• Title/Summary/Keyword: 당구

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Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.369-378
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    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.

Development of Physics Simulation for Augmented Reality Billiards Content (증강현실 당구 콘텐츠를 위한 물리 시뮬레이션 개발)

  • Kim, Hong-Jik;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.26 no.2
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    • pp.150-159
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    • 2022
  • In this paper, we propose a physics simulation for augmented reality (AR) billiards content. The characteristics of the physics simulation for the proposed AR billiards content are as follows. First, physical equations are derived by calculating the force and moment of inertia applied to the billiards ball to realize the motion of the billiards ball similar to the real one in the AR environment. Then, we determine the velocity and angular velocity of the virtual billiards ball associated with the rotation of the virtual billiards ball with respect to the impact point. Second, using some vectors such as incidnet vector, normal vector, reflection vector, the trajectory of the virtual billiards ball would be implement. these equations are applied to AR environment so that AR billiards content could be implement. This physics simulation allows users to feel like the real world using a virtual pool table and induce them to interact with the real environment. As a result of the experiment, the accuracy range between the path of the real billiards ball and the path of the virtual billiards ball was calculated to be 97.75% to 99.11%. Therefore, it was determined that the performance of the physics simulation for the AR billiards content proposed in this paper performs similarly to the path of the real billiards ball.

Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.

Billiard Automatic Scoring System (영상 처리를 이용한 당구 자동 채점 시스템)

  • Kim, Kye-young;You, Young-kyu;Park, Jung-eun;Lee, Ha-young;Hwang, Kwang-il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.875-877
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    • 2018
  • 본 논문에서는 영상 처리 라이브러리 OpenCv를 이용하여 3구 당구 스포츠의 당구공 및 쿠션 인식과 공끼리의 충돌 여부, 각도, 쿠션과의 충돌을 실시간 영상 분석하고 이를 활용하여 시스템이 사용자의 차례에서 득점을 판별하고 자동으로 채점하여 모니터 할 수 있는 자동 채점 시스템을 개발한다. 기존의 공에 센서를 삽입하는 것과 달리 본 연구에서는 기존 당구 시스템에 카메라와 보드만을 추가하여 득점 여부를 분석함으로써 보다 실용적이고 호환성을 가능케 하였다. 실제 프로토타입 개발과 테스트를 통해 개발된 시스템과 사용자 제공 디스플레이를 통해 기능 및 성능을 검증하였다.

Machine Vision-based Billiards Ball Detection (머신 비전 기반 당구공 검출)

  • SunWoo Lee;Heon Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.29-34
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    • 2024
  • Since the outbreak of COVID-19, there has been a surge in sports conducted through online platforms due to the increase in remote and non-contact activities. Billiards, being suitable for online platforms, has received much attention, leading to research on detecting the position and trajectory of balls. In this paper, we propose a new method utilizing machine vision to detect the position of the balls accurately. The proposed method detects the outline of the ball using the Canny edge detection and then employs simple correlation to determine its position. This correlation-based approach offers satisfactory system performance and is easily applicable in practical systems due to its low implementation complexity and robustness to noise.

A Study on Coordinate Extraction and Ball Stroke Posture Analysis Using 6-Axis Gyro Sensor (6 축 자이로 센서를 활용한 좌표 추출 및 당구 스트로크 자세 분석에 관한 연구)

  • Kim, Jung-Hwan;Kim, Jin-Hyoung;Jung, Yun-Ho;Cho, Hyung-Joon;Kim, Woongsup
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.346-349
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    • 2019
  • 본 연구를 통해 당구를 처음 접하는 사람들이 혼자서도 올바른 스트로크 자세를 연습할 수 있도록 하기 위한 시스템을 설계하였다. 6 축 자이로 센서를 활용하여 가속도, 각속도 센서 값을 안드로이드와 BLE 통신으로 수집하고 그 값으로 스트로크의 속도와 각도, 방향을 계산하여 유사율을 나타낸다. 또한 터치센서에 스트로크 시에 타격감을 주기 위하여 모바일의 진동을 울려주며, 센서에 터치 된 값을 이용하여 사용자가 실제 타격한 당구공의 타점을 모바일에서 실시간으로 보여준다. 동시에 앞서 계산된 유사율을 그래프와 수치상으로 확인할 수 있다. 모범 자세와 비교한 피드백을 통하여 올바른 스트로크 자세를 익힐 수 있도록 도와준다.

