Objectives: We did research in the cause of the Pitchers' injury and their recovery process to make a detailed injury list for the purpose of finding the cause of the Korean professional pitchers' injury and its classification. We drew the conclusion through the results as following. Methods: We posed a question to the 80 pitchers playing in the first team of the eight Korean professional baseball team and analyzed the 62 pieces of question paper except the paper having a mistake. We used SAS/PC statistical package in analyzing the data. Results: In the frequency of the pitchers' shoulder injury in the last three years, the injured of all the players were 61.3$\%$ and the injury free players were 28.7$\%$. The cause of the injury was 45.2$\%$ wrong pitching motion, which was the highest value. For the shape of a pain when injured, the reverberation ache feeling when he is hit in the weight commanded an absolute majority as 19.4$\%$. Those who had muscular pain were 17.7$\%$, which was felt mostly at the pitching motion. The most trouble name of the injured shoulder was bicepstendinitis as 16.1$\%$ while the injury of shoulder joint was the lowest as 1.6$\%$. As the most widely used treatment, 25.8 percent of all the players had taken an electronical thraphy after injury. 14.5 percent of the players who had an injury to the shoulder told that they have an operation and 85 percent of them didn't. As a sort of the operation, a repairing of labrum was 44.4 percent, which is the highest value and the 77.8 percent pitchers are performing a normal pitching through rehabilitation after the operation and 22.2 percent of them are undergoing rehabilitation training. Conclusion: The research have shown that the main cause of the injury, concerning the Korean professional pitchers throwing lots of ball in both matches and practices, is overuse syndrome, bad mechanism, muscle weakness and instability of balance. I think that the role of trainer, physical therapy, and team physician taking charge of the players' injury must learn physical test method by heart exactly to check up the state of the injury definitely at the initial phase. Moreover, when the cause of the injury part after a close examination is discovered, the scientific and good surgery is essential to the rehabilitation success and making a classification of shoulder instability is useful to make a operation plan as well as the players' rehabilitation, treatment.
Purpose : The purpose is to analyze the relationship between bone bruise in MRI and associated injuries after the knee joint trauma. Materials and Methods : Total 50 cases were reviewed, divided into two groups according to initial trauma energy. High-energy group (group I), such as traffic accident was 13 cases, low-energy group (group II), such as sports trauma was 37 cases. The type of the lesion was used the classification by Costa-Paz. The site of lesion was analyzed according to femoral/tibial, medial/lateral and anterior/middle/posterior site respectively. Associated injuries were confirmed by physical examination, radiograph, MRI and arthroscopy. Results : In group I there was a various distribution of the bone bruise in the knee joint according to mechanism of injury. The bone bruise with ACL injury was 38$\%$ only and the most frequent type was Costa-Paz type I (52.6 $\%$). In group II more frequent locations were the middle portion of the lateral femoral condyle and the posterior portion of the lateral tibial condyle. Bone bruise associated with ACL injury, was upto 56.8 $\%$ and the frequent type were Costa-Paz type II (48 $\%$), in order type I (42 $\%$). As a result, in the high-energy injury the bone bruise had a various location in both condyle and less frequently associated injury, but in the low-energy injury there was particularly frequent location of bone bruise, associated injury and type. Conclusions : We could assess the associated injury by analysis of the location and type of bone bruise, especially in the low-energy injury, e.g. sports injury. But further study will be necessary with more case analysis.
Journal of the Korea Academia-Industrial cooperation Society
/
v.12
no.8
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pp.3579-3586
/
2011
The purpose of this study was to evaluate the prevalence of the obesity and metabolic syndrome of the university students and to contribute to the development of the national health promotion through the comparative analysis on the risk factors of the metabolic syndrome by BMI level. The subjects for the study were 848(445 men and 403 women) college students. That is underweight group(18.5 kg/$m^2$${\leq}$ BMI, UWG) 28(6%) men, 86(21%) women, normal weight group(18.5 kg/$m^2$ < BMI < 23 kg/$m^2$, NWG) 218(49%) men, 250(62%) women, overweight group(23 kg/$m^2$${\leq}$ BMI < 25 kg/$m^2$, OWG) 117(26%) men, 42(11%) women, obesity group(25 kg/$m^2$${\leq}$ BMI, OG) 82(19%)man, 25(6%) women based on BMI standard of classification by WHO(2004). The conclusions were as follow. This result are necessary to evaluate the fitness of the university students. Because we can recognize and prevent the negative factor that could be produced during young adults we know the risk factors that could be chronic disease.
