• Title/Summary/Keyword: 볼링

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An Implementation of 2-Dimension Collision Method for Bowling Game (볼링게임을 위한 2차원 충돌기법의 설계 및 구현)

  • Cho, Yong-Gon;Kwon, Soon-Kak;Kim, Tai-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.631-634
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    • 2007
  • 볼링게임에서 충돌기법은 중요한 요소이다. 충돌기법의 구현을 위해서, 본 논문에서는 두 개의 구를 틀 안에서 움직이면서 틀의 벽에 부딪혔을 때 또는 구와 구끼리 충돌이 일어났을 때의 상황을 고려 한다. 구 와 구끼리의 거리차를 계산하여 충돌시점을 알리며 각각의 구의 성질(무게, 속도, 방향 등)에 따라 변하는 모습을 구현한다. 실질적인 응용을 위하여 볼링 핀의 클래스를 만들고 공과 핀끼리의 충돌, 핀과 핀끼리의 충돌을 해석하는 볼링게임을 직접 구현하였다.

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The Influence of Competitive State Anxiety of Bowling Athletes on Outcome of Games (볼링선수의 경쟁상태불안이 경기결과에 미치는 영향)

  • Jin, Zhe-zhu
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.152-155
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    • 2006
  • The purposes of this study were to examine the influence of competitive state anxiety on outcome of games, therefore furnish practical information on sports coach. The Subjects of this study were sampled 200 bowling athletes using the stratified cluster random sampling. The data collected questionnaire designed for this study were consisted of Competitive State Anxiety Inventory-2: CSAI-2 of Martens(1990). Statistics employed in this study to data analysis was regression analysis. Based on the result of the study, the following conclusions appear warranted: 1. Competitive state anxiety of bowling athletes were influence on result ranking. 2. Competitive state anxiety of bowling athletes were influence on average score.

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An analysis of Factorial structure of Kinematic variables in Bowling (볼링의 운동학적 분석과 주요인 구조분석)

  • Lee, Kyung-Il
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.381-392
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    • 2002
  • This study attempted to indentify changeability of the factorial structure of kinematic analysis in bowling. Subjects of group composed of three groups : Higher bowers who are national representative bowers with 200 average point and one pro-bowler. Middle bowlers who are three common persons with 170 average points. Lower bowler who are three common persons with 150 average points. Motion analysis on throw motion in three groups respectively has been made through three-dimension cinematography using DLT method. Two high-speed video camera at operating 180 and 60 frame per secondary. T-test factorial structure analysis has been used to define variable relations. It was concluded that : 1. The difference of x1, x2, x4, x8, x9, x11, x12, x13 where significant between two group. 2. The difference of number of spin and angle of the back-hand where statistically significant between two group(p<.001, p<.05) 3. The correlation over r=.5 between the kinematic data x1, x2, x3, x9, x10, x11. In the rotation loading matrix Factor 1 was x1, x2, x9, x10 and Factor 2 relates to x3, x11. 4. In order to obtain the factor score as follow as ; Factor 1 = (0.248)X1 + (0.265)X2 + (-0.074)X3 + (0.259)X9 + (0.259)X10 + (-0.025)X11 Factor 2=(-0.016)X1 + (-0.055)X2 + (0.84)X3 + (-0.013)X9 + (-0.007)X10 + (0.553)X11.

Observational Motor Skill Learning in Individuals with Intellectual Disabilities (지적장애인의 관찰적 운동기술 학습)

