• Title/Summary/Keyword: 비대면 스포츠

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Effect of Home Training on Male College Students Body Composition and Fitness (홈트레이닝이 남자 대학생의 신체 조성과 체력에 미치는 효과)

  • Han Jun Hee;Jae Hoon Lee;Ji Sun Kim;Yoo Sung Oh
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.2
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    • pp.413-423
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    • 2024
  • Sixteen male college students were divided into two groups: a face-to-face group(n=8) and a real-time non-face-to-face exercise group(n=8), engaging in 30minute sessions twice a week for a duration of 8 weeks. Body composition and physical strength were measured as dependent variables before and after the home training period. For data analysis, a two-way ANOVA with repeated measures was conducted to evaluate the effects on body composition and physical strength, considering differences in exercise methods and measurement periods. Post hoc analysis using Bonferroni correction was applied. To compare the mean difference in change between groups, the pre-post difference was calculated, and an independent t-test was performed. The statistical significance level was set at p<.05. The results showed that 8 weeks of home training led to an increase in skeletal muscle mass and improvements in muscle strength, muscular endurance, and cardiorespiratory endurance in male college students, regardless of whether they participated in face-to-face or real-time non-face-to-face exercise. Moreover, there was no significant difference in exercise effectiveness between the face-to-face and real-time non-face-to-face exercise methods. Thus, these findings suggest that real-time non-face-to-face exercise can be as effective as face-to-face exercise in enhancing skeletal muscles and physical strength in male college students. Additionally, if a real-time non-face-to-face exercise program is validated for individuals with mobility issues or the elderly, it could serve as an effective alternative for those who face challenges in participating in face-to-face exercise sessions.

Research on the Actual Condition of Sports Activities by COVID-19 and Improvements of Sports Activities (COVID-19에 따른 스포츠 활동 실태와 스포츠 활동 개선방안)

  • Back, Ji Hea;Yang, Seo-eun;Hyun, Jaemin
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.343-351
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    • 2020
  • This study was to find out the actual state of sports activities in the COVID-19 era and ways of improving of sports activities of 697 people ranging from 10s to 60s in Seoul and Gyeonggi-do area. The data were analyzed using SPSS 12.0 program. First, as a results, it was found that 61.4% of the current COVID-19 are playing sports. Second, participants in sports are found to enjoy contactless sports such as YouTube training contents, and video PT the most. Third, the COVID-19 situation has been identified as the most influential factor in sports activities. Fourth, the opinion that it would be best to prepare a countermeasure plan for infectious diseases such as COVID-19 as an alternative to revitalize sports activities in the future was the most common. Last, It was reported that institutional and technical efforts were needed to improve sports activities.

A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

Satisfaction Analysis of Online Non-face-to-face Classes in the COVID-19 (코로나19 상황에서의 온라인 비대면 수업에 대한 만족도 분석)

  • Jang, Hyon Chol;Roh, Mi Ra;Jeon, Byung Duk
    • Journal of the Korean Society of Radiology
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    • v.15 no.4
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    • pp.519-524
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    • 2021
  • As the COVID-19 situation continued to spread to the local community along with the spread due to influx, each university had to conduct all online classes and partially online classes. The purpose of this study was to investigate the satisfaction of learners with the content and lecture contents by paying attention to online non-face-to-face classes according to the change of the class environment in the Corona 19 situation. Satisfaction survey on online non-face-to-face class major subjects was analyzed using questionnaires from June 1 to June 11, 2021, targeting 2nd and 3rd year students in the Department of Radiology at S University in Daegu. As a result of the study, satisfaction with content and class content was found to be an average of 3.78 ± 0.75 points, and learning satisfaction was found to be an average of 3.00 ± 1.14 points. In addition, when taking online non-face-to-face classes, the correlation between students' class attitude and content and class content satisfaction was the highest (r=0.555, p<0.01), and it was found that there was also a correlation between content and class content satisfaction and learning satisfaction. (r=0.331, p<0.01). I think that satisfaction with non-face-to-face online classes can be improved if the quality of content is improved during non-face-to-face online major classes as well as more active interactions between students and professors.

'My Neighborhood Expert', Pleasant Sports Life with New Neighbors (새로운 이웃과 즐거운 스포츠 생활, '우리동네고수')

  • You Jung Ahn;Ji Sim Kim;Kyong Ah Kim;Min Kyeong Cho;Ji Hong Kim;Seo Yeon Jeong;Na Jin Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.439-440
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    • 2024
  • 바빠진 현대 사회 속 개인주의가 심화되고 있을 뿐만 아니라 코로나19의 확산 이후 비대면 수업이나 재택 근무의 증가로 인해 운동량이 자연스럽게 감소되었고, 사회적 고립감이 증대되어 우울감이나 무기력 증으로 이어지는 '코로나 블루'라는 신조어까지 등장하게 되었다. 본 연구에서는 이러한 문제를 해소하기 위해 사용자 위치를 기반으로 스포츠 대결 상대를 매칭시켜 주는 모바일 애플리케이션, '우리동네고수'를 개발하였다. '우리동네고수' 앱은 사용자 지역을 기반으로 즐기고 싶은 스포츠를 같이 할 상대를 찾을 수 있고, 대결을 통해 얻은 승패로 랭킹 서비스를 제공한다. 또한 지역 스포츠 시설 정보를 제공함으로써 스포츠 취미 활동에 필요한 정보와 기능을 하나의 애플리케이션에서 유용하게 사용할 수 있도록 구현되었다.

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The Effect of Servicescape on Customer Satisfaction and Participation Behavior in Water Sports Facility (수상스포츠 시설의 서비스스케이프가 고객만족 및 참여행동에 미치는 영향)

  • Kim, Min-Sung;Shin, Jin-Ho
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.5
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    • pp.666-673
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    • 2022
  • This study attempted to provide basic data on the operation plan by investigating how the servicescape of domestic water sports facilities affects customer satisfaction and participation behavior. Therefore, participants in their 20s or older were selected as samples among those who experienced water sports facilities. The survey was conducted non-face-to-face from April 25 to July 15, 2022, and a total of 243 copies of data were used for the final analysis. For data processing, frequency analysis, exploratory factor analysis, item consistency, correlation analysis, simple and multiple regression analysis were performed using the SPSS (ver. 21.0) program. As a result of this study, first, it was found that the water sports facility servicescape affects the value in the order of convenience, empathy, and facility environment. Second, it was found that customer satisfaction at water sports facilities had an effect on participation behavior. Third, it was found that the water sports facility servicescape affects participation behavior in the order of facility environment, service, convenience, and empathy.

Life-sports Revitalize Plan for after COVID-19 (포스트 코로나 시대 생활체육 활성화 방안)

  • Jang, Jun-min;Kim, Taehong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.170-171
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    • 2021
  • Experts predict that even after the COVID-19 virus is completely over, it will be difficult to return to the pre-COVID state. As the non-face-to-face trend continued due to the prolonged COVID-19 crisis, sports activities were contracted and the amount of exercise of the people decreased. Demand for non-face-to-face services is increasing as the use of multi-use facilities is gradually restricted due to the higher level of social distancing. This study examines the actual conditions of participation in life sports and considers ways to revitalize sports for life suitable for the post-corona.

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A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.