Purpose: To analyze the effectiveness of the treatment with the stretching exercise in the patients with iliotibial band (ITB) friction syndrome. Materials and Methods: 22 patients with ITB friction syndrome were treated with the stretching exercise of the ITB. The criterion for determining the good result is more than 75% recovery according to the classification of success of treatment. We analyzed the differences of the duration of treatment at which the good result it achieved according to sincerity of the stretching exercise. The sincerity of the exercise is defined at performing more than 50% of the exercise that we prescribed. Results: Of 22 patients, there were good results in 19 cases (87%) within 8 weeks after the treatment. Except for 3 cases who did not achieved good results, the average duration of the treatment is 28.1 days. In patients with good results there was no statistical significance for the relationship between the duration of symptoms before diagnosis (average 25.6 days) and the duration of the treatment (average 28.1 days). In comparison with the group who performed the exercise sincerely and the group who did not, the average duration of the treatment if 23 days and 32.7 days respectively and there was significant difference between the two groups. Conclusion: The stretching exercise in ITB friction syndrome was helpful in reducing the duration of treatment.
Purpose: The lateral epicondylitis is very common around elbow joint. We investigated the effectiveness of arthroscopic treatment. Materials and Methods: From Oct. 2002 to Feb. 2006, a total of 14 patients who were diagnosed with lateral epicondylitis and treated with arthroscopy were used in this study. The average symptom durations before receiving treatment was 27.3 months (9 to 47 months) and the average follow-up periods was 13.6 months (8 to 22 months). Results: The mean preoperative VAS scores was 8.3 (7 to 10 points) and the mean postoperative scores was 1.6 (0 to 4 points). The lesions of extensor carpi radialis brevis were classified using Baker's classification system. Type 1 lesion was found in 7 cases, type 2 in 4 cases, type 3 in 1 case Patients were able to return to their normal life style by 12.3 days (6 to 27 day). Conclusion: The Clinical outcomes of patients who received arthroscopic treatment were found to be good. Patients experienced lesser pain, and shorter recovery time. Therefore, when conservative treatment is ineffective in treating the lateral epicondylitis, arthroscopic treatment is considered af another option available for patients.
This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.
Conventional image quality studies have been focused on 'naturalness' and has relied on memory color. Memory colors are mainly formed for familiar objects with prior experience, and the more faithfully these memories are reflected, the more naturalness of the reproduced image quality increases. In particular, the brightness and saturation of memory colors play an important role in increasing the preference of image quality as well as naturalness. Therefore, in the case of existing image quality studies, image quality characteristics were studied focusing on natural objects and people with memory. We extracted representative images of each genre (sports, documentaries, news, entertainment and music, and movies), adjusted the brightness, contrast, and saturation of each image, and conducted an experiment to evaluate perceived quality. Based on situational context, the results of this classification indicated that genres of television content can be divided into two categories: proximate and indirect experiences. Proximate experience best characterizes outdoor sports, dramas, and nature documentaries, where their image qualities have shown to have a strong correlation with brightness and contrast. On the other hand, indirect experience best characterizes news, music shows and SF/action movies. The image quality perception for indirect experiences was shown to be closely related to and optimized by contrast and saturation.
Journal of the Korean Society of Physical Medicine
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v.8
no.4
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pp.637-645
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2013
PURPOSE: The purpose of this study was to examine the effect of using a suspension device for arm reaching activity on trunk stability and gross motor function of children with spastic diplegia cerebral palsy. METHODS: The subject in this study consisted of 11, GMFCS(Gross Motor Function Classification System) III~IV children with spastic diplegia cerebral palsy, all of whom agreed to participate in the study. All subjects were divided into two groups: the experimental group using a suspension device, and the control group using no suspension device. For each group, a thirty-minute intervention was done twice per week during 8 weeks. Before and after intervention, each test was measured using TIS(Trunk Impairment Scale), GMFM (Gross Motor Function Measure) and PRT(Pediatric Reaching Test) to change trunk stability, gross motor function and arm reaching activity. The data were analyzed with the Wilcoxon signed rank test. RESULT: All two groups had a meaningful increase in GMFM-Sit data measured before and after intervention. The experimental group had a significant increase from an average of 78.83 to an average of 84.83 in GMFM-Crawling. For both groups, there was a substantial increase in the change in sitting position and arm reaching. CONCLUSION: According to the results of this study, the arm reaching activity using suspension device had an effect on trunk stability and gross motor function and it changed arm reaching activity.
The purpose of our study is to conduct a general·quantitative analysis of fandom activities and verify their organization types and effects. The results are as follows. With regard to the comparison of effect size, the variable related to the social and economic field showed the greatest effect size, which was followed by individual behavior and individual mentality. In terms of influential factors of fandom activities, the effect size of positive variables was intermediate level while the effect size of negative variables was low level. In addition, the effect size of fandom supporting idol groups was the greatest, which was followed by of fandoms supporting sports stars, and actors. In terms of the effect size with regard to the influence on fandom among the objects of study, the effect size of university students was the greatest, which was followed by the whole, adult, middle and high school student, and middle school student. Meanwhile, the result of the analysis according to the classification by country showed that China had the greatest effect size, and the US also showed quite a big effect size. On the other hand, South Korea showed a low level of effect size.
Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.
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