• Title/Summary/Keyword: Sports Information Technology

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A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

Smart LED Cycling Helmet using Arduino (아두이노를 이용한 스마트 LED 사이클링 헬멧)

  • Ahn, Sungwoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.386-389
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    • 2016
  • The number of cyclists is on the steady growing for leisure, sports and transportation with the increasing interest in health and environment. However, the number of cycling accidents is also increasing steadily due to the lack of safety awareness and regulations. Focusing on these issues, we propose and develop the smart LED cycling helmet in order to reduce a risk of cycling accident. To provide the motion information of the bicycle for others, we attach the LEDs on the helmet and control the LED lights using Arduino. The motion information is displayed on the LED helmet by using sensors of the smartphone. Communication between Arduino and the smartphone is performed through Bluetooth.

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Factors Influencing Mobile Internet Service Acceptance: Extension of Technology Acceptance Model Using The Flow Theory (무선인터넷서비스 수용의 영향요인 분석: 플로우이론을 가미한 기술수용모델의 확장)

  • Chang, Chung-Moo;Kim, Jong-Uk;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.14 no.3
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    • pp.93-120
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    • 2004
  • The current study investigates major factors which influence the acceptance of mobile internet services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This research extended the Davis' TAM model(1989) by including the flow concept as another major factor towards the intention to use the mobile device in order to explain the acceptance of divers mobile services. According to the marketing studies(Ghani & Desphande, 1994; Novak, Hoffman & Yung, 2000), flow is regarded a psychological state in which one is absorbed in something he or she is doing, and is known to be widely adopted in explaining one's acceptance in the area of game, sports, and even hobby. This study developed a research model to explain the use of mobile services employing usefulness, ease of use and flow as major research variables, and collected 221 survey responses from the high school students who had experiences with such mobile services as game and audio file download. The results of the current research indicates that usefulness and flow influence the intension to use mobile services, but the effect of ease of use did not appear significant to the intention to use. It was also found that flow affects both usefulness and ease of use, and then ease of use next influences usefulness.

Development of a Excercise Prescription Device using EMG Signal (근전도 신호를 이용한 운동 처방 장치 개발)

  • Kim, Ho-joon;Lee, Jun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.3
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    • pp.152-157
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    • 2012
  • In this paper, we develop a muscle exercise prescription system and present a prescription method by analyzing bioelectric signal of human muscles. This system is designed to give right exercise prescriptions include strength, duration, frequency of exercise after diagnosing personal body condition using EMG(Electromyography). With the help of these prescriptions all users can keep there optimum exercise status and avoid excess exercise symptom and, we van utilize in all the measurements like abnormal posture, muscle power, muscle regidity, muscle fatigue, muscle balance. Also easily accessable system can offer variable utilizations such as in health care center, sports center, social welfare center, social medical center, school, and kinder garden.

Development of Signal Process Software for Electromyograph(EMG) (근전기록장치의 신호처리 소프트웨어 개발)

  • Lee, Sangsik;Park, Wonyup;Lee, Choongho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.3
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    • pp.17-22
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    • 2009
  • The objective of this study was to develop a signal process software for a Electromyograph(EMG). And this paper was developed to general signal process software for a Electromyograph using biomechanics. It was used the clinic, rehabilitation, ergonomics and sports. It was composed to the module type for the monitoring frequency analysis, the zero crossing and comparison analysis etc. It's UI(User Interface) made up the continuous monitoring, the reports and the user-friendly-approach. This developed Electromyography will be applied to biomedical engineering system.

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Ice Hockey Research Data Platform from Official Records Data and Verification

  • Jin, Seung-kyo;Jang, Ji-hyun;Kim, Hye-young;Kim, Sun-tae
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.4
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    • pp.31-45
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    • 2019
  • In this study, a database was established by analyzing the record data research produced in ice hockey sports. The deployed data verification with Ice hockey reference service was demonstrated with ice hockey officials and players. This research utilized the data stored in the KNSU Datanest data repository and developed PDF parsers for batch processing of records. Among the types of records, the game summary, team roster, team statistics, and player statistics files were collected, and tables were extracted from the records. PDF records were converted to text in CSV format which are converted to DataFrame and loaded into the database. Out of the total 22 types of records, 4 types were constructed with OO data parsed as element values. Data verification has found no problems with the quality of the data deployed, showing a high satisfaction with providing 66 factors against the 30 factors provided by the service previously used.

