• 제목/요약/키워드: Sports Classification

검색결과 126건 처리시간 0.031초

힙합 패션 트렌드에 관한 연구 -2000년대 이후 트렌드를 중심으로- (A Study of Hip-hop Fashion Trends -Focusing on the Trends Since 2000-)

  • 김윤
    • 복식
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    • 제60권2호
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    • pp.1-19
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    • 2010
  • The purpose of this research is to examine the rise of hip-hop culture and its characteristics which have been established as a part of popular culture amid other subcultures and to examine the overall concept of hip-hop fashion which has been developing since its rise in the 1970s and particularly to examine the hip-hop after the turn of the new century when it has gone through several iterations and changes while simultaneously accommodating different trends and reflecting a highly diverse larger culture. The research methodology is a literature-based research that uses classification and analysis based on the preceding research including related books and dissertations and, considering that this research focuses on the characteristics of hip-hop from the 2000s to the present, mainstream news media such as newspapers and magazines around New York images of famous hip-hop culture & stores websites were used in this research. The most characteristic hip-hop fashions since the 2000s examined by this research comprise prep-hop, slim formal suits, skurban, hip-hop Goth, and hip-hop Tatto. First, prep-hop is a mixed match of a preppy look with latest hip-hop sentiments and hip-hop styles. Second, there are slim formal suits that reflect a change of trends that strongly show changes of hip-hop fashion consumers who have been following sports stars' fashions. Third, skurban is a hip-hop fashion combined with the look of skaters. Fourth, hip-hop Goth is what emphasizes strong Goth images such as grunge, skull, and devil in hip-hop fashions based on vintage fashion. Fifth, hip-hop Tatto style designs have appeared in diverse items such as trendy clothes and accessories that were most popular since the 2000s. Hip-hop fashion since the 2000s up to the present is beginning to be integrated with diverse other cultures and its most prominent characteristics is a change into slimmer silhouette.

한국인 20대 남성의 NIOSH Lifting Equation 계수평가에 관한 연구 (A Study on the Evaluation of Horizontal, Vertical, Asymmetric and Coupling Multipliers of the NIOSH Lifting Equation in Korean Male)

  • 배동철;김용재
    • 한국안전학회지
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    • 제24권2호
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    • pp.83-88
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    • 2009
  • The objective of this paper was to evaluate the effectiveness of horizontal, vertical, asymmetric and coupling multipliers for manual material handling. Lifting tasks with 5 different horizontal distances ($30{\sim}70cm$) for 6 vertical distances(ankle, knee, waist, elbow, shoulder and head height) were experimented. The muscle activity and muscle exertion level during asymmetric load handling(without trunk flexion) was experimented. Lifting tasks with and without handle tote box for three postures(straight, bending, right angle posture) were experimented. The degrading tendency did not appeared almost in $60{\sim}70cm$ interval's horizontal distance. As a result of ANOVA, MVC paid attention to horizontal and vertical distance but cross effect was insignificant(p<0.01). The change of the MVC according to the horizontal, vertical distance appeared similar from of RWL. The results of normalized MVC measurement were decreased about 16%, 24%, 34% respectively as the asymmetry angle was $30^{\circ}$, $60^{\circ}$, $90^{\circ}$. RMS EMG values of right erector spinae muscles were decreased as the work posture went to $90^{\circ}$ and those of left erector spinae muscles were increased until the asymmetry angle was $40^{\circ}$ but decreased continually over $40^{\circ}$. 7 subjects, activities of left and right latissimus dorsi muscles were maintained constantly, while for remainer, those were irregular. MVC reduced maximum 23% by type of handle. MVC was highest in straight posture, but was lowest in right angle posture. As a result of ANOVA, MVC paid attention to posture, coupling(p<0.01). To all handle types, biceps brachii activity was increased in right angle posture, but reduced in straight posture. Based on the results of this study, it is suggested that the NIOSH guideline should not be directly applied to Korean without reasonable reexamination. In addition, we need to afterward study through an age classification.

