• Title/Summary/Keyword: Sports Players

Search Result 284, Processing Time 0.027 seconds

A Study on the perceptions of university basketball players the referee decision (대학농구 선수들의 심판 판정 인식에 관한 연구)

  • You, In-Young
    • Journal of Digital Convergence
    • /
    • v.13 no.12
    • /
    • pp.441-451
    • /
    • 2015
  • The research objective of this study to provide a basis for university basketball players development university basketball players have recovered and fair confidence in the result of the determination of analyzes feel the referee judges recognized research players and referees and by the referee judged that consistency there is. The referee judged according to gender awareness and the impact analysis of college basketball players impartiality, promptness, consistency, reliability p <.05 level There was a statistically significant difference. The referee judged recognition and impact of the exhibition was a statistically significant difference in the p <.05 level of agility. The referee judged recognition and influence of the position was no statistically significant difference in the p <.05 level of agility. impact of the judgment determining recognition fairness, promptness, there was a statistically significant difference in the p <.001 level of reliability. The referee judged of the psychological state is assigned prejudice, there was a statistically significant difference in the p <.001 level.

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)
    • /
    • v.12 no.5
    • /
    • pp.2313-2326
    • /
    • 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.

The Effect of Sound Wave Application Training on the Psychological Skills of Volleyball Players

  • Sunmun, Park
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.286-293
    • /
    • 2022
  • In this study, we extracted sound waves that can improve psychological skills for volleyball players, investigated the changes that the application training of the extracted sound waves has on the brain waves of volleyball players, and the changes in brain waves are the psychological of volleyball players. The purpose of the research is to investigate the effect on technology. In order to achieve this purpose of the study, a total of 10 people from the experimental group and 10 from the control group were selected as the research subjects of university volleyball players with more than 5 years of volleyball experience. The experimental procedure was for the experimental group to listen to sound waves for more than 30 minutes at least 4 times a week for 12 weeks, and brain waves were measured 3 times before, during, and after. In addition, psychological skills were measured twice before and after. The measured data were subjected to t-test and two-way variance repeated measures analysis using SPSS 20.0. The results obtained through this process are as follows. First, as a result of analyzing the differences in psychological skills according to sound wave application training, there were statistically significant differences in goal setting and attention factors of the experimental group. Second, as a result of repeated measurement variance analysis at each time point according to the application of the sound wave application training program, it was found that alpha waves had a synergistic effect at the statistical significance level in the experimental group. Third, as a result of repeated measurement variance analysis at each time point according to the application of the sound wave application training program, it was found that the beta wave had a synergistic effect at the statistical significance level in the experimental group.

Review of Youth Soccer Research Trends (유소년 축구 연구 동향 고찰)

  • You-Sin Kim;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
    • /
    • v.41 no.2
    • /
    • pp.406-412
    • /
    • 2024
  • In order to investigate trends in youth soccer research, this study selected 18 prior literature published in domestic KCI-registered journals related to youth soccer over a three-year period from 2021 to 2023 as research subjects. Previous research on youth soccer was analyzed by year, journal, research method, and subject, and the results are as follows. First, the number of papers published on topics related to youth soccer was the highest at 9 in 2021. Second, it was found that youth soccer-related research was conducted in various sports-related academic journals. Third, quantitative research methodology took up a higher proportion of 83% than qualitative research method. Fourth, studies targeting youth soccer players were the highest at 50%, followed by coaches and parents of youth players.

Racket Head and COM of Velocity of Kinematic Analysis of Two-Handed Backhand Stroke Between Male and Female Tennis Player (남·여 테니스 선수의 양손 백핸드 스트로크 동작의 운동학적 비교 분석)

  • Na, Doo-Ri;Kang, Young-Taek;Park, Tae-Jin;Seo, Kook-Eun;Kim, Yong-Jae;Lee, Kyung-Soon
    • Korean Journal of Applied Biomechanics
    • /
    • v.21 no.4
    • /
    • pp.421-427
    • /
    • 2011
  • The purpose of this study was to analyze the difference between male and female tennis players' two-handed backhand stroke and to provide basic data which helps precise and efficient instruction for the sake of precise postures, enhanced performances and skills. 5 male and 5 female university players were recruited as subjects, and the mean difference between the kinematic variables such as the time from backswing to impact and total swing time, racket head velocity, change of the center of body gravity in two-handed backhand stroke through three-dimensional motion analysis. The test data was analyzed by t-test, and the alpha level of ${\alpha}$=.05 was set for all tests of significance. The findings of the study were as follows; First, there was no difference in the time from backswing to impact and total time of

