• Title/Summary/Keyword: Sports Information Technology

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Development Plan for a Sports Record Information Service for Records Management (기록관리를 위한 스포츠기록 정보서비스 구축 방안)

  • Semin Kim;Sung Jung Bae
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.163-169
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    • 2022
  • The importance of record management is emphasized in various fields. In the field of sports in particular, the importance of record management is key, and many efforts are being made to keep a record of the history of many sports. Therefore, in this study, a plan to develop a sports record information service centered on basketball was proposed. In this study, the sports records information service development plan that is described not only has an eye toward developing technology, but is also described from the perspective of records management, which has recently been in high demand. To this end, a demand analysis was conducted on prospective users through FGI, and procedural elements of record analysis were derived. In addition, the system structure and database schema were designed, and a screen for managing and browsing records was presented. Through this study, it is expected that research on sports record management will be able to be actively conducted in the record management field.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

Harmonic Motion-based Simulator Design for Multipurpose Sports Simulation

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.163-169
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    • 2015
  • This study proposes a sports simulation device with various harmonics generation. The proposed system is composed of 6 degrees of freedom simulator devices and three types of sports simulation such as walking, snowboard, and jet-ski. In this research, every joint movement is designed with a crank-and-slider mechanism, which is efficient for generating continuous curvature smoothly. Contrary to the conventional spatial simulator with linear actuators, harmonics generation and its spatial combinations become the crucial issue in this research. The harmonic pattern in each joint is modelled for generating smooth curvatures that are also superposed for achieving overall motions. In addition, the targeted motions of sports simulations have different physical factors of periodic gait motion, frictionless surface, and buoyant effects, which are respectively designed by integrating three dimensional graphics information.

A Study of Development of Wearable Sports Helmet Device Using IoT Server Technology (IoT 서버 기술을 활용한 웨어러블 스포츠 헬멧 디바이스 설계)

  • Kim, Jin-Kook;Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.151-156
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    • 2020
  • The purpose of this study is to design a process for developing wearable sports helmet devices by utilizing IoT server technology, focusing on sports where helmet wear is essential at sports sites. This enables customized training of athletes by continuously accumulating personal biometric information during training, checking players' condition based on data, and informing them of injury prevention and dangerous situations. In addition, the wearable device that can be useful when the training place is likely to damage the physical health due to heat waves or extremes can provide a foundation for improving the performance. Since such technology can be applied not only to the sports field but also to the society such as the industrial field or the underprivileged, it can be expected to be expandable.

The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

Trend Analysis of Sports for All-Related Issues in Early Stage of COVID-19 Using Topic Modeling (토픽 모델링을 활용한 코로나19 초기 생활체육 이슈 분석)

  • Chung, Yunkil;Seo, Sumin;Kang, Hyunmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.57-79
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    • 2022
  • COVID-19, which started in December 2019, has had a great impact on our lives in general, including politics, economy, society, and culture, and activities in sports and arts have also been significantly reduced. In the case of sports, sports for all fields in which ordinary citizens participate were particularly affected, and cases of infection in places closely related to people's lives, such as gyms, table tennis, and badminton clubs, also amplified the social fear of the spread of COVID-19. Therefore, in this study, we analyzed news articles related to sports for all at the time when COVID-19 was first spread, and investigated what issues were emerging and being discussed in the sports for all field under the COVID-19 situation. Specifically, we collected news articles dealt with sports for all issues under the COVID-19 situation from Korea's leading portal news sites and identified key sports for all issues by performing topic modeling on these articles. Through the analysis, we found meaningful issues such as COVID-19 outbreak in sports facilities and support for sports activities. In addition, through wordcloud analysis of these major issues, we visually understood the issues and identified the changes in these issues over time.

An Analysis of Recruitment Importance and Priority of According to the introduction of NCS(National Competency Standards) in Sports Public Institution (NCS(국가직무능력표준) 도입에 따른 스포츠계열 공공기관의 채용 중요도 및 우선순위 분석)

  • Kim, Dong-Man
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.5
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    • pp.1409-1417
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    • 2020
  • The purpose is to increase the likelihood of physical education students for employment in public institutions by examining the priority for hiring sports-related public institutions. The subject of the study was purposeful sampling of a total of 11 persons including 4 sports professors, 3 NCS experts in sports field, 2 judges from public sports institutions, and 2 personnel in charge of hiring public institutions. Through this process, from January 3 to March 12, 2020, the importance of priority was analyzed using hierarchical structure analysis using the main factors of NCS vocational basic competency. All data are coded so that statistical processing can be performed. Using SPSS/PC (ver. 21.0) for Windows, the hierarchical structure analysis was used for frequency analysis and priority determination. First, communication skills (.231), organizational comprehension skills (.177), resource management skills (.128), interpersonal skills (.110), vocational ethics (.082), problems in the major areas of recruitment of sports-related public institutions Solving ability (.061), information ability (.056), mathematical ability (.054), self-development ability (.052), and description ability (.049) were analyzed in order. Second, in terms of evaluation items, communication is communication skills (.442), mathematical skills are basic computation skills (.512), problem solving skills are thinking skills (.722), self-development skills are self-management skills (.587), Resource management ability was analyzed in order of time management ability (.531), interpersonal relationship ability as teamwork ability (.382), information ability in computer use ability (.677), technical ability in technology understanding ability (.599).

A Climber's Area Detection Method in Indoor Climbing Environment Using Depth Data (깊이 영상을사용한 실내 인공암벽에서의 등반자 영역 검출)

  • Chung, Daniel;Ko, Ilju
    • Annual Conference of KIPS
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    • 2016.04a
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    • pp.858-860
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    • 2016
  • 최근 스포츠와 ICT 기술의 융합으로 스크린 스포츠라는 분야가 등장하였고, 스포츠 클라이밍도 스크린 스포츠로 구현하려는 시도가 이루어지고 있다. 이를 위해서는 실내 인공암벽에서 등반자의 모습을 추적해야 하는데, 이에 앞서 사람의 영역을 검출할 필요가 있다. 사람의 영역을 검출하는 데에는 키넥트를 이용하는데, 스켈레톤 정보와 영상 정보를 이용할 수 있다. 본 논문에서는 깊이 영상을 사용하여 등반자의 영역을 검출하는 방법을 제시한다. 실내 인공암벽 환경에서는 등반자 이외에 주변환경의 변화가 없으므로 등반자의 영역 검출을 위해 차영상을 적용한다.

Posturography System using Multiple Motion Gaming Devices (다중 체감형 게임 장치를 이용한 자세검사 시스템)

  • Lee, Eun-Young;Kim, Dongho
    • Annual Conference of KIPS
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    • 2016.04a
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    • pp.868-870
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    • 2016
  • 균형 조절 능력 저하를 진단하고 치료하기 위해서는 자세 조절 능력을 객관적으로 평가하는 것이 매우 중요하다. 임상에서 사용하는 자세검사기는 고감도 압력센서를 사용하기 때문에 종래의 임상적 검사보다 객관적이고 정량적으로 자세 불안정성을 평가할 수 있다. 하지만 일반적으로 사용하는 자세검사기는 차지하는 공간이 크고 비싼 가격 때문에 소규모 병원이나 개인이 사용하기에는 어려움이 있다. 이에 본 논문에서는 키넥트와 위 밸런스 보드에서 획득한 정보를 이용하여 자세 불안정성을 평가하는 저비용 자세검사 시스템을 제안한다. 본 논문에서 제안한 자세검사 시스템을 실제 임상 환경에 적용한다면 간편하고 정량적으로 자세 조절 능력을 평가할 수 있는 환경을 제공할 수 있을 것이다.