• Title/Summary/Keyword: team sports

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Injuries of the Elite Taekwondo Players in the International Tournament Performance - Analysis of the 2011 Gyeongju World Taekwondo Championship - (엘리트 태권도 선수의 국제 대회 경기 중의 손상 - 2011 경주 세계 태권도 선수권 대회의 분석 -)

  • Kim, Jong Pil;Chung, Phil Hyun;Kang, Suk;Kim, Young Sung;Lee, Ho Min;Choi, Young Hwa
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.10 no.2
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    • pp.86-93
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    • 2011
  • Purpose: The purpose of this study was to analyze the characteristics of the injuries of the national elite Taekwondo players with the best performance in the international championship competition. Materials and Methods: Fifty-two athletes who got the injury in the 2011 Gyeongju World Taekwondo Championship competition were included in this sturdy. 950 members of national team of 146 countries participated in this game, 1,063 matches were performed. We analyzed the characteristics of the injuries such as injury rate by gender, age, weight class, injured region and injury type. Results: Fifty-two athletes of 950 athletes in 1,063 matches got injured and injury rate was 5.47 per 100 participants and 24.47/1,000 athlete-exposures. Injury rate of female athletes was higher than mail, but there was no significant statistical difference (p=0.512). Injury rate of over 30 years old was 17.39 per 100 participants, and injury rate of over 87 kg in male weight class and 68 to 73kg in female weight class were highest than other groups, but there was no significant statistical difference (p=0.838). Overall injury rate of the lower extremity was 13.17/1,000 A-E, higher than upper extremity or head and neck or trunk, but injury rate of the hand was 5.17/1,000 A-E, highest as a specific injured region, followed by the knee, 4.70/1,000 A-E (p=0.714). Injury rate of the sprain was 10.81/1,000 A-E, highest as an injury type, the second most common injury type was the fracture, 5.40/1,000 A-E in men, and was the contusion, 9.63/1,000 A-E in women (p=0.033). As one of the most serious injury, 4 of 8 fractures were occurred in hand. Conclusion: Overall injury rate of the elite Taekwondo players in 2011 Gyeongju World Taekwondo Championship was 5.47 per 100 participants and 24.46 per 1,000 athlete exposures. Although the most common type of injury was the sprain of the knee and ankle, the fractures were more commonly occurred in hand.

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Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

A study of current awareness and preference on Korean professional baseball team's promotion for products (프로야구의 상품마케팅에 대한 인식 및 선호도 조사)

  • Park, Seung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1238-1245
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    • 2012
  • The main purpose of this study was to identify the current awareness and preference on the promotions of products in Korean professional baseball teams. For this study, the subjects were randomly selected where they have experienced purchasing any products in the Korean professional baseball stadium. Totally, 520 subjects were asked to answer the questionnaire relevant to the current awareness and preference of promotion of products. There were 11 questions for the current awareness and 14 questions for the preference on the promotion of products. The data gathered was determined within a frequency analysis, an independent sample T-test and one-way ANOVA tests. The results were discussed when the p-value were lest than .05. There were a couple of results found throughout this study. Firstly, there were no significant differences of the current awareness between gender. Secondly, there were significant differences of the preference on the promotion between age(p<.05). Especially, there were significant differences on the value of products and price between 20's, 30's and 40's groups. Thirdly, there were significant differences of the preference on the promotion between level of earing per year statistically(p<.05). In addition, there were significant differences on the price of products between 2000-2500 million won, 2500-3000 million won and 4000 million won groups. Consequently, the product promotion by the Korean professional baseball teams has to be more variety and structured.

The Occupational Socialization of the Security Guards in the Casinos - Case of Security Science Majors - (카지노 시큐리티 종사자의 직업사회화 과정 - 경호학 전공자들을 대상으로 -)

  • Chun, Yong-Tae
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.337-346
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    • 2010
  • The purpose of this study is to explore how security science graduates in casinos are socialized into the workplace. Participants for this study were seven security guards who work for two of three casinos for foreign customers in the city of Seoul. All the participants majored in the security science in colleges. They had 1 to 5 years of work experience. Their main job responsibilities were deterrent to crimes and watch for impending danger in the casinos. A variety of qualitative data collection techniques for this study included formal and informal interviews, stimulated-recall interview, observations, and field notes. Analytic induction and constant comparison were utilized to analyze data. Triangulating and member checks were employed to enhance trustworthiness. The findings of this study were as follow: Firstly, In acculturation, sports experience and media attraction were revealed as factors. Secondly, In professional socialization, college education and senior students in the program were found. Lastly, organizational socialization, Difficulty of relationship, lack of risk management training, lack of team cohesion, pride himself as a security guard, and unclear evaluation system. In conclusion, a variety of influential factors appeared through his occupational socialization even though there were negative and positive factors.

A Study on the Essential Information to Collect Disaster Sites for Effective Disaster Management : Focused on Jecheon Sports Center Fire case (효율적인 재난 상황관리를 위한 재난현장 필수정보 연구: 제천 스포츠 센터 화재사건을 중심으로)

  • Cho, Jung-Yun;Song, Ju-Il;Jang, Moon-Yup;Jang, Cho-Rok
    • Journal of the Society of Disaster Information
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    • v.16 no.1
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    • pp.70-78
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    • 2020
  • Purpose: When a disaster occurs, information is collected and sent indiscriminately to the disaster safety situation room, making it difficult to make quick and correct decisions. Therefore, in this study, both the field response team and the situation room attempted to derive the essential information elements for disaster management so that they can identify and respond optimally. Method: In this study, the actual disaster response process was first identified based on the case of large-scale fire disasters in multi-dense facilities. Afterwards, essential information on disaster management was obtained by analyzing the standard manual for large-scale fire crisis management in multi-dense facilities and the fire situation report form prepared at the time of disaster. Result: The Essential information on disaster management was divided into four stages: situation reception·reporting·transmission, total response·regional emergency rescue control group·regional disaster safety task force, operation stage of central emergency rescue control group·central disaster safety task force, and recovery stage. Since then, the information to be collected at each stage and the information relevant to core tasks are presented. Conclusion: The Essential information on disaster management thus obtained can serve as a guide for the person who collects information on site to collect information efficiently. In addition, it is expected that the situation room in charge of disaster response decision-making will receive only the information necessary for decision making, so that it is possible to make a quick situation decision and more efficient disaster situation management.

