• Title/Summary/Keyword: 스포츠 비전

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A Design and Implementation of Mobile 'Moving Data' Coaching Application for Training in the Athletic Club (운동부의 훈련을 위한 모바일 '움직임 데이터' 코칭 어플리케이션 설계 및 구현)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.8
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    • pp.1511-1516
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    • 2016
  • Sports areas of the Republic of Korea has been strengthened by the sports powers in various phases of the competition. However, not all students can succeed in greatly athlete, was necessary for these measures. This paper presents the design and implementation of mobile applications to athletic coaching leaders to record dynamic data of student athletes. Stocks applicable in this paper is basketball. The development of mobile applications can choose to 'Assist Records' menu and 'Hot & Cold Zone' menu in the Main Page. Athletic director are stored in the photo file after the screen capture to allow the map to be just athletes. To a point that can be expected can be used as the training time and increasing efficiency of the training effect through the mobile application, it will be able to widen the non-coat to improve the performances.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

The Methodology of the Golf Swing Similarity Measurement Using Deep Learning-Based 2D Pose Estimation

  • Jonghyuk, Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.39-47
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    • 2023
  • In this paper, we propose a method to measure the similarity between golf swings in videos. As it is known that deep learning-based artificial intelligence technology is effective in the field of computer vision, attempts to utilize artificial intelligence in video-based sports data analysis are increasing. In this study, the joint coordinates of a person in a golf swing video were obtained using a deep learning-based pose estimation model, and based on this, the similarity of each swing segment was measured. For the evaluation of the proposed method, driver swing videos from the GolfDB dataset were used. As a result of measuring swing similarity by pairing swing videos of a total of 36 players, 26 players evaluated that their other swing sequence was the most similar, and the average ranking of similarity was confirmed to be about 5th. This ensured that the similarity could be measured in detail even when the motion was performed similarly.

Study and Research of Seller's Optical Knowledge About Sale of Goggle or Sun-glasses (고글 및 선글라스의 판매에 대한 판매인의 안경 지식에 관한 연구)

  • Lee, Ji-Min;Jo, Hyun-Rae;Jang, Woo-Yeong
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.4
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    • pp.1-10
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    • 2009
  • Purpose: Recently because goggle and sunglasses is industrial products, unprofessional is selling in store what is not optical store. Due to layman's sale, check of frames or lens, the quality, curve, A/S, is impossible. Therefore layman's sale threated national eye-health. So we investigated in order to know them, merchant of goggle and sunglasses except for optician, about "how many they have optical knowledge?" and "What can they give a service us?" Methods: Regardless age, we get a survey of 208 person who purchased goggle and sunglasses in a store that it is not optical store and 100 of goggle and sunglasses except for optician. Results: Most merchant who haven it knowledge about glasses sells goggle or sunglasses. Even though merchant has knowledge about glasses, It was very littles, now. Conclusions: Optician who have expert knowledge need method that it was very littles. So goggle and sunglasses that it is registered industrial products need method to transform into health instrument.

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A Study on the Compensation Methods of Object Recognition Errors for Using Intelligent Recognition Model in Sports Games (스포츠 경기에서 지능인식모델을 이용하기 위한 대상체 인식오류 보상방법에 관한 연구)

  • Han, Junsu;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.537-542
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    • 2021
  • This paper improves the possibility of recognizing fast-moving objects through the YOLO (You Only Look Once) deep learning recognition model in an application environment for object recognition in images. The purpose was to study the method of collecting semantic data through processing. In the recognition model, the moving object recognition error was identified as unrecognized because of the difference between the frame rate of the camera and the moving speed of the object and a misrecognition due to the existence of a similar object in an environment adjacent to the object. To minimize the recognition errors by compensating for errors, such as unrecognized and misrecognized objects through the proposed data collection method, and applying vision processing technology for the causes of errors that may occur in images acquired for sports (tennis games) that can represent real similar environments. The effectiveness of effective secondary data collection was improved by research on methods and processing structures. Therefore, by applying the data collection method proposed in this study, ordinary people can collect and manage data to improve their health and athletic performance in the sports and health industry through the simple shooting of a smart-phone camera.