Detailed Control Technology required for industrial processes based on virtual reality and augmented reality (가상현실과 증강현실 기반의 산업용 공정에 필요한 세부 제어 기술에 관한 연구)

  • Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1214-1219
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    • 2021
  • Virtual augmented reality technology is rapidly growing due to the development of hardware and software technology. The perspective on the application of industrial technology using this virtual augmented reality is at an early stage. Beginning with entertainment elements in Korea, there are many demands and demands in education, culture, tourism, sports, arts, medicine, disasters, and defense. In this paper, the study of the process of applying the process for the application of industrial virtual reality technology and augmented reality technology and the design of the technology according to the various operations necessary for the specific process are conducted. The study contains research results to provide services for training and actual process through virtual reality and augmented reality technology. This suggests that many industrial applications will be possible in the future.

A Study on Elementary Computer Education Curriculum in Japan (일본의 초등학교 컴퓨터 교육과정에 대한 연구)

  • Shin, Seungki;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.595-604
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    • 2014
  • Ministry of Education, Culture, Sports, Science and Technology in Japan defined the needs for children who will lead the 21st is "Strength to lead a life" and the "New course of study" was developed and it have been adapted into elementary school from 2011 year. In order to respond to changing educational environment in terms of Information education, in 2010 year, "New Growth Strategy Conference" was held and "New Strategy in Information and Communications Technology" was announced, instructional system was made up through the research "The Vision for ICT in Education" in 2011 year. In particular, elementary schools is doing Computer Science Education in connection with general subjects, it means that preparation process for secondary education in terms of Computer education which is started in earnest. These Computer Education in Japan imply the further ways of Computer Education in Korea which are instructional system linked with Elementary school and Secondary school and computer education based on informatics.

The Effects of Utilizing a Videoconferencing System for International Discussions on Global Issues at a Japanese High School

  • NAGATA, Shigefumi;HIRAKAWA, Yukiko;IWAMOTO, Mitsuhiko;MORI, Hajime;KOUHATA, Masahiro
    • Educational Technology International
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    • v.7 no.2
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    • pp.45-68
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    • 2006
  • Living in the Information Age, schools and teachers are expected to utilize new information technology in education to make teaching more effective. In Japan, the Ministry of Education, Culture, Sports, Science and Technology (MEXT) has been strongly implementing policies to promote information education (IE) in schools since 1988. According to a survey in 2005 (Japan MEXT, 2005), 100% of high schools in Japan at present have computers and the Internet connections. However, videoconferencing systems have only been introduced only in a small number of schools. This paper is the result of a pilot research to see the effects of using a videoconferencing system in a Japanese high school. The purpose of the research was to clarify the effects of introducing videoconferencing system in a Japanese high school and of utilizing it for conferences with other schools abroad on the studies of global issues. The target students were in the 12th Grade in the year 2006. The counterpart school was an Australian high school in Sydney and the conferences were held in English. International discussions on global warming were conducted between the Japanese and Australian students. Affective competence and cognitive competence were measured using questionnaires and worksheets given to students both before and after the videoconferences. The results showed that both cognitive and affective competences rose after each videoconference. Not only the students who actively participated in the conference but also those who were in the audience showed positive effects. In the field of international cooperation on global issues, especially, the effects were large. These results suggest that in order to teach global issues in which international effort and cooperation are needed, direct contacts with foreign students are effective in increasing student cognitive and affective competences. On the other hand, as English was the main communication tool in the conferences, Japanese students faced a certain difficulty in communication. Also, teachers, especially English teachers, were required to make great efforts to assist students in preparing for the conferences. The effectiveness of an international videoconference depends largely on students' English skills and teachers' efforts.

A Study on IoT Outdoor Exercise Equipment using ARTIK Platform (ARTIK 플랫폼을 활용한 IoT 야외운동기구 연구)

  • Seo, Jeonghyeon;Shin, Hun;Lee, Minwoo;Cho, Yonghoon;Kim, Dongsik;Ro, Kwanghyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.513-514
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    • 2018
  • Recently, IoT(Internet of Things) technology is being actively used to develop smart products and services. This paper proposes the architecture and major functionalities of IoT outdoor exercise equipment using ARTIK IoT Platform. It provides an exerciser with date&time, weather information, the amount of exercise. The amount of exercise and a user's ID are sent to a service server by LTE-M modem and the server provides the exercise history by web or smartphone app. As additional functionalities, a fine dust alarm light and an emergency alarm button are embedded. The proposed system has been exhibited on CHINA SPORT SHOW 2018 held on Shanghai, China.

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