Effect of Using Convergence Digital Contents for Billiard Stroke in Players on Electromyography and EEG in Expert and Non-Expert Billiard Players (융복합 디지털 콘텐츠를 활용한 당구 스트로크 시 숙련자와 비숙련자의 근활성도 및 뇌파에 미치는 영향)

  • Hong, Jin-Pyo;Nam, Sang-Nam;Lim, Youn-Sub;Kim, Sang-Yeob;Kim, IL-Kon;Back, Soon-Gi;Kim, Jong-Hyuck;Cho, Il-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.645-654
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    • 2016
  • The purpose of this research is aimed at billiards experts and non-experts during the billiard stroke: a comparative analysis of concentration and muscle activity, identifying the differences between the two groups by the objective and scientific data is presented to propose the basis for effective and efficient training methods of billiards. The results of the study showed no significant differences in muscle activity and concentration between experts and non-experts. Therefore, the muscle activity and concentration between the experts and non-experts had no positive effect during the billiard stroke. These causes are thought to be as a lack of research subjects, being a one-time experiment, and not being able to control psychological and physiological experiments completely. In this regard, psychological and physiological experiments are considered to be controlled for further study to determine the principles more clearly.

The prospects and the present condition of Plastic Industry in Japan (세미나 - 일본의 사출성형기 기술개발 동향)

  • 등 영부
    • The monthly packaging world
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    • s.216
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    • pp.128-134
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    • 2011
  • 1869년 미국의 Hyatt 형제는 상아 당구공의 대체 재료로서 셀룰로이드(질산섬유계 플라스틱)를 발명하고, 1872년에는 이 재료들을 성형하기 위해 세계 최초로 사출성형기를 개발했다. 하지만 유감스럽게도 성형된 셀룰로이드는 단단하면서도 약해 당구공으로는 사용할 수 없었으나, 브러시나 빗의 손잡이, 양복의 칼라, 사진의 필름, 탁구공 등으로 실용화되었다. 그 후 여러 기능을 가진 다양한 종류의 플라스틱이 잇따라 발명되었다. 이와 같은 플라스틱의 기능을 활용한 제품을 성형하기 위해 사출성형기는 끊임없는 기술개발을 통해 진화를 거듭해 왔다. 일본의 사출성형기 업계는 구미의 기술을 도입하며 발전해 왔다. 그 후 세계에서 제일 먼저 전동식 사출성형기를 개발해 실용화함으로써 최첨단 수준의 성능 및 기능을 달성해, 현재 많은 신기술제품의 중요한 수지부품생산에 공헌하고 있다. 아래에 항상 높은 수준을 추구하는 플라스틱업계의 니드에 부응하기 위해 계속되어 온 일본의 사출성형기의 기술개발 동향에 대해 그 개요를 소개한다.

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Characteristics of Alcohol Fermentation in Citrus Hydrolysate by Different Kinds of Sugar (첨가당의 종류에 따른 감귤 가수분해물의 알코올발효 특성)

  • Park, Chan-Woo;Woo, Seung-Mi;Jang, Se-Young;Choi, In-Wook;Lee, Sang-Il;Jeong, Yong-Jin
    • Food Science and Preservation
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    • v.18 no.5
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    • pp.773-778
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    • 2011
  • This study investigated the alcohol fermentation characteristics of citrus hydrolysate by adding various sugars(sucrose, honey, fructose and fructooligosaccharide). As a result, the alcohol content was shown to be similar among all the sugars. Fructose, glucose, sucrose and maltose were detected as a major free sugar. In particular, the contents of fructose and glucose were shown to be higher in sucrose addition, lactic, citric and malic acids were detected as major organic acids of citrus wine. When the sensory characteristics of citrus wines were compared, flavor was shown to have a sensory score of 5.1 in sucrose addition, showing the most preference. However, no significant difference in preference was found among the sugars. Color, taste and overall acceptability were shown to have the most preference in sucrose addition, and then in honey, fructose, and fructooligosaccharide in order. Therefore, a further study on the improvement of quality and sensory preference using aging process and complex sugars is required.

21세기 과학기술을 내다본다 - 소비문화를 바꿀 '3차원 팩스'

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.33 no.10 s.377
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    • pp.20-21
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    • 2000
  • 머리 빗어든 인형이든 또는 당구채이든 필요한 것은 무엇이든지 복사할 수 있고 인터넷을 통해 내려받을 수 있는 이른바 '3차원 팩스기계'가 등장하여 우리의 소비문화를 완전히 바꿀 새로운 시대를 예고하고 있다.

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