• Title/Summary/Keyword: tennis game

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Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

A Method for Tennis Swing Recognition Using Accelerator Sensors on a Smartphone (스마트폰 가속도 센서를 이용한 테니스 스윙 인식 방법)

  • Kim, Sangchul;Che, Zhong Yong
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.29-38
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    • 2013
  • Recently there has been an increasing interest on tangible games in which human motions are recognized rather than the handling of keyboards and mouses. Such games require a motion controller for recognizing the motions of users. In this paper, we analyze the characteristics of values of accelerator sensors which are generated by a user who perform a tennis swing while holding a smartphone with his/her hand, and propose a method for motion recognition based on DWT(Discrete Wavelet Transform). The proposed method enables a smartphone to serve as a motion controller, so that a user can enjoy a tangible tennis game without eliminates a need for buying the device. We developed a tennis game prototype using the proposed method. To our experiment, our method showed a high recognition rate and the usefulness in the game.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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A Study on the Fashion Style in Contemporary Tennis Clothing (현대 테니스 웨어에 나타난 패션성에 관한 연구)

  • Kim, Hyejeong
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.17-32
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    • 2013
  • Throughout history, tennis-wear designers have attempted reforms to the designs, which were swayed a lot by game rules, and more efforts than ever are put forth recently. The efforts to introduce fashion designers into tennis brands and to break down the barriers between sports brands and common fashions have contributed to the advancement of tennis-wear. Howver, designers are not the only contributors to the development and innovation of tennis-wear. Tennis players who are well aware of the design make-up may affect some aspects of tennis-wear. Even some tennis players launched certain tennis-wear brands. They are not just players in games, but also innovators of this certain type of clothing. In this sense, they design, select, and put on tennis-wear as designers and players, which has contributed a lot to variation and advancement of tennis-wear. Such diversified of attempts in terms of design have led to the variety of tennis-wear, and adopting certain features of other sportswear has enhanced the functionality as well. As for materials, functional materials as well as lingerie look and laceworks as in dance looks were used, and even nude-color short pants were introduced to represent such images of fantasy and illusion. As for color as well, a revolution of color, which has been a taboo, was led. The popularity of tennis-wear fashions even leads to combination with features of other areas, which has been more diversified by the collaboration with designs inspired by toga of Greece and various other areas such as films and arts.

Studies on the Development of Hard Tennis Ball (경식 정구공의 품질 개량에 관한 연구)

  • Huh, Dong-Sub
    • Elastomers and Composites
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    • v.11 no.2
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    • pp.113-121
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    • 1976
  • Fundamental and specific properties of the tennis ball on rubber ball body are surveyed to match the quality of the tennis ball now on applied in the tennis game, 1. Much dose of filler of non-crystalline or flat form applied to rubber compounding than general procedure and over vulcanization is found excellent in the resistant to gas permeability. 2. Flat curing improved characteristics of the ball on the homogenous rebounds when applied on the specified concrete surface. 3. Satisfactory adhesive power is found with Desmodur R and standard rubber recipe in case of applying on the under-vulcanizate of half sphere. 4. The stable gas-generating compounds of sodiun nitrate, ammonium chloride, water and sodium carbonate, anhydorus help controlling of optimum internal over-pressure in the tall.

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Contents Analysis of the Tennis Wear Design on Female Professional Tennis Players in Sport Industry (스포츠 산업에서 여성 프로 테니스 선수들이 착용한 테니스 웨어 디자인의 내용분석연구)

  • Kim, Jang-Hyeon;Lee, Ji-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.186-196
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    • 2018
  • Sports has become one way to improve our own health and to enjoy life by changing the lifestyle of modern-day people. Sports athletes not only give pleasure to the public, but also play a role in elevating a nation's reputation through sports. Tennis is popular with the public, and women players receive tennis wear from various sports companies to promote the designs to the public. This study considers the design-related characteristics of women's tennis wear through content analysis of design elements from the tennis wear in four major tournaments over the most recent five years. This is important in order to provide basic data on design directions for tennis wear in the future. The results of this study are as follows. First, the silhouette plays a role in enhancing activity by considering the physical movement of tennis players who are very active. Second, color emphasizes the rules and clarity of traditional tennis tournaments, and reflects a diversified trend in tennis wear by considering smooth game play by players and combining popular colors in the year. Third, patterns and decorations on material are used as a means to emphasize the esthetics of tennis wear, and tape plays an auxiliary role in emphasizing the physical beauty of women or preventing physical movement causing injury. In addition, sponsor logos are generally located at the center of the chest of tennis wear tops by mixing letters and images. This can be interpreted as a part of the marketing strategy to enhance clarity of the sponsor's brand.

