• Title/Summary/Keyword: Sports convergence

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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.

Trends in the use of big data and artificial intelligence in the sports field (스포츠 현장에서의 빅데이터와 인공지능 활용 동향)

  • Seungae Kang
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.115-120
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    • 2022
  • This study analyzed the recent trends in the sports environment to which big data and AI technologies, which are representative technologies of the 4th Industrial Revolution, and approached them from the perspective of convergence of big data and AI technologies in the sports field. And the results are as follows. First, it is being used for player and game data analysis and team strategy establishment and operation. Second, by combining big data collected using GPS, wearable equipment, and IoT with artificial intelligence technology, scientific physical training for each player is possible through user individual motion analysis, which helps to improve performance and efficiently manage injuries. Third, with the introduction of an AI-based judgment system, it is being used for judge judgment. Fourth, it is leading the change in marketing and game broadcasting services. The technology of the 4th Industrial Revolution is bringing innovative changes to all industries, and the sports field is also in the process. The combination of big data and AI is expected to play an important role as a key technology in the rapidly changing future in a sports environment where scientific analysis and training determine victory or defeat.

The Relationship between Ethics Management and Organizational Trust, Organizational Identification and OCB of Public Sports Organizations (공공체육단체의 윤리경영과 조직신뢰, 조직동일시 및 조직시민행동의 관계: 경인·강원지역 단체를 중심으로)

  • Song, Hong-Rak;Ryu, Won-Yong
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.397-405
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    • 2017
  • The purpose of this study was to empirically reveal the causal relationship between ethics management, organizational trust, organizational identification, and organizational citizenship behavior perceived by members of public sports organizations. For this purpose, a survey was conducted on the employees of Korea sports promotion foundation, the city and county sports association, and the federation of sports associations in Kyoung-In and Kangwon area. The results were as follows : First, ethics management has been found to influence organizational trust. Second, ethics management has been found to influence organization identification. Third, organizational trust has been found to influence organizational identification. Fourth, organizational trust has been found to influence organizational citizenship behavior. Fifth, organizational identification has been found to influence organizational citizenship behavior. This study confirmed that the ethical management activities of public sports organizations were positively influencing the various pro-social behaviors of the members who voluntarily perform outside of their jobs for the development of organization by trusting and identifying the organization.

Relationship between Self-management and Health Promoting Lifestyle in College Students participating in Sports Activities (체육활동 참여 대학생들의 자기관리와 건강증진 생활양식과의 관계)

  • Lee, Yang-Gu
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.161-169
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    • 2018
  • This study aims to understand the relationship between self-management and health promoting lifestyle in college students participating in sports activities and to seek a measure to enhance their health promoting lifestyle. In order to analyze the impact of self-management and health promoting lifestyle in the college students participating in sports activities, correlation analysis and regression analysis methods were used. The findings obtained through the research results are summarized as follows: First, it turned out that, in order to promote college students' health promoting lifestyle, it would be important to develop a customized activity program considering the difference in the level of the participants' health information at the time when the sports activity program is organized. Second, it turned out that it would be important to provide empirical basic activity data that could maximize the cooperative action and synergy effect between the self-management and health promoting lifestyle of college students participating in sports activities.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

A Study on the Relationship between the Selection Factors of Sports Climbing Center, Customer Satisfaction, and Re-Registration (스포츠클라이밍센터 선택속성과 고객만족, 재등록의사의 관계 연구)

  • Lee, Ye-Jun;Kim, Sang-Yoo;Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.163-168
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    • 2020
  • The purpose of this study is to investigate the relationship between the selection factors of sports climbing center, customer satisfaction, and re-registration. Data collection for the purpose of this study was collected through S center, B center, V center located in Seoul and K center located in Gyeonggi-do. A total of 296 valid samples were used for the analysis. To make sure the theory, it was based on analysis of frequency, factor analysis, reliability analysis and multiple regression. First of all, it was found that the factors of selecting the sports climbing center partially affected the customer satisfaction level. Second, it was found that the factors of selecting the sports climbing center partially affected the decision to re-register.

A Study on The Leisure Satisfaction of Members of Soccer Sports Club as a Life Sport (생활체육 축구동호인의 여가만족도에 관한 연구)

  • Kim, Seung-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.163-171
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    • 2018
  • The study on the satisfaction of leisure sports and the leisure sports. The subjects of the study were selected and recruited 250 members belonging to each community association as the population of the sports club members. The data sampling method was a simple random sampling method based on the self-administration method and was collected after the questionnaire was prepared. A total of 200 questionnaires were analyzed, except for 50 cases in which the reliability of the questionnaire was doubtful. Factor analysis, ${\chi}^2$, factor analysis, reliability analysis, and one - way ANOVA were used for the data analysis. First, there was a significant difference in leisure satisfaction among the participants in the age group. Second, there was a statistically significant difference in leisure satisfaction among the different education levels of participants. Third, there was no significant difference in leisure satisfaction according to monthly average salary.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Research on Policy Measures to Activate Sports Welfare

  • KIM, Young Chul;KIM, Jun Su
    • Journal of Sport and Applied Science
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    • v.5 no.1
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    • pp.17-26
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    • 2021
  • Purpose: The purpose of this study is to suggest the policy and scope of the concept of sports welfare and to present a systematic model enhancing sport welfare of the society. Research design, data, and methodology: In order to induce idea for welfare policy and conceptual sport welfare model, this study reviewed a literature discussing the functions and mechanism of sport in enhancing a sense of life quality and thus rebuilding welfare of community. Results: The study suggests these. First, sports welfare ensures the rights of sports of all citizens and has the main purpose of providing social services, creating environments against inequality, improving the quality of life and happiness for everyone to enjoy, and the range should be continued from the right to live, environments against inequality, to the improvement of life and happiness. Second, since the integrated perspective was first suggested, sports integration development will be researched as well as the direction of the development of policies of the integrated model. Basic research of indicator development will need to be proceeded to execute and evaluate the integrated model. Third, the improvement of treatment of sports welfare instructors is urgent. Namely, compared to sports-related budget and the enhancement of facilities, the poor environment of sports welfare instructors needs to be improved. Instead of only testing physical fitness and prescription, the business needs to be continued by connecting to the participants' continuous participation in sports. Conclusions: Whether sports welfare succeeds depends on the need for an active beneficiary, identification of demand, a beneficiary that can discover potential to join offline and online into one, the establishment of sports policies to promote competency development, and a direct progression is needed.

eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.