A Study on the Psychological Characteristics of Esports Athletes in Korea (국내 이스포츠 선수들의 정서, 대인관계, 수면 특성에 대한 실태 조사: 프로 선수와 육성군 선수를 중심으로)

  • Lee, Sangha;Jang, Eunhee;Kim, Soojin;Kim, Cheolhag;Suh, Sooyeon
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.133-146
    • /
    • 2021
  • The aim of this study was to investigate the psychological characteristics of Korean esports athletes. We investigated the psychological characteristics of 40 professional esports players and 72 amateur esports players, a total of 112 esports players. Specifically, we investigated the differences in emotional well-being, interpersonal relationships, and sleep between professional players and trainee players. Professional esports athletes showed higher responsiveness to social conflict and more interpersonal non-acceptance compared to the trainees. Results also indicated high levels of insomnia severity. Based on the results, the need for psychological intervention and sleep intervention for athletes were discussed.

Robust Recognition of a Player Name in Golf Videos (골프 동영상에서의 강건한 선수명 인식)

  • Jung, Cheol-Kon;Kim, Joong-Kyu
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.659-662
    • /
    • 2008
  • In sports videos, text provides valuable information about the game such as scores and information about the players. This paper proposed a robust recognition method of player name in golf videos. In golf, most of users want to search the scenes which contain the play shots of favorite players. We use text information in golf videos for robust extraction of player information, By using OCR, we have obtained the text information, and then recognized the player information from player name DB. We can search the scenes of favorite players by using this player information. By conducting experiments on several golf videos, we demonstrate that our method achieves impressive performance with respect to the robustness.

  • PDF

The Relationship between Autonomy and Achievement Motivation of University Players (대학선수들의 자율성과 성취동기와의 관계)

  • Hwang, Sung-Geun
    • Journal of Digital Convergence
    • /
    • v.14 no.3
    • /
    • pp.465-471
    • /
    • 2016
  • This study intends to figure out the relationship between autonomy and achievement motivation of the university players. For this purpose, Survey was performed to Seoul and Metropolitan area's 25 sports 396 Players., And using SPSS 18 and AMOS program descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis were conducted. Based on purified data through the process, the relationship between autonomy and achievement motivation was verified with correlation analysis and regression analysis. As a result, autonomy was recognized by male player higher than female player, and in goal-orientation of the access tendency of achievement goal orientation, male player showed higher scores. And in mastery-avoidance of avoidance, female player showed higher scores and in performance-avoidance, male player showed higher scores. According to regression analysis, autonomy affects mastery-approach and achievement goal orientation of the performance-approach.

Managing Relationship Marketing between Football Club Organization, Players, and the Fans Club Community

  • Hidayat, Z.;Bagastara, Ian;Irawan, Rahmat Edi
    • Journal of Sport and Applied Science
    • /
    • v.6 no.2
    • /
    • pp.9-18
    • /
    • 2022
  • Purpose: This research aims to analyze the relationship marketing between football club organizations, players, and the fans club community. Research design, data, and methodology: An ethnographic approach was used to observe for eight months in the community, interviews, and documents analysis in Bonek Mania community fans club and Persebaya, a football club management in Surabaya, Indonesia. Results: The results show that the management of the football club has maintained the football high-end brand image in the national league. Stakeholders have endeavored to build the values and shared meaning with the public and cohesively with Bonek Mania. The struggles and achievements are intended to maintain the local collective memory of Surabaya's patriotism as the "city of heroes." Sustainable relationships were built by professional football club managers, players, and the fans club to foster the spirit, economic resources, and sustainable development. Conclusions: This research implies that it can provide direction for the management of football clubs by paying attention to relationship marketing, developing unique local values to build the customers' loyalty. Further implications were discussed.

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
    • /
    • v.11 no.4
    • /
    • pp.151-156
    • /
    • 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.