• Title/Summary/Keyword: electronic hogu system

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A Suggestion of Sizing System for Developing Taekwondo Protectors (태권도 보호구 치수체계 제안)

  • Yi, Kyong-Hwa;Kim, Hye-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.9
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    • pp.1397-1406
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    • 2008
  • This research was to develop Taekwondo trunk protector(Hogu) and head protector's sizing systems corresponding the regulations by World Taekwondo Association. These sizing systems were established using 2003-2004 Size Korea anthropometric data. The result can be summarized as follows: According to the analysis of correlation, most measurements had high relationship with weight for Hogu and head girth for head protector. Six sizes(47, 54, 59, 64, 70, 76) for Hogu and 4 sizes(52, 54, 56, 60) for head protector were suggested in this study. Hogu sizes indicate body weights and head protector sizes express head girth measurements. By the comparison between current Hogu sizes and new sizes, the smaller sizes of new Hogu were bigger than current sizes in bust girth, back fastening length, shoulder length. On the other hand, the bigger sizes of new Hogu were larger than current sizes in bust girth, back fastening length, shoulder length. In addition, new Hogu's lengths were shorter than current Hogu in all sizes. The lengths of Neck to collar bone in new Hogu sizes were longer than current Hogu. In case of the head protector, there were no measurements besides outer circumference of helmet in recognized specifications of WTF. Therefore some referable measurements such as head girth, head length, bitragion arc, sagital arc were suggested in new size specification. When helmet sizes were suggested, the thickness of the NBR foam also were considered.

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
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    • v.54 no.2
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    • pp.299-312
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    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

The Comparative Analysis of Visual Perceptual Function and Impulse on Players Chagi in Taekwondo Events (태권도 종목별 선수들의 차기에 대한 시지각기능 및 충격량 비교 분석)

  • Lee, Young-Rim;Ha, Chul-Soo
    • Korean Journal of Applied Biomechanics
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    • v.20 no.2
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    • pp.205-212
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    • 2010
  • The purpose of this study was to compare the efficiency of visual perception and impulse according to the three types of Taekwondo players to be able to supply an efficient training method, for this a total of 12 representative Taekwondo players of the Korean National team, 4 poomsae players, 4 kyokpa players and 4 kyorugi players weighting between 68 to 74 kg, and the results from the motion analysis system, eye tracker and Electronic hogu are as follows. For the visual perceptual function, the total body reaction time was slowest for the kyokpa group, and for the visible reaction and vision fixation time was longest of the poomsae group, while the performance movement was fastest for the kyorugi group. As for description of the two kicking motions dollyo chagi and dolgae chagi the longer visual fixation helps the accuracy of the kick. In conclusion, as there was a difference between the groups, this information could help to train the visual perception of players according to what event they are participating in.