• Title/Summary/Keyword: 스포츠 메타버스

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A Study of Wearable Device Data Analysis for Metaverse Soccer Game (메타버스 축구 게임을 위한 웨어러블 디바이스 데이터 분석 연구)

  • Hyunsu Kim;Mikyeong Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.365-366
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    • 2023
  • 메타버스는 점차 빠른 속도로 발전되며 응용 분야가 확대되고 있다. 스포츠 분야에서 다양한 메타버스 시도가 이루어지고 있으며, 축구, 야구, 농구 등 인기 종목에 대한 메타버스 구축 및 운영이 이루어지고 있다. 그러나 사용자의 새로운 경험을 이끌어 내기보다, 오프라인 대체 수단으로 활용되고 있다. 본 연구에서는 웨어러블 디바이스를 통해 사용자 생체 정보를 수집하여 메타버스에 적용 가능한 데이터로 가공하는 과정에 대한 연구내용을 기술한다.

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A Study on the Expanding and Developing of the e-Sports Area Using Metaverse (메타버스를 활용한 e-스포츠 영역 확장과 발전에 관한 연구)

  • Gang, Hui-Jin;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.205-208
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    • 2022
  • 본 논문에서는 메타버스를 활용한 e-스포츠 산업의 영역 확장 및 발전 가능성에 대해 제안한다. 본 논문에서는 코로나-19 사태 발생 후 상승세를 보인 e-스포츠 산업 발달 과정에 새롭게 대두된 메타버스 기술을 활용했을 시에 생기는 새로운 방향의 발전 가능성에 대해 연구하였다. 현재 e-스포츠 산업의 발전을 따라가지 못하는 게임들 혹은 소규모 행사들의 발전 가능성에 대해 집중적으로 연구하였으며, 실제로 적용 했을 시 현재 주목받고 있는 대규모 e-스포츠 행사가 아닌 e-스포츠 행사에 참가하지 못하거나 적극적인 참여를 하지 못하는 상황에서 보다 긍정적인 영향을 보이는 방법을 제시하고자 한다.

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The Physically Handicapped Person's Convergence Plan of e-Sports and Rehabilitation Activities, using AI-Based Metaverse. (AI기반 메타버스를 활용한 지체장애인의 e스포츠와 재활운동 융합방안)

  • Myung-Mi Kim;Ki-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.715-722
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    • 2023
  • The purpose of this study is to revitalize rehabilitation treatment for people with physical disabilities by presenting a convergence plan between e-sports and rehabilitation exercises using AI-based metaverse. Metaverse-based e-sportscan be useful in providing sports experiences to people with physical disabilities who are unable to participate in society, and this also allows individuals with disabilities to experience sports that are difficult to actually experience. The use of metaverse will enable effective rehabilitation exercise links in vulnerable communities such as hospitals and farming and fishing villages, and provide integrated services of medical and rehabilitation movements that allow exercise data to be managed in an integrated manner. To this end, interdisciplinary experts should participate in the convergence development of e-sports and rehabilitation exercise.

A Study on Digital Therapy for the Elderly Using E-Sports (e스포츠를 활용한 고령자들의 디지털 치료에 관한 연구)

  • Hye-Ra Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.65-68
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    • 2023
  • 4차 산업혁명과 메타버스와 같이 빠르게 변화하는 정보화 시대에서 디지털 사각지대에 놓인 '디지털 소외 계층'들이 존재하고 있다. 특히 고령자 같은 경우엔 빠르게 변화된 사회 속에서 보장받아야 할 디지털 교육을 받지 못하여 이제는 당연하게 누려야 할 편리함까지 놓치고 있다. 본 논문에서는 이런 문제들을 해결하기 위한 효과적인 디지털 교육 방안으로 '놀이'와 '게임' 그리고 '컴퓨터'를 융합시킨 'e스포츠'를 통해 디지털 치료제로서 제안하고자 한다. 이는 단순한 '교육'이 아닌 새로운 실버 콘텐츠로 접근하여 노인들의 또 다른 문화로 개척하며 디지털 소외 문제를 해결하는 것과 동시에 고령자들에게 'e스포츠'의 발전과 인식개선에도 기대해 본다.

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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.

A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.513-528
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    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.