• Title/Summary/Keyword: Sports Information Technology

Search Result 203, Processing Time 0.027 seconds

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.378-382
    • /
    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

  • PDF

Design of Baseball Simulation Game Development Using Sensor Technology (센서기술을 활용한 야구시뮬레이션 게임 개발을 위한 설계)

  • Kim, Do-Goan;Nam, Soo-tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.199-201
    • /
    • 2013
  • 'Sportainment' like Golfzon, which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcome many limitations such as time and place in real sports. For ultimately developing baseball simulation game as 'sportainment', this paper as the early stage suggests the system which can analyze pitching and swing. Unlike speed-gun measurement for moving ball, it uses sensor technology to take information of ball speed and movement and reproduces graphic screen based on the information collected from sensors with graphic technology. Hitter's swing and hit-ball can be measured in the similar way. This baseball simulation game is expected to develop as one of successful indoor spotainment businesses such as Golfzon.

  • PDF

Analysis of Domestic and International Biomechanics Research Trends in Shoes: Focusing on Research Published in 2015-2019 (신발 분야 국내외 운동역학 연구동향 분석: 2015-2019년에 발간된 연구를 중심으로)

  • Back, Heeyoung;Yi, Kyungock;Lee, Jusung;Kim, Jieung;Moon, Jeheon
    • Korean Journal of Applied Biomechanics
    • /
    • v.30 no.2
    • /
    • pp.185-195
    • /
    • 2020
  • Objective: The purpose of this study was to identify recent domestic and international research trends regarding shoes carried out in biomechanics field and to suggest the direction of shoe research later. Method: To achieve this goal of research, the Web of Science, Scopus, PubMed, Korea Education and Research Information Service and Korean Citation Index were searched to identify trends in 64 domestic and international research. Also, classified into the interaction of the human body, usability evaluation of functional shoes, smart shoe development research, and suggested the following are the suggestions for future research directions. Conclusion: A study for the coordination of muscle activity, control of motion and prevention of injury should be sought by developing shoes of eco-friendly materials, and scientific evidence such as physical aspects, materials, floor shapes and friction should be supported. Second, a study on elite athletes in various sports is needed based on functional shoes using new materials to improve their performance along with cooperation in muscle activities and prevention of injury. Third, various information and energy production are possible in real time through human behavioral information, and the application of Human Machine Interface (HMI) technology through shoe-sensor-human interaction should be explored.

The Effect of Augmented Reality Journalism on Immersion and Information Acquisition in Chinese Disaster and Sports News (AR 뉴스의 특성이 수용자의 몰입도 및 정보습득에 미치는 영향 - 중국의 재해, 스포츠 보도를 중심으로)

  • Liu, Jia Ni;Lee, Yoon;Lee, Hye Eun
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.474-488
    • /
    • 2021
  • The application of Augmented Reality(AR) technology is visible in medical procedures, education, marketing, and journalism. By experimenting, this study examines how the evaluation of the three elements of augmented reality news contents(visual image, storytelling, interactivity) affects immersion and information acquisition. Specifically, a 2 (video technology: AR vs. general) × 2 (news type: disaster vs. sports) between-subject design was examined. Results showed that the evaluation of all three elements was higher when viewing AR news than when viewing general news. The level of immersion was higher when viewing AR news, and the evaluation of storytelling and interactivity had positive effect on the level of immersion regardless of the news types. However, the evaluation of visual images did not affect the level of immersion. Information acquisition was higher after viewing AR news, yet the effect of the evaluation of the three elements on information acquisition had not been found. Implication and discussion of the study were added in the end.

A Research on Design Direction for the Smart Walking Wear to Support Walking Exercise for the Baby Boomer Group (베이비부머 집단을 위한 보행 운동용 스마트 워킹웨어의 디자인 방향 연구)

  • Ban, Hyunsung;Hwang, Sujung;Kim, Sinhye;Lee, Joohyeon
    • Science of Emotion and Sensibility
    • /
    • v.21 no.3
    • /
    • pp.129-140
    • /
    • 2018
  • This study aimed to analyze consumers' acceptance of sports applications and smart sportswear to better design technology-enhanced walking exercise wear for the Baby Boomer generation based on their cohort characteristics. A questionnaire with items related to acceptance of existing smart sportswear design, functionality, and usability as well as existing sports application design, functionality, and usability was sent to consumers aged 50-65. Of 163 questionnaires distributed, 150 were used for analysis. The results showed that middle-aged consumers were aware of smart sportswear's functional stability, but were concerned about care, durability, and convenience. Middle-aged consumers were also aware of sports applications as educational functions for obtaining new information. Additionally, they found sports applications to have lower perceived convenience and accessibility relative to the young generation, highlighting the need for simple instructions and explanations for sports application planning. Based on these results, we propose "Everyday design for general sportswear," "Functions based on consumer's preference," "Enhanced design for durability and management convenience" for designing and planning walking exercise wear for middle-aged consumers, and "Convenient application organization" and "Educational exercise contents" for application planning for walking exercises.

