukjin
    • Journal of Sport and Applied Science
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    • v.4 no.2
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    • pp.11-17
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    • 2020
  • Purpose: Sports is an activity created by human beings and is related with natural and human environments, and it is a physical activity which inherently interacts with geographical properties. With the above views, it is clear that sports reflect human culture and physical environment, which are closely related to places or spaces in terms of origin, propagation and diffusion, or geography in a broader sense. This study explored the relationships between sporting activities and geography with an environmental view. Research design, data, and methodology: The study employed qualitative methodology to review the association between sport and geographical perspective. The study reviewed the broad documents including journals, periodicals, reports and so forth. Results: First, since its inception in the 1960s, research on sports geography has been steadily studied in many international geography and non-geographic research journals. Second, it reflects the distinct characteristics of the relationship between sports and geography (relationship with physical geography and humanities). Third, as a spatial approach to sports, it is the place of sports, globalization of sports, and the tourist attraction of sports. Conclusion: the findings of this study provides insights for sport geography and could be applied to the current sports industry. Further implications were discussed.

Effect of SNS sports advertisement Engagement on advertising attitude, product trust, and purchase intention of sports participants with disabilities

  • Lee, Kwang-Woo
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.14-21
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    • 2021
  • The purpose of this study is to investigate the effect of consumers' engagement through SNS sports advertisements on purchase intention through advertising attitudes and product trust for the disabled. In other words, it was intended to investigate how the disabled people's intention to purchase products is formed by acting on various sports product advertisements that are seen during SNS activities. Accordingly, a survey was conducted on 300 people with disabilities participating in sports for the disabled. As a result, it was found that functional engagement had a positive effect on both advertising attitude and product trust, and advertising attitude and product trust had a positive effect on purchase intention. However, emotion engineering and communal engineering were found to have a negative effect on advertising attitudes and not on product trust.

Extraction of Motor Modules by Autoencoder to Identify Trained Motor Control Ability

  • LEE, Jae-Hyuk
    • Journal of Wellbeing Management and Applied Psychology
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    • v.5 no.2
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    • pp.15-19
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    • 2022
  • Purpose: This pilot study aimed to clarify features of motor module during walking in exercise experts who experienced lately repeated training for sports skill. To identify motor modules, autoencoder machine learning algorithm was used, and modules were extracted from muscle activities of lower extremities. Research design, data and methodology: A total of 10 university students were participated. 5 students did not experience any sports training before, and 5 students did experience sports training more than 5 years. Eight muscle activities of dominant lower extremity were measured. After modules were extracted by autoencoder, the numbers of modules and spatial muscle weight values were compared between two groups. Results: There was no significant difference in the minimal number of motor modules that explain more than 90% of original data between groups. However, in similarity analysis, three motor modules were shown high similarity (r>0.8) while one module was shown low similarity (r<0.5). Conclusions: This study found not only common motor modules between exercise novice and expert during walking, but also found that a specific motor module, which would be associated with high motor control ability to distinguish the level of motor performance in the field of sports.

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.

A Study on the Fabric Trend in Sports Wear (최근 스포츠웨어의 소재경향에 관한 연구)

  • Lee, Eui-Jeong;Baik, Cheon-Eui
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.47-59
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    • 2008
  • The recent trend of Sports Wear is seeking functionality and fashion at the same time, where the spread of sportism becomes caual style leading street fashion. Sports Wear is classified into active Sports Wear and Sports casual Wear, in which active Sports Wear is expanded to a mixture with Sports casual wear. The purpose of this study is to research the trend of materials used in active Sports Wear and Sports casual wear. Materials used for jacket/jumper, pants and t-shirts of active Sports Wear and Sports casual wear, and high-tech functional materials used for active Sports Wear have been analyzed. The results of the study are the following: a) Most of the materials used for Sports Wear are polyester, nylon, cotton, and a mixture of cotton and polyester. Active Sports Wear uses functional materials and texture such as Dri-Fit, which absorbs and dries fast, whereas Sports casual wear satin, cire and denim has been used to keep up with the trend rather than focusing in functionality: b) companies such as Nike and Adidas have used many high-tech materials to emphasize the functionality of Sports Wear, while Puma stresses on fashion rather than function, however uses spandex in order for the consumer to feel comfortable during physical activities; c) active Sports Wear in jacket/jumper, pants and t-shirts uses functional material and texture, however Sports casual wear uses satin and cire to keep up with the fashion trend rather than functionality; d) and Nike uses high-tech funtional materials for its Sports Wear in therma-fit, Clima-fit, Dri-fit and storm-fit, whereas Adidas uses Clirna-lite, Clirna-proof, Clima-warm, and Clirna-cool in their active Sports Wear.

