• Title/Summary/Keyword: 스포츠 게임

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A Synchronized Playback Method of 3D Model and Video by Extracting Golf Swing Information from Golf Video (골프 동영상으로부터 추출된 스윙 정보를 활용한 3D 모델과 골프 동영상의 동기화 재생)

  • Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.61-70
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    • 2018
  • In this paper, we propose a synchronized playback method of 3D reference model and video by extracting golf swing information from learner's golf video to precisely compare and analyze each motion in each position and time in the golf swing, and present the implementation result. In order to synchronize the 3D model with the learner's swing video, the learner's golf swing movie is first photographed and relative time information is extracted from the photographed video according to the position of the golf club from the address posture to the finishing posture. Through applying time information from learners' swing video to a 3D reference model that rigs the motion information of a pro-golfer's captured swing motion at 120 frames per second through high-quality motion capture equipment into a 3D model and by synchronizing the 3D reference model with the learner's swing video, the learner can correct or learn his / her posture by precisely comparing his or her posture with the reference model at each position of the golf swing. Synchronized playback can be used to improve the functionality of manually adjusting system for comparing and analyzing the reference model and learner's golf swing. Except for the part where the image processing technology that detects each position of the golf posture is applied, It is expected that the method of automatically extracting the time information of each location from the video and of synchronized playback can be extended to general life sports field.

A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1027-1032
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    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.699-707
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    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

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The Research Trend of Taekwon Dancing (태권체조 국내 연구동향 분석)

  • Nam, Joong-Woong;Choo, Na-Young
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.2
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    • pp.399-411
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    • 2018
  • Taekwon dancing was a program developed to popularize Taekwondo. The purpose of this study is to examine the research trend of Taekwondo dancing to understand academic value and purpose. To accomplish this goal, this study analyzed 46 article published in 26 journals. Data analysis was performed using the IBM SPSS 23.0 program, which was divided into research subjects, research methods, and research subjects. The results were as follows. First, in the research area, the study was consistently published in exercise physiology / prescription area, and recently studies have been published in the field of sports pedagogy. Second, quantitative research was conducted more than qualitative research in research methods. In the quantitative research, the research that verified the difference between the groups was published the most. in the qualitative research, literature research was the most. Finally, in the study subjects, most studies were conducted on people, by subgroup, the study was published in many order of adult, elderly, middle school students. In the analysis of the data, literature, web-site news and so on were analyzed, other study was analyzed the program system in computer games.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

An investigation of cultural identity of taekwondo as a Korean traditional martial art (한국 전통무예로서 태권도의 문화적 정체성 탐색)

  • Ahan, Jeung-Dek;Song, Kang-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.262-269
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    • 2008
  • This research, to find the cultural identity of taekwondo, presents the historical origin of taekwondo in lights of Choi-centric theory, kwan-centric theory, karate inflow theory, and successive traditional martial arts theory. Then it investigates taekwondo's inner identity as a Korean traditional martial art according to presence, popularity, and independence, three factors of identity suggested by Tak, S. S.(2000).As a result, it reached these conclusions: First, taekwondo was formed after going through fusion of Hong Hi Choi, karate income in period of cultural severance during Japanese occupation, the first kwan leaders and Korean traditional martial arts, process of disorder and cultural reproduction. Second, taekwondo has essentially inherited and developed Korean barehanded martial arts' movements that lay stress on foot skills, and this distinguishes it from hand-skill-based Japan's karate and China's Wushu Furthermore, trunk/groin protectors and headgears are blended remarkably with taeguk patterns and traditional Colors of Five Directions. All terms rendered into pure Korean words shows the essence of Korean localization. It is therefore concluded that Koreans should, along with trying to overcome exclusive nationalism as a country of origin, build a new paradigm of establishing an identity as a global martial art sport.

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The Effect of Treadmill Exercise and Environmental Enrichment on Cognitive Function, Muscle Function, and Levels of tight junction protein in an Alzheimer's Disease Animal Model (트레드밀 운동 및 환경강화가 알츠하이머 질환 동물 모델의 인지기능, 근 기능 및 밀착연접 단백질 수준에 미치는 영향)

  • Hyun-Seob Um;Jong-Hwan Jung;Tae-Kyung Kim;Yoo-Joung Jeon;Joon-Yong Cho;Jung-Hoon Koo
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.1
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    • pp.58-68
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    • 2024
  • The purpose of this study was to investigate the effects of treadmill exercise treadmill exercise (TE) and environmental enrichment (EE) interventions on cognitive function, muscle function, and the expression of tight junction proteins in an Alzheimer's disease (AD) animal model. To create the AD animal model, aluminum chloride (AlCl3) was administered for 90 days (40mg/kg/day), while simultaneously exposing the animals to TE (10-12m/min, 40-60min/day) or EE. The results showed that cognitive impairment and muscle dysfunction induced by AlCl3 administration were alleviated by TE and EE. Furthermore, TE and EE reduced the increased expression of β-amyloid(Aβ), alpha-synuclein, and tumor necrosis factor-α (TNF-α) proteins observed in AD pathology. Additionally, TE and EE significantly increased the expression of decreased adhesive adjacent proteins (Occludin, Claudin-5, and ZO-1) induced by AlCl3 administration. Lastly, correlation analysis between Aβ protein and tight junction proteins showed negative correlations (Occludin: r=-0.853, p=0.001; Claudin-5: r=-0.352, p=0.915; ZO-1: r=-0.424, p=0.0390). In conclusion, TE or EE interventions are considered effective exercise methods that partially alleviate pathological features of AD, improving cognitive and muscle function.

A study on the weight control behavior according to cluster types of the motivation to use social media among university students in the Jeonbuk area (전북지역 대학생의 소셜미디어 이용동기 유형에 따른 체중조절 행태 연구)

  • Jiyoon Lee;Sung Suk Chung;Jeong Ok Rho
    • Journal of Nutrition and Health
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    • v.56 no.2
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    • pp.203-216
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    • 2023
  • Purpose: This study examines the weight control behavior depending on university students' motives of using social media. Methods: The participants were 447 university students in the Jeonbuk area. Collected data were analyzed using factor analysis, cluster analysis, analysis of variance, and χ2 tests with SPSS v. 26.0. Considering the motives of using social media, we investigated the usage of social media, dietary behavior related to social media, and weight control behavior. Results: Using the K-clustering method, the motives to use social media were categorized into three clusters: cluster 1 was the interest-centered group, cluster 2 was the multipurpose information-seeking group, and cluster 3 was the relationship-centered group. Among the various social media sites, YouTube (86.8%), Instagram (76.1%), and Facebook (61.1%) were the most visited by the subjects. The dietary behavior related to social media in cluster 2 was significantly higher than clusters 1 and 3 (p < 0.001). Clusters 1 and 2 showed a significantly higher dissatisfaction with one's weight (p < 0.05) and consequent interest in weight control than cluster 3 (p < 0.001). Cluster 2 used weight control-related information from social media significantly more than other clusters (p < 0.05). Weight control experiences in cluster 1 and 2 were significantly higher than in cluster 3 (p < 0.001). Conclusion: Differences in dietary behavior related to social media and weight control behavior were observed between cluster types of motivation to use social media. Based on the usage motives of university students and their behaviors, we propose that educational programs should be conducted for weight control using social media.