A Study of Influencing Factors on World Handball Win-Loss using the Decision Tree Analysis (의사결정나무 분석을 통한 세계핸드볼 승패결정요인 분석)

  • Kim, Hyunchul
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.461-468
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    • 2021
  • The purpose of this study is to collect official records of the 2019 Men's and Women's Handball World Championships to identify important shooting variables that determine the team's record of winning or losing. After collecting 192 games of men's and women's national teams from 24 countries and verifying the difference in competition records according to the winning and losing groups, the decision tree method, one of the data mining techniques, is analyzed. According to the analysis, the 9m shooting success rate and Near shooting success rate were the most important factors for both men and women. Men win 83.3% if the 9m shooting success rate is 32.5% or higher and the Near shooting success rate is 67.5%, and women win 75% if the 9m shooting success rate is 75% or more and the Near shooting success rate is 51%. Also, the women's yellow cards are considered important variables that determine victory or defeat. In conclusion, both men and women were able to identify the factors of winning and losing decision shooting, but follow-up studies are needed considering the relativity of various record variables and performance in future handball.

Value of Karate and Effects of Defense physical as Military Training (군사훈련으로서의 가라테 가치와 국방 체육적 효과)

  • Yong-Sung Park;Kyoung-Haing Lee;Sang Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.467-472
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    • 2024
  • This paper examines the history of karate, its utilization as military training, and its value as a national defense sport. Originating from Okinawa, karate was introduced into Japanese military training in the modern era and spread worldwide. During World War II, the Japanese military intensified karate training for close-quarters combat. Post-war, karate was introduced to Western society through the U.S. military presence in Japan. In contemporary militaries, various martial arts, including karate, are utilized in training programs such as the U.S. Marine Corps Martial Arts Program (MCMAP) and the Israeli military's Krav Maga. These programs integrate techniques from karate, judo, boxing, and other martial arts to create systems optimized for real combat. In military education, karate enhances individual physical and mental capabilities and improves unit combat effectiveness. Rigorous training develops physical fitness, mental resilience, and practical skills for close-quarters combat. Group training fosters camaraderie and unit cohesion. However, due to the changing nature of modern warfare, it is necessary to reconsider the proportion and methods of martial arts training in military education. With the advancement of high-tech weaponry, team operations have become more critical than individual combat skills. Rather than applying traditional karate techniques unchanged, it is essential to modify and develop them to suit modern warfare. Nevertheless, the value of martial arts training, including karate, remains significant in cultivating key soldier qualities such as physical strength, indomitable spirit, and camaraderie. It is anticipated that militaries worldwide will continue to evolve their martial arts training systems in line with changing times.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

A Comparative Study of Domestic Travel Patterns and Determinant Factors Affecting Satisfaction by Generations (대한민국 국민의 세대별 국내여행 방식 및 만족도 영향요인)

  • Mi-Sook Lee;Yoon-Joo Park
    • Information Systems Review
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    • v.22 no.2
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    • pp.137-166
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    • 2020
  • While South Koreans overseas travelling rate has been increased every year, domestic travelling rate has been at a standstill for several years. The purpose of this study is to analyze domestic traveling styles of Koreans according to their generations in order to provide generation-specific traveling services. For this purpose, we categorized the survey respondents into four different generations, which are Millennium (age 19~34), X generation (35~54), Baby Boomer (55~64) and senior by following the criterions of the Korea National Tourism Organization. After then, we analyze factors related to travel preparation process, the actual traveling activities and satisfaction after the travel. In this study, 16,713 data collected by the Ministry of Culture, Sports and Tourism are used. The results of this study show that Korean people tends to acquire domestic traveling information from their own or acquaintances past experiences. Also, they do not prefer the organized trip for domestic travels, thus do not buy package products a lot. In addition, natural scenery, rich in cultural heritage, and convenient accommodation are the most important determinant factors affecting the overall travel satisfaction of level for all generations. The traveling characteristics for each generation are as follows. Millennium get traveling information from the internet a lot, and more specifically, they refer portal sites and social network services (SNS) in many cases. Also, they tend to travel in summer peak season to popular destinations and pursues active traveling experiences. Generation X has similar traveling patterns with Millennium, however they major transportation method is using their own car. Also, transportation convenience and satisfactory leisure activity are important factors affecting the overall satisfaction level to Generation X. On the other hand, Baby boomer generation has a greater emphasis on appreciation of nature, visiting famous restaurants, and relaxation, rather than actively participating experiencing programs. They travel evenly in summer and spring/fall season to many different areas instead of focusing on popular tourist spots. In addition, shopping and eating delicious food are the important factors affecting the overall satisfaction level for them. Lastly, Senior generation has similar characteristics with Baby boomer in many ways, however, they travel a lot on the same day using public transportations or car rental service. They prefer spring and autumn trips rather than summer peak season, and tend to buy packaged travel products a lot compared with other generations. If these different traveling characteristics of each generation are considered for organizing and customizing tourism services, it is expected that domestic tourism satisfaction level will be ultimately increased.