• Title/Summary/Keyword: Sports convergence

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A Study on the Enhancement of Athletic Performance by Analyzing Lap Times in Kayak 1000m Sprint (카약 1000m 경기 랩타임 분석을 통한 경기력 향상 방안 모색)

  • Shin, Kwang-Taek;Sohn, Jee-Hoon
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.301-307
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    • 2019
  • The purpose of this study is to evaluate the lap time of K-1 sprint competition and compare the records of the best group and the other groups. Based on these data we are willing to provide them on pace control strategies for improving their performances. The analysis was conducted on 12 elite kayak players, measuring the lap time by every interval after dividing the entire 1,000-meter race into 10 sections of 100 meters. We divide the group A, B, C and D based on their final time records. Two-factor repeated measures ANOVA, One-way ANOVA, and correlation analysis were performed. There were no significant lap time differences in the section of first 200m and last 200m between A, B and C. But the C's lap time of 200m~600m were significantly later than group A and B. Non-superior athletes need to establish strategies to reduce lap time in the middle section.

A Study of the Relationship of Customer Orientation, Customer Satisfaction, Customer Trust and Loyalty of Fitness Center (피트니스센터의 고객지향성, 고객만족, 고객신뢰 및 충성도에 관한 연구)

  • Koh, Bo-Ra;Hur, Jin
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.247-254
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    • 2019
  • The purpose of this study was to examine the relationship among customer orientation, customer satisfaction, customer trust and loyalty of fitness center. The subjects were sport center customer and 250 data were collected and 237 of them were chosen as for final data analysis. Data processing was done for frequency analysis using SPSS 22.0, confirmatory factor analysis, correlation analysis and structural equation mode analysis using AMOS 22.0. Based on the above study method and procedures and the result are as follows. First, customer orientation had a positive effect on customer satisfaction. Second, customer orientation had a positive effect on customer trust. Third, customer satisfaction and customer trust had a positive effect on loyalty.

Analysis of the History and Present of the Deaf Baseball of Korea and U.S. (한-미 청각장애인 야구의 역사와 현황의 분석)

  • Kwon, Wook-Dong;Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.203-208
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    • 2019
  • The purpose of this study was to review and analyze the history and present of the deaf baseball of Korea and U.S. This study used text analysis method that applies comprehensive analysis of the research paper, newspaper, publications and the data from related associations. This study found followings. First, youth baseball teams need to be vitalized. Second, to maximize the motivation and sense of accomplishment, various tournaments need to be hosted and the support for participating in international tournament is necessary. Third, the interchange between deaf baseball and softball is needed. Fourth, the integration of deaf sport and non-disabled sport is necessary. The results of this study might be used for further researches on deaf baseball.

The Converged Analysis of the Effect of Physical Education Class Satisfaction on the College Life Satisfaction and Academic Persistence (교양체육수업의 만족이 대학생활만족도 및 학업지속의도에 미치는 영향의 융합적 분석)

  • Park, Jae-Ahm
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.257-264
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    • 2019
  • The purpose of this study was to analyze the effect of physical education class satisfaction on the college life satisfaction, and academic persistence to provide the basic information for the effective higher education policy increasing the academic persistence. By analyzing a total of 185 surveys from college students that take the physical education class, this study found followings. First, physical education class satisfaction had a significant direct effect on the college life satisfaction(+). Second, college life satisfaction had a significant direct effect on the academic persistence(+). Third, physical education class satisfaction didn't had a significant direct effect on the academic persistence. Fourth, physical education class satisfaction had a significant indirect effect on the academic persistence mediated by the college life satisfaction.

A Study on Structural Relations between Teacher-Student Interactions, Outcome Expectancy and Academic Engagement in Physical Education Classes (체육수업 상황에서 교사-학생 상호작용과 결과기대 및 학업열의의 구조적 관계)

  • Kim, Seung-Yong;Song, Ki-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.303-309
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    • 2019
  • The purpose of this study was to inquire into the structural relations between teacher-student interactions, outcome expectancy, academic engagement which are perceived in a physical education class. To this end, this study selected a total of 442 copies of questionnaires as final valid samples using the convenience sampling method targeting middle school students at 4 schools in metropolitan area. For data processing, this study confirmed the goodness of fit test of the whole model using SPSS 20.0 and AMOS 20.0, and then did hypothesis testing; the study results are as follows: First, proximity, one of subfactor of teacher-student interactions, had significant effects on outcome expectancy and academic engagement whereas influence had no significant effects on it. Second, students' outcome expectancy had significant impacts on their academic engagement. Third, outcome expectancy had mediating effects on relations between teacher-student interactions (proximity) and academic engagement.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • v.17 no.1
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.

Relationship between Exercise Participation Attitudes, Self-esteem and Achievement Goal Orientation of College Students Majoring Physical Education (체육전공계열 대학생의 운동참여태도와 자아존중감 및 성취목표성향의 관계)

  • Lee, Young-Ik
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.323-331
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    • 2019
  • The purpose of this study is to investigate the relationship between exercise participation attitude, self- esteem and achievement goal orientation of college students majoring physical education. In order to achieve the purpose of study, a survey was conducted with 385 college students majoring physical, and the data collected from the survey were processed for frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and standard multiple regression analysis using SPSS Version. 15.0. The following results were drawn from these analyses. First, it was found that all the sub-variables between exercise participation attitude and self-esteem of college students majoring physical education are related. Second, it was found that all the sub-variables between exercise participation attitude and achievement goal orientation of college students majoring physical education are related. Third, it was found that all the sub-variables between self-esteem and achievement goal orientation of college students majoring in physical education are related.

Smart Basketball Device Design for Improving Shooting Success Rate (슈팅 성공률 개선을 위한 스마트 농구공 설계 연구)

  • Lee, Hyung-Ju;Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.107-112
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    • 2021
  • The purpose of this to study a more accurate scoring method in accordance with the change in the game due to the fast-break and external shots of modern basketball. We will make to design and develop a smart basketball device with a digital pressure sensor. The basketball is a sport that combines complex techniques such as dribbling, passing, and shooting, and the game wins or loses with the most goals in all sports on the planet. In particular, shooting, which determines the win or loss of a game, is the technique that is most directly linked to the score, so the angle of projection is important to make a more accurate shooting. The purpose of this to develop an assistive device in order for the player to have a certain shooting rhythm by measuring the throw angle through a sensor that can measure the throw angle of the ball during shooting. This smart basketball device, it is possible to increase the accuracy of shooting through a certain throw angle at the basketball game field or during shooting practice, and accordingly, the performance can be expected to improve.

Research of the Objective Quality Comparison of Underwater Cameras (수중 촬영용 카메라의 객관적 화질 비교에 관한 연구)

  • Ha, Yeon-Chul;Park, Jun-Mo
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.2
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    • pp.92-100
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    • 2020
  • Currently, the demand for underwater or underwater photography is growing very fast. Its coverage of underwater shooting for broadcasting, leisure and sports, and military and operational use is also growing rapidly. Among them, we specifically select the best camera to be used in underwater drones to photograph and inspect marine life attached to the ship's hull. To compare three cameras performance, they are compared and evaluated using objective and subjective criteria in special circumstances such as underwater shooting. This study checks whether performance criteria, such as resolution of a camera, meet objective and subjective standards in the unusual situation of underwater shooting. And it shows that in addition to the filter that calibrates the image, proper camera selection is important for providing good picture quality. Even after this study, research using more diverse cameras could provide an appropriate standard for comparison of underwater camera quality.

Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.