Multiple Object Tracking for Surveillance System (감시 시스템을 위한 다중 객체 추적)

  • Cho, Yong-Il;Choi, Jin;Yang, Hyun-Seung
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.653-659
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    • 2006
  • 다중 객체 추적이란 컴퓨터 비전의 한 분야로, 주어진 비디오 시퀀스 내에서 관심 있는 객체들을 추적하는 것을 말한다. 다중 객체 추적 시스템은 감시 시스템, 사용자 행동 인식, 스포츠 중계, 비디오 회의와 같은 다양한 응용 분야에 핵심 기반 기술로 쓰이고 있어 그 중요성이 매우 크다. 본 논문은 감시 목적의 다중 객체를 추적하는 방법에 대하여 다룬다. 감시 시스템의 특성상, 객체의 외관이나 움직임 등에 대한 가정을 하기가 어렵다. 따라서 본 논문에서는 크기, 색, 형태 같은 객체의 단순하고 직관적인 외관 특성을 이용하면서도, 객체들끼리 부분적으로 혹은 완전히 겹쳐졌을 때에도 객체들의 위치를 적절히 추적할 수 있는 방법을 제안한다. 본 논문에서 제안하는 방법은 객체들의 경로에 대한 정보를 유지하는데 그래프 구조를 이용한다. 그래프를 확장하고, 제거하여 영상에 대한 정보를 추론한다. 크게 보면 객체들을 영역 레벨, 객체 레벨 두 단계에 걸쳐 추적한다. 영역 레벨에서는 각 객체들이 있을 수 있을만한 영역에 대한 가설을 세우고, 객체 레벨에서는 각 가설에 대한 검증을 한다. 제안된 방법은 직관적인 정보만을 이용하여 서로 다른 형태의 객체를 빠르게 추적할 수 있음을 보여준다. 다만 객체의 외관 정보만을 이용하였기 추적하기 때문에, 객체가 다른 객체에 의해 완전히 가려진 채 또다시 다른 객체와 겹쳐지면, 정확한 추적이 되지 않는다. 이를 해결하기 위해서는 객체가 겹쳐졌을 때, 그 관계에 대한 정보를 모아야 하는데 이는 향후 연구를 통해 해결하고자 한다.

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The Direction of Job Policy Development for Korean Golf Professionals (한국 골프전문인력의 일자리 정책 발전방안)

  • Cho, Jung-Soon;Suh, Ah-Ram
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.289-303
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    • 2020
  • The purpose of this study is to provide adequate datas on number of people who are in golf related field and also further expend that number for golf industry. The main stream of this study is to map out present golf related jobs and how this study can help golf industry in general. To make a greater improvements on golf industry with more job opportunity following ideas were presented. First, improving education on "hand on experiences on the field of golf industry" Better educating potential employees for golf industry for the right positions can enhance overall work environment. To do so, the society and the schools must come to agreement to provide adequate curriculum for people. Second, implementing "a golf club division program." The support from Ministry of Culture and Sports and Tourism Department, which are govern by Republic of Korea, are aggressively working to expend the golf business and also recruit elite personnel like former tour players to work on the field to better operate the whole system. Third, performing a thorough research on current golf related jobs and numbers and diversity on the field. Fourth, developing a specific and a differentiated golf job fields for better future for people and students who majored in golf industry. So that they cam feel secured and have a sense of dignity. Finally, strengthening the golf industry's competitiveness. The golf related companies have to step up to higher gear. With working in harmony between golf industry and government can assure of brighter future for our next generation.

Automatic Classification Technique of Offence Patterns using Neural Networks in Soccer Game (뉴럴네트워크를 이용한 축구경기 공격패턴 자동분류에 관한 연구)