The Effect of Life Sports Participation of Life Sports Athletes in Mungyeong City on Life Satisfaction (문경시 생활체육 동호인의 생활체육 참여가 생활만족도에 미치는 영향)

  • Kim, Seung-Ho
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.1
    • /
    • pp.123-130
    • /
    • 2018
  • The subjects of this study were municipal citizens of Gyeongsangbuk-do Province and selected 250 members of the sports clubs as members. The sampling method for the data was used with simple ramdom sampling method, self-administration method. After questionnaire was distributed and retrieved, a total of 200 questionnaires were analyzed except for 50 items which were judged to be lack of credibility (double entry, no entry, insufficient data). For the data analysis, frequency analysis, ${\chi}^2$, factor analysis, reliability analysis, and one-way ANOVA were conducted in this study. First, there was no significant difference in life satisfaction among the participants. However, there was a significant difference in leisure satisfaction according to age. Second, there was a statistically significant difference in the life satisfaction of the athletes according to educational background, and there was a statistically significant difference in leisure satisfaction according to educational background.

Qualitative Research on Gambling Experience of Male College Students -Focused on Sports Toto- (남자 대학생의 도박 경험에 관한 질적 연구 - 스포츠토토를 중심으로 -)

  • Choi, Jung-Hyun;Yang, Young-Mi;Kim, Seong-Ui
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.3
    • /
    • pp.44-55
    • /
    • 2019
  • The purpose of this study was to investigate the experiences of male college students through sport toto gambling and to provide basic data on the prevention program for male college gambling addicts. Participants in the study were eight male college students who were interviewed in depth and analyzed according to Colaizzi's phenomenological study method. As a result of this study, four categories of experiences were derived as follows: Like the wind that rushes to the sea, Tears of remorse, A locked down life and On a dream day. Research shows that sports toto is easy to access and has a lot of interesting factors, however it has been found out that male college students have a great risk of falling into addiction aiming to win at once like ordinary gamblers. Therefore, this study suggests that gambling preventive education and counseling are necessary for male college students who like sports.

Multiscale Spatial Position Coding under Locality Constraint for Action Recognition

  • Yang, Jiang-feng;Ma, Zheng;Xie, Mei
    • Journal of Electrical Engineering and Technology
    • /
    • v.10 no.4
    • /
    • pp.1851-1863
    • /
    • 2015
  • – In the paper, to handle the problem of traditional bag-of-features model ignoring the spatial relationship of local features in human action recognition, we proposed a Multiscale Spatial Position Coding under Locality Constraint method. Specifically, to describe this spatial relationship, we proposed a mixed feature combining motion feature and multi-spatial-scale configuration. To utilize temporal information between features, sub spatial-temporal-volumes are built. Next, the pooled features of sub-STVs are obtained via max-pooling method. In classification stage, the Locality-Constrained Group Sparse Representation is adopted to utilize the intrinsic group information of the sub-STV features. The experimental results on the KTH, Weizmann, and UCF sports datasets show that our action recognition system outperforms the classical local ST feature-based recognition systems published recently.

Internet Access and Use among Students of Physical Education: A Study of Kurukshetra University, Kurukshetra

  • Kumar, Rajender
    • Journal of Information Science Theory and Practice
    • /
    • v.2 no.2
    • /
    • pp.59-68
    • /
    • 2014
  • This paper depicts a study conducted on the behavior of physical education students towards Internet usage at Kurukshetra University, Kurukshetra. Specially, the study aims to know the purposes for use of Internet resources and services, frequency of use, places and means of use, student's satisfaction level toward the Internet, and problems faced while using the Internet. A survey was carried out with a sample of 100 physical education students of Kurukshetra University and the response rate was 88%. A well-designed questionnaire was distributed to the students' sample. Amazingly, the results of the study reveal that usage of the Internet in research and education was not favored, whereas email, chatting, and sports websites were commonly used among students. The study also found that too much information on the Internet, slow access speeds, and finding relevant information were the main problems in using the Internet.

A Deep Learning Algorithm for Fusing Action Recognition and Psychological Characteristics of Wrestlers

  • Yuan Yuan;Yuan Yuan;Jun Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.3
    • /
    • pp.754-774
    • /
    • 2023
  • Wrestling is one of the popular events for modern sports. It is difficult to quantitatively describe a wrestling game between athletes. And deep learning can help wrestling training by human recognition techniques. Based on the characteristics of latest wrestling competition rules and human recognition technologies, a set of wrestling competition video analysis and retrieval system is proposed. This system uses a combination of literature method, observation method, interview method and mathematical statistics to conduct statistics, analysis, research and discussion on the application of technology. Combined the system application in targeted movement technology. A deep learning-based facial recognition psychological feature analysis method for the training and competition of classical wrestling after the implementation of the new rules is proposed. The experimental results of this paper showed that the proportion of natural emotions of male and female wrestlers was about 50%, indicating that the wrestler's mentality was relatively stable before the intense physical confrontation, and the test of the system also proved the stability of the system.