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Use of Multimedia Technologies in the Training of Physical Culture and Sports Specialists

  • Shevchenko, Olha;Bahinska, Olha;Markova, Olena;Broiakovskyi, Oleksandr;Bielkova, Tetyana;Honcharenko, Ivan;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.245-251
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    • 2022
  • Educational reform in Ukraine encourages the use of multimedia technologies in the training of specialists in Physical Education and Sports, which is one of the promising directions of education development. Therefore, the article specifies the content of the terms "innovation" and "technology". For modern society, the introduction of multimedia technologies in education is not so much theoretical as pragmatic, since under condition of globalization it concerns its historical development and prospects associated with the so-called "high technologies".Our goal is to improve the training of Physical Education and Sports specialists by means of multimedia technologies. All of innovative technologies can be divided into four groups, depending on the appropriate form of educational activity for their use. The development of multimedia technologies in the training of specialists in Physical Education and Sport at the present stage of education development should be carried out in accordance with the criteria of manufacturability, which are presented in the article: scientism, to rely on the theoretical provisions of pedagogical science and methods of teaching the discipline, socially recognized educational goals, prospects for modernization of Education; consistency, which provides for the interaction of parts and the whole in the organization of the study environment, as a result of which the physical development of the young generation is an integral entity; guarantee, that is, the error between the planned and obtained results should be minimal; manageability, that is, full management of the stages of work of the teacher and students, which make up the completed cycle of actions; mass participation, for the purpose of applying the technology does not depend on the physical training of students, the pedagogical skill of the teacher and the type of educational institutions. The article presents the theory and method of organizing sports events and circuses in the training of specialists in Physical Education and Sports by means of multimedia technologies. In order to increase the level of physical development of a person, physical fitness and the state of health of students, which has a clear trend to constant deterioration, it is necessary to instill love for sports, carry out high-quality training and organize sports events using multimedia technologies. In the process of sports activities, the participants' mental education is carried out. There are two types of communication here: direct and indirect, which are described in the article.In games and sports competitions, there are many opportunities for forming rules of collective behavior. The main issues of the organization of sports activities by means of multimedia technologies have been clarified. During sports competitions, the tasks presented in Physical Education and sports classes are improved, which ensure the improvement of physical and theoretical training of the individual. The pleasure of sports, bright, emotional spectacles, confirmed by multimedia technologies, arises from the participation of the viewer in them.

Effect of Sailing School Participants' Motive and Satisfaction on Continuous Participation (요트학교 참여자의 참여동기 및 여가만족도가 운동지속에 미치는 영향)

  • Cho, Sung-Min;Ji, Sam-Up
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.1
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    • pp.128-138
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    • 2013
  • The purpose of the research is to provide the basic information to broaden a population in marine sports and mark the beginning of the era of the marine sports with a yacht, water ski and a various of marine sports activities by researching the effect of sailing school participants' motive and satisfaction on continuous participation, preparing for the era of a 30,000~40,000 dollars per capita GDP in the near future. To achieve this purpose, through the research from December 2009 to April 2012, the following is concluded. First, in regard to psychological satisfaction and facility satisfaction, all subordinated factors of participating motive affect, health-oriented and social relations in the aspect of social satisfaction, and health-oriented, home entertainment and social relations in the aspect of self satisfaction. Second, sports capability affects health-oriented and pastime entertainment, sports habit and peer affect health-oriented, and sports environment affects home entertainment. Third, sports capability affects psychological satisfaction, sports habit affects psychological satisfaction and facility satisfaction, sports environment affects social satisfaction.

An Study on Demand Estimation for Lifetime Sports Facilities (생활체육시설의 수요에측에 관한 연구)

  • Min, Young-Gi
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.2
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    • pp.30-38
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    • 2003
  • The purpose of this study was to analyze the demand estimation erection of lifetime sports facilities for making an accurate estimate of its demand on the basis of the rate of the people participating in lifetime sports activities. Participation rate was determined on the basis of the fact-finding survey [by the Ministry of Culture and Tourism(2000)] as a basis research on facilities demand, and its demand was calculated by making an estimate of facilities demand. An estimate of facilities demand was made in the equation by participation population, facilities demand for each person, sports space area for each person, time of sports, cycle of sports, possible time to use of sports space. Facilities demand for each person by sports event is the following: $swimming;0.03m^2$, $basketball;0.045m^2$, martial arts(taekwondo, judo, korean fencing);0.003 $75m^2$, $aerobics;0.0289m^2,\;health;0.00326m^2,\;badminton;0.00323m^2,\;tennis;0.01429m^2,\;soccer;0.1112m^2,\;squash;0.01323m^2$.

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