외상과 비외상에 의한 슬관절 반월상 연골의 파열 형태 (Tear Patterns in Traumatic and Atraumatic Meniscal Injuries of the Knee)

  • 손종민;김형관;장주해;최문구;문찬웅
    • 대한관절경학회지
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    • 제2권2호
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    • pp.147-150
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    • 1998
  • We reviewed the charts and photos taken during arthroscpy of 218 knees of 214 patients(240 menisci) retrospectively. The male was 156 cases(73%) and the female 58 cases(27%). The mean age of the patients was 35 years(range, 7-68). The patients who had definite trauma history were classified as trauma group(Group 1), and the patients who had no or could not recall trauma history were as atrauma group(Group 2). The trauma group was subclassified into the the patients with sports injury, traffic accident, fall down, slip down, direct injury, and miscellaneous according to the causes of the trauma. The patterns of meniscal tear were classified into longitudinal, bucket-handle, horizontal, transverse, flap, complex, and degenerative tear on the basis of O'Connor's classification. The aim of this study was to compare the meniscal tear patterns between trauma group(Group 1) and atrauma group(Group 2) and between the patients before and after the age of 40. The results were as follows ; 1) The difference in the incidence of tear between medial and lateral meniscus was not significant statistically. 2) In Group 1, 60% of the cases showed the longitudinal and bucket-handle tear and 52% of the cases of Group 2 were horizontal tear. 3) In the patients before the age of 40, the longitudinal and bucket-handle tear were 52% of the cases and in the patients over 40, tear patterns which were thought to be related to degenerative change, horizontal and degenerative tear were more than half of the cases (51%).

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AOS 장르 게임의 승패 예측 모형의 설계와 활용 (Design and Application of a Winning Forecast Model of the AOS Genre Game)

  • 구지민;유견아
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제23권1호
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    • pp.37-44
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    • 2017
  • AOS(Aeon of Strife)장르의 게임들은 단순히 즐기는 컴퓨터 게임이 아닌 대표적인 e스포츠 종목으로 자리매김하고 있으며 전문성을 필요로 하는 스포츠의 특성상, 게임 플레이 패턴 및 시즌 별 캐릭터 선택 등 게임 운영에 필요한 통계 분석의 중요성이 증가하고 있다. 본 논문에서는 대표적인 AOS 게임 중의 하나인 리그오브레전드의 게임 데이터를 이용해 데이터 마이닝 기법을 이용한 게임의 전략적 분석을 실시한다. 통계적 승률 예측 기법인 로지스틱 회귀분석과 판별 분석 및 인공신경망을 이용하여 게임의 승패 예측 모형을 설계하고 실험한다. 게임 데이터 분석 결과는 확률을 표시한 그래프로 표현되어 게임 플레이를 돕기 위해 개발된 시각적 도구에 이용한다. 승패 예측 모형의 실험 결과, 평균적으로 95%의 높은 분류율을 보이고 시각화 도구를 통해 게임 플레이의 다양한 전략 수립에 이용됨을 보인다.

Correlation between Subscapularis Tears and the Outcomes of Physical Tests and Isokinetic Muscle Strength Tests

  • Jang, Ho-Su;Kong, Doo-Hwan;Jang, Suk-Hwan
    • Clinics in Shoulder and Elbow
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    • 제19권2호
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    • pp.90-95
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    • 2016
  • Background: The aim of this study was to investigate the correlation between the type of subscapularis tendon tears diagnosed during arthroscopy and the outcomes of physical tests and of isokinetic muscle strength tests. Methods: We preoperatively evaluated physical outcomes and isokinetic muscle strength of 60 consecutive patients who underwent an arthroscopic rotator cuff repair and/or subacromial decompression. We divided the patients into five groups according to the type of subscapularis tear, which we classified using Lafosse classification system during diagnostic arthroscopic surgery. Results: When we performed a trend analysis between the outcomes of the physical tests and the severity of subscapularis tendon tear, we found that both the incidence of positive sign of the collective physical tests and that of individual physical tests increased significantly as the severity of the subscapularis tear increased (p<0.001). Similarly, the deficit in isokinetic muscle strength showed a tendency to increase as the severity of subscapularis tear increased, but this positive correlation was statistically significant in only the deficit between those with Lafosse type II tears and those with Lafosse type III tears. Conclusions: Although no single diagnostic test surpasses above others in predicting the severity of a subscapularis tear, our study implies that, as a collective unit of tests, the total incidence of the positive rate of the physical tests and the extent of isokinetic strength deficit may correlate with severity of subscapularis tears.

