• Title/Summary/Keyword: 농구

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Effects of basketball training program for 12 weeks of after school on physical abilities and learning related factors in middle school students (중학생들의 12주간 방과 후 농구 훈련 프로그램 참여가 신체활동능력과 학습관련요인에 미치는 영향)

  • Kim, Donghee;Ban, Seonmi;Cho, Sungchae;Kuk, Doohong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.186-194
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    • 2018
  • The aim of this study was to examine the effects of an after-school basketball training program of 12 weeks on physical abilities (grip strength, endurance, and flexibility) and learning-related factors (cognition strength, cognition speed, concentration, and mental workload) in middle school students. Middle school students (Males, N=20) were recruited for use in this study and were randomly divided into either a basketball training group (n = 10, BT) or a non-exercise control group (n = 10, CON). Two-way repeated measures ANOVA with post-hoc testing was used for data analysis. Results found endurance and flexibility in the BT group were significantly increased, but not in the CON group. In addition, cognition strength, speed, and concentration in the BT group increased and mental workload in the BT group slightly decreased. In contrast, the CON group showed a significant increase in mental workload. Our findings show that participation in after-school physical education activities (e.g., basketball training program) positively improves physical abilities and increases brain functions for learning.

집중취재 2 - 로봇과 자판기가 만나다

  • 한국자동판매기공업협회
    • Vending industry
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    • v.11 no.2
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    • pp.50-52
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    • 2012
  • 재미있는 게임도 즐기며 상품도 구입할 수 있는 자판기가 있다. 제품 내부에 로봇이 들어가 있어 사용자는 조이스틱으로 로봇을 조정하게 된다. 로봇이 내용상품인 캡슐을 집어 농구대에 골인을 시키면 제품 투출이 이루어진다. 단순히 엔터테인먼트 기능으로 보면 "이게 무슨 자판기냐? 게임기지" 할 수도 있다. 그러나 속칭 "꽝"이 없다. 성공할 때까지 게임을 할 수 있어 누구나 제품을 투출시킬 수 있다. 엄연히 투입금액에 상응하는 내용상품이 투출되는 자판기이다. 이 화제의 제품을 출시한 곳은 로봇자판기(대표:김강일)이다.

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업계탐방 - 제일모직(주) 의왕사업장

  • Oh, Jeong-Gyu
    • 방재와보험
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    • s.132
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    • pp.54-55
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    • 2009
  • 이번 탐방은 경기도 의왕시 고천동에 위치한 제일모직(주) 의왕사업장을 방문하였다. 본사와 연구개발 기능을 갖춘 의왕사업장 외에도 여수, 구미에 대규모 사업장을 갖추고 있는 제일모직은 매출의 75% 정도가 케미컬, 전자재료 부문일 정도로 신소재사업 부문의 비중이 높다. 의류 패션부문도 연간 매출이 1조원 규모로 국내 최대를 자랑한다. 의왕사업장을 방문한 첫 느낌은 공장이라기보다는 도심 속의 주상복합건물에 온 듯하다. 현대식의 우뚝 선 고층건물, 작은 연못과 주변의 잘 가꾸어진 사책로, 농구코트 등 왠지 공장이라는 이름이 낯설다.

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A Study of Wearable Device Data Analysis for Metaverse Soccer Game (메타버스 축구 게임을 위한 웨어러블 디바이스 데이터 분석 연구)

  • Hyunsu Kim;Mikyeong Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.365-366
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    • 2023
  • 메타버스는 점차 빠른 속도로 발전되며 응용 분야가 확대되고 있다. 스포츠 분야에서 다양한 메타버스 시도가 이루어지고 있으며, 축구, 야구, 농구 등 인기 종목에 대한 메타버스 구축 및 운영이 이루어지고 있다. 그러나 사용자의 새로운 경험을 이끌어 내기보다, 오프라인 대체 수단으로 활용되고 있다. 본 연구에서는 웨어러블 디바이스를 통해 사용자 생체 정보를 수집하여 메타버스에 적용 가능한 데이터로 가공하는 과정에 대한 연구내용을 기술한다.

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The Effects of Stimulus Velocity and Skill Levels on Anticipation Timing Performance of Passing (자극의 가속 및 감속 조건에 따른 숙련도별 농구 패스의 예측 타이밍 수행의 차이)

  • Hong, Seung-Bun
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.249-255
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    • 2015
  • The study was to investigate the effects of stimulus velocity and passer's skill level on anticipation timing performance. Fourteen subjects(seven novices and seven experts) were required to make a total 12 passes in coincidence with an experimentally manipulated moving light signal in randomly presented three different conditions(4m/s, $3m/s{\rightarrow}5m/s$, $5m/s{\rightarrow}3m/s$). Results of analyses showed that absolute error(AE) and constant error(CE) were greater in constant acceleration of the moving stimulus. In addition, experts were more accuracy and consistency than novices on absolute, constant and variable error(VE). These findings indicated that stimulus velocity served as the major determination of anticipation timing performance of passing.

Lateral plantar nerve entrapment combined with a chronic plantar fasciitis in a basketball player -A case report- (농구선수에서 발생한 만성 족저근막염이 동반된 외측 족저 신경 압박증 -증례 보고-)

  • Lee, Kyung-Tai;Kim, Jun-Beom;Young, Ki-Won;Kim, Jin-Su;Park, Young-Uk
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.9 no.2
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    • pp.121-124
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    • 2010
  • In athletes, repetitive low-energy impacts in plantar lesion lead often to tendinitis, stress fracture, or overuse syndrome. The major cause of heel pain in athletes is plantar fasciitis. And it is most often attributable to repetitive low energy impact, but the vast majority patients with heel pain achieve symptomatic relief with conservative treatment and return to full activities. Not commonly, Nerve entrapment may be occurred from repetitive low energy trauma in athletes, and is not as easily diagnosed. The authors observed a basketball player who complained of chronic heel pain that do not respond to conservative treatment, he had the lesions both plantar fasciitis and lateral plantar nerve entrapment. The authors described an unusual mechanism of entrapment of the lateral plantar nerve combined with a chronic plantar fasciitis in a basketball player and reported with review of literature.

