• Title/Summary/Keyword: VR sports

Search Result 26, Processing Time 0.022 seconds

A Study of the design method for Interactive squat exercise Instrument (인터렉티브 스쿼트운동기구의 설계방법에 관한 연구)

  • Jeong, Byeong-Ho;Park, Ju-Hoon;Kim, Ji-won
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.2
    • /
    • pp.303-311
    • /
    • 2018
  • Squat exercise is one of the free weight exercises that are recognized as important from a bio-mechanical point of view. It is an important exercise to train lower extremity muscles in daily activities or sports activities and to strengthen trunk and lower body strength. It is effective and accurate to use a variety of assistive devices to calibrate athletic posture with squat exercise supported interactive device. The issues of the structural analysis for design a foot plate for squat exercise is to model the behavior by simplifying the dynamic behavior. In this paper, the authors proposed a exercise system design method for the vertical load distribution and bio-mechanical signal process used for the squat exercise mechanism analysis, and based on these results, designed device can make the more safe and reliable free weight exercise. It is applied to system design through design method with kinematic dynamic, VR device and estimation model of exercise.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.6
    • /
    • pp.31-38
    • /
    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
    • /
    • v.18 no.2
    • /
    • pp.1-21
    • /
    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.11
    • /
    • pp.55-62
    • /
    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

Strategic Response of Shipping Industry against GHG Emission Ruels (온실가스 규제에 대한 해운산업 전략적 대응방안)

  • Lim, Sangseop;Jo, So-Hyun;Ahn, Young-Joong;Jung, JinYoung;Park, SungSu;Lee, Changhee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.691-692
    • /
    • 2022
  • IMO 온실가스 규제는 현존선박과 친환경 신조선박의 온실가스 배출에 대하여 차별적으로 규제함으로써 시장경쟁력에 영향을 주어 선주들에게 친환경 신조선박으로 전환을 가속시키고자 하는 것이 핵심이다. 크게 기술적 조치와 운항적 조치, 그리고 시장적 조치가 있으며 세가지 대안 모두 비용적인 측면에서 선주에게 재무적 부담이 될 것으로 예상된. 따라서 본 연구는 온실가스규제에 따른 재무적 부담을 정량적 추정하여 기업의 향후 대응방안과 정책적 지원방안에 대한 제언을 하고자 한다.

  • PDF

Professional Baseball Viewing Culture Survey According to Corona 19 using Social Network Big Data (소셜네트워크 빅데이터를 활용한 코로나 19에 따른 프로야구 관람문화조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.6
    • /
    • pp.139-150
    • /
    • 2020
  • The data processing of this study focuses on the textom and social media words about three areas: 'Corona 19 and professional baseball', 'Corona 19 and professional baseball', and 'Corona 19 and professional sports' The data was collected and refined in a web environment and then processed in batch, and the Ucinet6 program was used to visualize it. Specifically, the web environment was collected using Naver, Daum, and Google's channels, and was summarized into 30 words through expert meetings among the extracted words and used in the final study. 30 extracted words were visualized through a matrix, and a CONCOR analysis was performed to identify clusters of similarity and commonality of words. As a result of analysis, the clusters related to Corona 19 and Pro Baseball were composed of one central cluster and five peripheral clusters, and it was found that the contents related to the opening of professional baseball according to the corona 19 wave were mainly searched. The cluster related to Corona 19 and unrelated to professional baseball consisted of one central cluster and five peripheral clusters, and it was found that the keyword of the position of professional baseball related to the professional baseball game according to Corona 19 was mainly searched. Corona 19 and the cluster related to professional sports consisted of one central cluster and five peripheral clusters, and it was found that the keywords related to the start of professional sports according to the aftermath of Corona 19 were mainly searched.