  • Kim, Sung-Woon;Kim, Yu-Jin;Kim, Jin-Gu
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.293-297
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    • 2018
  • The purpose of this study was to determine the influence of video modeling observational learning intervention on the learning and performance of a bowling skill in adolescents with intellectual disabilities. Thirty special middle school students whose ages ranged from 14 to 16 years were recruited from Daegu, Korea. Intellectual disabilities of the participants were assessed by Korean version of the Wechsler intelligence scale for adolescent and a social maturity scale. During the experiment, participants repeatedly watched the one-minute action observation film for three minutes before beginning each frame and played 60 frames. Statistical comparisons were performed using a 2 (groups) ${\times}$ 6 (trials) ANOVA, with repeated measures on the last factor of the acquisition stage (p<0.05). Factors of the retention stage scores were analyzed by one-way ANOVA. The sources of any significant main effects were tested using a Tukey's HSD (honest significant difference) approach. SPSS 21.0 was used for statistical analyses. The performance scores of the action observation group were significantly higher than those of the control group. The findings showed that observational learning in the form video modeling has the potential to enhance acquisition and learning of a bowling sport skill in intellectual disability individuals; however, these findings are limited to adolescents with moderate intellectual disabilities.

The Kinematical Analysis of Bowling Throw Motion (볼링의 투구동작에 대한 운동학적 분석)

  • Baik, Sung-Kook
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.331-344
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    • 2002
  • The purpose of this study was to compare between success and failure in bowling throw motions. For the data analysis, it was utilized by the method of three dimensional motion analysis and obtained kinematical parameters of stride, COG position and ball position through the address and release motion. The subjects of this study were three female bowling players, and obtained conclusions were as follows; Displacements of stride were not significance of success events, 4th and 5th phase stride were longer than failure. COG variation for height were less than failure, but there not significance between success and failure. The ball position of 3 th phase was lowest than other phases, and throw motions were stable by the small variations for upward downward.

The Effect of Bowling Leadership Types on Achievement Goals and Athletic Burnouts (볼링 지도자 리더십유형이 성취목표성향 및 운동소진에 미치는 영향)

  • Nam, Yoon Ho;Shin, Jhin Yi
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.193-204
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    • 2021
  • The purpose of this study was to find out the impact of leadership types on achievement goals and athletic burnouts by high school bowlers. The subjects were surveyed by 172 high school bowlers. The data analysis of this study was performed with descriptive statistics, reliability analysis, independent t-test, 1-way ANOVA, correlation analysis, and multiple regression analysis. The results are as follows. First, among the sub-factors of leadership behavior, male students had higher leadership behavior type(authoritative, democratic, social support, positive feedback) and achievement goal orientation(ego orientation) than female students. athletic burnout was higher for female students and higher grades.social support behavior and training instruction behavior had a static effect on achievement goal. Third, authoritative behavior had a static effect on athletic burnout. However, the raining instruction behavior had a negative effect on athletic burnout.

Changes in cognitive, concentration and performance in Bowling player Associated with Magnesium Water Supplementation (마그네슘 음료 섭취에 따른 볼링선수들의 인지기능과 집중력 및 경기력의 변화)

  • Kim, Kwan Kyu;Chung, Young Hee;Nam, Jung Hoon;Cho, In Ho;Park, Noh Hwan;Lim, Byung Yun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.333-339
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    • 2019
  • The purpose of this study is to clarify the effect of magnesium water on the cognitive function, concentration and performance of bowling players. The total number of subjects in this study was 42, and changes in blood magnesium concentration, cognitive ability, concentration and performance were identified during the four-week experiment period. Data distribution was analyzed using SPSS18.0 with Normality test and Repeated measure two way ANOVA. Studies show that the concentration of magnesium in the blood of bowling players has changed with the intake of magnesium drinks, and that the concentration of magnesium in the blood has a proportional relationship with the cognitive function, concentration and performance.

An Implementation of Game Using 2D Sprite (2D 스프라이트를 이용한 볼링 게임 구현)

  • Kim, Hong-Jun;Kim, Sung-Ji;Kwon, Soon-Kak
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.635-638
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    • 2007
  • 2D 스프라이트는 일반적으로 2D게임에서 애니메이션 효과를 주기위하여 사용하는 방법으로서 이를 이용하여 많은 게임이 제작되고 있다. 본 논문에서는 2D 스프라이트를 이용하여 볼링 게임을 구현하는 효과적인 방법을 제시한다. 업데이트 부분과 렌더링 부분으로 게임 구조를 분리함으로서 간단하게 구현할 수 있는 장점을 가진다.

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