• Title/Summary/Keyword: Virtual Golf

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Implementation of Pseudo Golf Club and Virtual Golf Simulation System

  • Min, Meekyung;Kim, Kapsu
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.121-127
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    • 2018
  • In this study, we propose a pseudo golf club which can sense user's swing motion and virtual golf simulation system using the pseudo golf club. The proposed system is a virtual golf simulation system of a complex play type in which a player can enjoy various types of golf play according to the user's taste by providing a play mode for hitting an actual golf ball and a play mode for swinging the pseudo golf club. This virtual golf play system calculates and displays the trajectory of a golf ball by a simulator just like playing a real golf, and suggests suitable swing motion, so it helps users to learn golf easily.

Contemporary Safety Management of Virtual Golf in South Korea

  • MOON, Bo Ra;LEE, Seung Min;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.6 no.1
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    • pp.1-4
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    • 2022
  • Purpose: The purpose of this study is to provide implications for virtual golf safety management in Korea through the literature review of current safety issues of virtual golf industry. Research design, data, and methodology: This study employed a qualitative approach to review prior studies and related documents presenting current safety perspectives of virtual sports facility management. First, the study reviewed the experiences of virtual golf players and safety criteria suggested from previous literatures. Second, two experts in sport facility management reviewed the manuscript including implications and provided their opinions including major implications and insights for virtual sport industry. Views of experts were added to the final manuscript. Results: This study found that installation standards and safety and hygiene standards by industry are enacted for the safety management of sports facilities, however, there is a need for standards to be adjusted because the contents are general, abstract, and lack detail, thus causing difficultly to secure effectiveness. Conclusions: For virtual golf courses, it is necessary to develop a safety inspection checklist that suits the characteristics of indoor virtual golf. In this line, safety criteria need to be developed with the consideration of characteristics of screen golf to establish an efficient safety management system and create a safe use environment.

A Study on Screen Golf as Digital Convergence Contents: Focused on Interaction and Play (디지털융합콘텐츠로서 스크린골프에 관한 연구: 상호작용과 놀이를 중심으로)

  • Oh, Dong Il;Sung, Chang Soo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.171-180
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    • 2014
  • Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.

Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.

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
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    • 2010.05a
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    • pp.378-382
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    • 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.

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The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.