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A Multivariate Analysis of Korean Professional Players Salary (한국 프로스포츠 선수들의 연봉에 대한 다변량적 분석)

  • Song, Jong-Woo
    • The Korean Journal of Applied Statistics
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    • v.21 no.3
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    • pp.441-453
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    • 2008
  • We analyzed Korean professional basketball and baseball players salary under the assumption that it depends on the personal records and contribution to the team in the previous year. We extensively used data visualization tools to check the relationship among the variables, to find outliers and to do model diagnostics. We used multiple linear regression and regression tree to fit the model and used cross-validation to find an optimal model. We check the relationship between variables carefully and chose a set of variables for the stepwise regression instead of using all variables. We found that points per game, number of assists, number of free throw successes, career are important variables for the basketball players. For the baseball pitchers, career, number of strike-outs per 9 innings, ERA, number of homeruns are important variables. For the baseball hitters, career, number of hits, FA are important variables.

Results of the SMART Injury Surveillance Registry for High School Athletes in West-central Florida, USA : A Pilot Study

  • Liller, Karen D.;Jang, Si-Won;Kadel, Rajendra;Morris, Barbara;Konin, Jeff;Thorson, Stephen
    • The Journal of Korean Society for School & Community Health Education
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    • v.10 no.2
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    • pp.29-42
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    • 2009
  • 연구목적: 본 연구는 고교운동선수들의 스포츠상해(부상)현황 파악을 통한 사고 및 손상예방을 목적으로 개발된 손상감시프로그램을 설명하고, 1년간 수집된 자료를 보고하기 위하여 수행되었다. 연구방법: 본 연구는 미국 플로리다주 내의 10개 고등학교에 재학 중인 학생 운동선수들의 스포츠상해(부상)에 대한 세부내용(사고경위, 상해부위, 사고 당시 환경적 요소 등)을 수집하여 이루어졌다. 학생 운동선수들에게 발생한 스포츠상해 조사 및 보고는 2007년에서 2008년에 걸친 학기동안 각 학교에 배치된 운동트레이너(Certified Athletic Trainer)에 의해 이루어졌다. 연구결과: 조사기간 동안 10개 조사대상 고등학교에서 614건의 스포츠상해가 발생하였고, 연습 중 사고노출 비율(1,000회의 연습 중 1명의 선수가 상해를 입는 경우를 기준으로 함)에 있어서는 풋볼(Football)이 2.73을 기록해 가장 높은 상해율을 보였으며 여자축구(2.03)와 남자농구(1.67)가 그 뒤를 이었다. 실전경기 중 사고노출 비율(1,000회의 실전경기당 1명의 선수가 상해를 입는 경우를 기준으로 함)의 경우, 풋볼(Football)이 14.4, 여자농구가 9.96, 레슬링이 7.1을 기록하였다. 운동상해로 인한 증상은 염좌/삠(관절손상)이 가장 많았고, 가장 많이 다치는 신체부위는 발목, 무릎, 머리인 것으로 나타났다.

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A Design and Implementation of Mobile 'Moving Data' Coaching Application for Training in the Athletic Club (운동부의 훈련을 위한 모바일 '움직임 데이터' 코칭 어플리케이션 설계 및 구현)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.8
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    • pp.1511-1516
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    • 2016
  • Sports areas of the Republic of Korea has been strengthened by the sports powers in various phases of the competition. However, not all students can succeed in greatly athlete, was necessary for these measures. This paper presents the design and implementation of mobile applications to athletic coaching leaders to record dynamic data of student athletes. Stocks applicable in this paper is basketball. The development of mobile applications can choose to 'Assist Records' menu and 'Hot & Cold Zone' menu in the Main Page. Athletic director are stored in the photo file after the screen capture to allow the map to be just athletes. To a point that can be expected can be used as the training time and increasing efficiency of the training effect through the mobile application, it will be able to widen the non-coat to improve the performances.

Design analysis and improvement of Korean women's basketball and volleyball uniforms (국내 프로 여자 농구와 배구 유니폼의 디자인 분석과 개선방안)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.425-438
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    • 2015
  • This study aims to integrate sports uniform design into fashion as an effective communication means by analyzing the uniforms of women's pro basketball and volleyball teams in the country. As part of the research method, a literature review was conducted on the domestic pro sports background and women's basketball and volleyball uniforms. For empirical research, an analysis was performed of the uniforms of 12 teams in total: six women's pro basketball teams and six women's pro volleyball teams in the 2013~2014 league. The following results were obtained. First, in terms of formativeness, sleeveless shirts and shorts are basic in both basketball and volleyball. However, there are remarkable differences between the two. Shirts in volleyball are tighter, with the body figure visible, and shorts are shorter in length than those in basketball. Most basketball uniforms have a V-neckline and are collarless, while volleyball uniforms have a standup collar in all teams. Second, both basketball and volleyball apply the representative color of the sponsoring company and the team's typical color, but common colors, such as blue, navy, and white, are used in many teams, which fails to represent a uniquely differentiated image. Third, the logo or symbol of a sponsor is excessively applied to both basketball and volleyball uniforms. This downgrades the uniform's own esthetic features. Fourth, a fashionable uniform design, that reflects the bodily characteristics of women and the characteristics of the sports game would be a beneficial communication tool for all the tiers to become involved in participation and entertainment.