• Title/Summary/Keyword: 스포츠융합

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A Study of Development of Wearable Sports Helmet Device Using IoT Server Technology (IoT 서버 기술을 활용한 웨어러블 스포츠 헬멧 디바이스 설계)

  • Kim, Jin-Kook;Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.151-156
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    • 2020
  • The purpose of this study is to design a process for developing wearable sports helmet devices by utilizing IoT server technology, focusing on sports where helmet wear is essential at sports sites. This enables customized training of athletes by continuously accumulating personal biometric information during training, checking players' condition based on data, and informing them of injury prevention and dangerous situations. In addition, the wearable device that can be useful when the training place is likely to damage the physical health due to heat waves or extremes can provide a foundation for improving the performance. Since such technology can be applied not only to the sports field but also to the society such as the industrial field or the underprivileged, it can be expected to be expandable.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

The Effect of Sports Brand Self-Image Congruity and Affect on Brand Attitude and Purchase Intension (스포츠 브랜드의 자아이미지 일치성과 감정이 브랜드태도와 구매의도에 미치는 영향)

  • Yim, Ki-Tae
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.151-157
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    • 2018
  • The purpose of this study was to analyze the relationship among self-image congruity, affect, brand attitude and purchase intention toward sports brands. In order to achieve the purpose of this study, totalling 329 students were recruited from several different university. Data were collected by using convenience sampling method. Research model and hypothesis testing were conducted by using SEM(structural equation modeling) through AMOS 18.0. The result were as follows; First, sports brand ideal self-image positively influenced on brand affect. Second, brand affect had significantly effect brand attitude and purchase intention. Third, brand attitude positively influenced purchase intention toward sports brands. The finding s also revealed effect of ideal self-image congruity in there relationships between self-image and brand affect.

스키 스포테인먼트 실감체험플랫폼 기술

  • Kim, Chan-Gyu;An, Yang-Geun;Jeong, Gwang-Mo
    • Information and Communications Magazine
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    • v.32 no.2
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    • pp.24-33
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    • 2015
  • 본고에서는 스포츠(Sports)와 엔터테인먼트(Entertainment)를 융합하여 스포츠를 통해 "재미와 감동"을 서비스하기 위한 융합산업을 제시한다. 기존의 스포츠 경기가 가지고 있는 고전적 요소에 엔터테인먼트의 재미 및 흥행코드를 가미해 운동효과와 사실적 체험을 통한 재미의 극대화로 소비 라이프를 증진시키는 스키 시뮬레이터 동향을 살펴본다. 또한, 겨울철에 대중적인 참여가 많은 스키의 기본적인 자세를 알아보고 움직임을 분석하여 스키 스포테인먼트 실감체험플랫폼 6DOF(Six Degrees of Freedom) 적용시킨 기구 설계와 함께 사용자가 실제 스키를 타고 가는 느낌을 주기 위한 6DOF의 기구 움직임을 시뮬레이션하기 위한 가상 스키 시뮬레이션 동작 및 데이터 형식 정의에 대해 언급한다. 마지막으로 실감 재현을 위한 환경 데이터 획득 등 스키 스포테인먼트 실감체험플랫폼 개발 현황을 살펴본다.

A Study on Profile Design of Customized Sports Content Curation System for Activating Daily Sports (생활 스포츠 활성화를 위한 맞춤형 스포츠 콘텐츠 큐레이션 시스템의 프로파일 설계 연구)

  • Lee, Su-min;Lee, Hyun-ho;Lee, Jae-dong;Lee, Won-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.852-853
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    • 2016
  • In this paper, we propose a profile design of customized sports content curation system for activating daily sports. The proposed profile is a system that recommends sports convergence contents in everyday life tailored to the characteristics of profile in terms of the individual and team. Especially, the proposed profile is designed as the static profile that is changed depending on the user's feedback. The proposed design of profile design are to improve the happiness and health of individuals, it is expected to contribute the new service model development of in the field of Sport for All.

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eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.

Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.39-52
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    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

A Study on Leadership Typology in Sports Leaders Based on Big Data Analysis (빅데이터 분석을 활용한 스포츠 지도자들의 리더십 유형에 관한 연구)

  • Park, Eun-Mi;Seo, Joung-Hae
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.191-198
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    • 2019
  • This paper investigates different types of leadership found in foreign coaches in charge of the Korean national soccer team. To that end, news articles published during the tenure of those coaches were crawled for analysis. The analysis highlighted the following results. First, successful sports leaders showed their own specific types of leadership. Second, failed sports leaders showed specific types of leadership. The findings have the following implications. The leadership established based on the analysis results have practical implications in that they suggest the types of effectiveness leadership that are required of sports leaders in managing and leading athletes whilst generating tangible results and performance.

A new research agenda in Sport Pedagogy for Physical Activity Promotion: Comprehensive School Physical Activity Program (신체활동 증진을 위한 스포츠교육학의 새로운 지평: 포괄적 학교체육 프로그램)

  • Nam, Yoon Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.227-237
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    • 2021
  • Considerable attention has been given to Comprehensive School Physical Activity Program(CSPAP) to promote children's health and physical activity(PA) in Sport Pedagogy. This study examined the structural characteristics and effects of CSPAP using literature review analysis to comprehensively overview CSPAP model, which emphasizes the necessity of promoting PA and establishing a healthy lifestyle. Based on the results of the study, CSPAP provide health-enhancing PA in conjunction with schools, communities, and family. CSPAP suggested the importance of PA promotion in sport pedagogy via the uptake of moderate-to-vigorous physical activity(MVPA) accrual in line with the goal of high-quality physical education.

Characteristics of Collective Expression of Aggression by Sport Situation Factors : Focusing on the Articles and Replies on International Games (스포츠경기의 상황요인에 따른 공격적 감정의 집단적 표출 유형과 특성 : 국가대항전 경기의 기사와 댓글을 중심으로)

  • Lee, Jong-Kil;Kang, Seok-Beom;Yang, Jae-Sik
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.345-352
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    • 2019
  • The purpose of this study was to investigate the types and characteristics of collective expression of aggression by sport situation factors in international sport games. For that, each 5 articles on male and female Korean team matches in 2018 Asian games with most replies and their each 100 most recommended replies were collected and analyzed. As the conclusions, first, there were more frequent aggression in critical articles on Korean's losing, and the public sympathy on sport situation effected on collective expression of aggression. Second, the types of collective expression showed almost same frequency as hurling abuses, ability disparagement, and personal attack, and the targets were the main person of the background situation. This study could be valued with the new research perspectives with sport situation factors on the relations among sport and aggression.