Effects of Imagery Tennis Training on Cerebral Activity

  • Jung, Seokwon;Choi, Min-sun;Kim, Min-uk;An, Hye-jin;Shin, Min-gyeong;Kwon, Oh-Young
    • Korean Journal of Clinical Laboratory Science
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    • v.47 no.1
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    • pp.46-50
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    • 2015
  • The previous studies showed that the visual imagery activated the occipital and posterior inferior temporal area of the brain, and the damage to the occipital cortex impaired the visual mental imagery. We studied current-source distribution of electroencephalography (EEG) to observe neuronal activity during imagery tennis playing. Eleven healthy volunteers were enrolled. All volunteers were right-handed males and novices for tennis playing. The mean age of them was 24.9 years. The EEGs were recorded on the scalp electrodes located according to the International 10~20 System. The number of electrodes was 25 channels including subtemporal electrodes. The EEG recording session was 13 min including 5 segments: resting-I, scenery-slide show, resting-II, watching tennis-game video, and imagery-tennis playing. The recoding durations were 3, 2, 3, 2, and 3 min respectively. Five 'artifact free 3-sec segments' were selected in each segment of 'imagery-tennis playing' and 'resting-II'. We did the frequency domain analysis with the EEG segments using a distributed model of current-source analysis. The statistical-nonparametric maps (SnPMs) were obtained between the segments of 'imagery-tennis playing' and the segments of 'resting-II' (p<0.01). The significant change of current-source density was observed only in alpha-2 frequency band (10~12 Hz). The current-sourcedensity was increased in the hippocampus, parahippocampus, and occipital fusiform gyrus in the right cerebral hemisphere (p<0.01). Imaginary-tennis playing may activate the hippocampal-occipital alpha networks of nondominant hemisphere.

Comparison of Isokinetic Muscular Strength of Knee according to Female Volleyball and Table Tennis Players (여자 배구와 탁구선수의 등속성 운동에 따른 무릎근력 비교)

  • Park, Si-Eun;Kim, Yong-Youn;Park, Shin-Jun
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.153-158
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    • 2019
  • The purpose of this study was to compare the isokinetic muscular strength of the knee joint between female volleyball and table tennis players. A total of 27 elite volleyball players and 27 table tennis players participated in the study. This study measured both knee extensor and flexor strengths of volleyball and table tennis players using the isokinetic dynamic test. Peak torque was measured by performing maximal voluntary flexion and extension three times at $60^{\circ}/s$. Volleyball players had higher knee extensor and flexor strengths than table tennis players. No significant difference in both knee strengths was noted in table tennis players. However, volleyball players showed significant differences in both knee strengths. Height and weight showed a positive correlation with knee strength. This study found that volleyball players had greater knee strength than that of table tennis players. We also found that volleyball players have asymmetrical knee strength. Comparison with other sport players is warranted to better understand isokinetic muscular strength of the knee joint.

Development of Fast Posture Classification System for Table Tennis Robot (탁구 로봇을 위한 빠른 자세 분류 시스템 개발)

  • Jin, Seongho;Kwon, Yongwoo;Kim, Yoonjeong;Park, Miyoung;An, Jaehoon;Kang, Hosun;Choi, Jiwook;Lee, Inho
    • The Journal of Korea Robotics Society
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    • v.17 no.4
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    • pp.463-476
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    • 2022
  • In this paper, we propose a table tennis posture classification system using a cooperative robot to develop a table tennis robot that can be trained like a real game. The most ideal table tennis robot would be a robot with a high joint driving speed and a high degree of freedom. Therefore, in this paper, we intend to use a cooperative robot with sufficient degrees of freedom to develop a robot that can be trained like a real game. However, cooperative robots have the disadvantage of slow joint driving speed. These shortcomings are expected to be overcome through quick recognition. Therefore, in this paper, we try to quickly classify the opponent's posture to overcome the slow joint driving speed. To this end, learning about dynamic postures was conducted using image data as input, and finally, three classification models were created and comparative experiments and evaluations were performed on the designated dynamic postures. In conclusion, comparative experimental data demonstrate the highest classification accuracy and fastest classification speed in classification models using MLP (Multi-Layer Perceptron), and thus demonstrate the validity of the proposed algorithm.