  • Kim, Hyun-Sook;Yoon, Ho-Sub;Hwang, Chong-Sun;Yang, Young-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.727-730
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    • 2001
  • 멀티미디어 환경의 급속한 발전에 의해 영상처리 기술은 인간의 인체와 관련하여 얼굴인식, 제스처 인식에 관한 응용과 더불어 스포츠 관련분야로 깊숙히 정착하고 있다. 그러나 입력영상으로부터 움직이고 있는 선수들의 동작을 추출 및 추적하는 일은 컴퓨터비전 연구의 난 문제 중의 하나로 알려져 있다. 이러한 축구경기의 TV 중계에 있어서 하이라이트 장면의 자동추출(자동색인)은 그 경기의 가장 집약적인 표현이며, 축구경기 전체를 한 눈에 파악할 수 있도록 해주는 요약(summary)이자 intensive actions이고 경기의 진수이다. 따라서 축구경기와 같이 비교적 기 시간(대체로 1시간 30분) 동안 다수의 선수(양 팀 합해서 22명)들이 서로 복잡하게 뒤얽히면서 진행하는 경기의 하이라이트 장면을 효과적으로 포착하여 표현해 줄 수 있다면 TV를 통해서 경기를 관람하는 시청자들에게는 경기의 진행상황을 한 눈에 효과적으로 파악할 수 있게 해주어 흥미진진한 경기관람을 할 수 있게 해주고, 경기의 진행자들(감독, 코치, 선수 등)에게는 고차원적이고 과학적인 정보를 효과적으로 제공함으로써 한층 진보된 경기기법을 개발하고 과학적인 경기전략을 세울 수 있게 해준다. 본 논문은 이상과 같이 팀 스포츠(Team Spots)의 일종인 축구경기 하이라이트 장면의 자동색인을 위해 뉴럴네트워크 기법을 이용하여 그룹 포메이션(Group Formation) 중의 공격패턴 자동분류 기법을 개발하고 이를 검증하였다. 본 연구에서는 축구경기장 내의 빈번하게 변화하는 장면들을 자동으로 분할하여 대표 프레임을 선정하고, 대표 프레임 상에서 선수들의 위치정보와 공의 위치정보 등을 기초로 하여 경기 중에 이루어지는 선수들의 그룹 포메이션을 추적하여 그룹행동(group behavior)을 분석하고, 뉴럴네트워크의 BP(Back-Propagation) 알고리즘을 사용하여 축구경기 공격패턴을 자동으로 인식 및 분류함으로써 축구경기 하이라이트 장면의 자동추출을 위한 기반을 마련하였다. 본 연구의 실험에는 '98 프랑스 월드컵 축구경기의 다양한 공격패턴에 대한 비디오 영상에서 각각 좌측공격 60개, 우측공격 74개, 중앙공격 72개, 코너킥 39개, 프리킥 52개의 총 297개의 데이터를 추출하여 사용하였다. 실험과는 좌측공격 91.7%, 우측공격 100%, 중앙공격 87.5%, 코너킥 97.4%, 프리킥 75%로서 매우 양호한 인식율을 보였다.

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Dynamic Visual Acuity and Dynamic Stereoacuity of Athletes and Nonathletes (운동선수와 대학생 남녀의 동체 시력 및 동적 입체시에 관한 비교 연구)

  • Lee, Min-A;Oh, Jae-Man;Jung, Ju-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.3
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    • pp.43-49
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    • 2009
  • Purpose: The purpose of this study was to obtain the fundamental data of dynamic visual acuity and dynamic stereoacuity. Methods: The subjects were 20 athletes (high school baseball player) and 40 nonathletes (20 male, 20 female). We assessed static visual acuity, dynamic visual acuity, static stereoacuity and dynamic stereoacuity using rotating mirror projection system and computer program. Results: Three groups had similar static visual acuity and static stereoacuity. On the other hand, the dynamic visual acuity and dynamic stereoacuity showed statistically significant differency. The mean dynamic visual acuity for athletes was 174.80${\pm}$28.70 deg/sec, 137.10${\pm}$16.54 deg/sec for male nonathletes and 111.59${\pm}$15.40 deg/sec for female nonathletes. The mean dynamic stereoacuity for athlets was 234.55${\pm}$19.64, 249.05${\pm}$8.86 for male nonathletes and 247.10${\pm}$14.89 for female nonathletes. The group of athletes had better dynamic visual acuity and dynamic stereoacuity. Conclusions: If the result of this study apply to sports, it will be very useful to improve sports performance.

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A Biomechanics-Based Ergonomic Analysis for Footware Development (풋웨어 개발을 위한 생체역학 기반 인간공학적 분석 : B-boy 신발 개발을 중심으로)

  • Hah, Chong-Ku;Jang, Young-Kwan;Kim, Jin-Hyun
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.140-147
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    • 2019
  • The purpose of this study is to find biomechanical parameters for optimal shoes production through an ergonomic usability assessment of five existing types of shoes preferred by B-BOY. Ten experts and ten non-experts participated in the experiment, and 12 infrared cameras (Qualis, Oqus), force plate (Kistler, 9286AA) and foot pressure plate (Zebris Gmbh, Zebris PDM-System) were used to obtain the data. The results of the study are as follows. First, P shoes with a friction coefficient of 0.38 and a free moment of 0.32 N/m/kg are desirable in terms of traction capability and safety. Second, on the cushion, it was found that the N shoes 2.51 N, sec/kg and non-expert, and 2.86 N and sec/kg were suitable. Third, it is deemed appropriate for C shoes with a forefoot average pressure of 10.11 KPa (right), 10.05 KPa (left), and V shoes with a rearfoot average pressure of 8.4 KPa (right) and 8.36 KPa (left). In conclusion, the combination of the structure and material of V shoes should be developed for traction and stability, N shoes for cushion, and walking balance for C and V shoes.