우리나라 말(馬)산업의 수출활성화 방안 (The Strategies for Vitalization of Exporting Horse Industry in Korea)

  • 이영수;권순국
    • 통상정보연구
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    • 제16권2호
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    • pp.131-155
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    • 2014
  • 말산업은 우리나라 국가 및 지역경제에서 그 역할이 매우 크고 중요한 산업이다. 이러한 말산업은 관련 농업, 비즈니스, 스포츠, 게임, 엔터테인먼트 및 레크리에이션 등의 복합산업으로서 최근 국내에서 관심이 증가하고 있을 뿐만 아니라, 고부가가치 산업으로서 사회 및 경제적인 효과의 극대화를 기대할 수 있다. 그러나 현실은 전체 농업에서 차지하는 비중이 매우 작고, 말산업에 대한 낮은 인지도와 약한 경쟁력 등과 같은 저해요소 때문에 활성화가 저조한 실정이다. 이러한 상황 하에서, 본 연구는 우리나라 말산업의 수출실태를 살펴본 후, 이를 바탕으로 말산업의 수출활성화 방안을 모색하였으며, 그 결과는 다음과 같다. 우리나라 말산업의 수출을 활성화하기 위해서 정부는 수출확대를 위한 관련법의 정비, 말관련 HS 품목분류의 명확화, 수출품목 및 시장의 확대, 수출지원정책의 마련, 선진국과의 기술제휴 등이 필요하다.

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권5호
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Effects of COVID-2019 on plastic surgery emergencies in Korea

  • Yoon, Young Soo;Chung, Chang Ho;Min, Kyung Hee
    • 대한두개안면성형외과학회지
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    • 제22권2호
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    • pp.99-104
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    • 2021
  • Background: To fight the coronavirus disease 2019 (COVID-19) pandemic, many countries have implemented social distancing and lockdowns. We investigated the changes in the trauma patterns of emergency plastic surgeries in the midst of a pandemic. Methods: A retrospective review of the medical records of all patients treated for emergency plastic surgeries was performed at our hospital in Seoul. We conducted the analysis between March 1 and June 30, 2020, and compared the data obtained with that of the same period in 2019. We also investigated changes in trauma patterns according to the social distancing level from July 2020 to February 2021. Results: There was a total of 800 emergency plastic surgery patients from March to June 2020, which was less than the 981 in the corresponding period in 2019. The proportion of patients aged 7-17 years and ≥ 80 in 2020 showed a significant decrease. In 2020, patients presenting with facial trauma decreased and hand trauma, markedly laceration, increased significantly. In 2020, more injuries happened at home, whereas significantly fewer injuries happened on the streets. In 2020, slipping and sports injury decreased, whereas penetrating injury increased significantly. In the changes observed according to the social distancing level, there were significant differences in age classification, facial open wound, and the mechanism of injury. Conclusion: Social distancing has caused a change in emergency plastic surgeries. To ensure safe and appropriate treatment, strict epidemiologic workup and protective equipment are required.

Epidemiology of violence in pediatric and adolescent nasal fracture compared with adult nasal fracture: An 8-year study

  • Yu, Hahyun;Jeon, Minseok;Kim, Youngjun;Choi, Youngwoong
    • 대한두개안면성형외과학회지
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    • 제20권4호
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    • pp.228-232
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    • 2019
  • Background: The epidemiology of nasal fractures varies according to factors such as the era and area of the study, as well as the age of the patient. We compared the characteristics and causes of pediatric nasal fractures. Methods: A total of 2,321 patients with nasal fractures from 2010 to 2017 were examined. The patients were divided into age groups using the Korean school system of age classification. The causes of injury were divided into five groups: violence, fall or slip down, sports, road traffic accidents, and others. Fractures were classified using the Stranc and Robertson standard: vector of force and plane of fracture. Results: Violence was the most common cause of nasal fracture in patients older than 12 years. Violence was a significantly less frequent cause among patients younger than 12 years old than among adolescent and adult patients. Nasal fractures due to violence were not observed in patients younger than 10 years. Plane 2 and lateral force fractures were the most common; however, in patients younger than 12 years, frontal force fractures were significantly more frequent than were lateral force fractures. Conclusion: As children may simply be injured due to a fall or slip down, it is important for the parents and guardians to ensure their safety. As they become older, children should abstain from violence and be monitored. It is therefore very important to ensure that the environment is free of violence in order to prevent such injuries.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • 제17권1호
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.