• Title/Summary/Keyword: 스포츠 재미

Search Result 42, Processing Time 0.031 seconds

The study on convergence technology for sports related health (건강관련 스포츠 융합 기술 연구)

  • Kang, Seungae
    • Convergence Security Journal
    • /
    • v.15 no.7
    • /
    • pp.119-124
    • /
    • 2015
  • The purpose of this study was to examine the current status and future prospects through the Classification of sports and ICT convergence technology for the health. Sports and ICT convergence technology could be classified into three types-sports and virtual reality, wearable devices, application and platforms. First, the application of virt ual reality technology gives a user the feeling of reality, fun, and flow through the sensing technology. And this was extended to 'Gamification' concept, gamification of the Nike Plus has become a catalyst in the spread of wea rable devices market. Second, the fastest growing sector in the wearable device area is the health and sports. Chin ese and start-up companies as well as global ICT companies is competing for expanding the pool by releasing the fitness-related wearable devices. Third, the building of platform that can utilize the health and exercise-related dat a collected through the application is expanding.

테마 건강여행-섬, 그 이상의 섬 세부

  • Sin, Jin-A
    • 건강소식
    • /
    • v.32 no.6
    • /
    • pp.26-29
    • /
    • 2008
  • 마닐라에서 동남쪽으로 560Km 떨어진 곳에 위치한 세부 섬은 필리핀에서도 가장 오래된 거리나 성벽, 기념비 등이 남아 있어 역사의 향기가 물씬 풍기는 곳이다. 섬이지만 산악 리조트와 골프 코스가 구비되어 육지에서 누릴 수 있는 재미도 함께 느낄 수 있고, 해안에는 세계적인 최상급 리조트와 부대시설들이 잘 갖춰져 있어 편리한 휴양을 즐길 수 있다. 에메랄드빛 바다와 하얀 모래사장 외에도 스노크링, 스쿠버다이빙 등 각종 해양 스포츠를 즐길 수 있는 장소가 풍부하고, 세부 시내로 들어가면 옛 스페인 통치 시대 때의 유물들이 남아 있어 역사를 음미해 볼 수 있는 시간도 가질 수 있다.

  • PDF

Exploration on Stress Solution and Change of their School Record according to Dance Sports Participation (교양댄스스포츠 참여 대학생의 스트레스해소 및 학업성적변화 탐색)

  • Kim, Yee-Jeung;Song, Kang-Young
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.1
    • /
    • pp.398-408
    • /
    • 2013
  • The purpose of this study was to discuss how college students who participated in a liberal dancesports class were to relieve stress and academic performance was affected. The participants was conducted on eight college students who took part in a liberal dancesports class. The data was collected via in-depth interviews and participant observation from $19^{th}$ April to $20^{th}$ August 2012. The interviews was flexible, lasting between one and two hours. The results are as follows: First, the students were motivated to take the classes because they were fun and joy, inspiration from the mass media, and the encouragement of fellow participants. Second, the students enjoyed dancing together in a spirited and energetic manner. Third, the students stated that major causes of stress were over gaining suitable employment, long distance commuting and tuition fees ets. While this study has provided positive conclusions, it is suggested that any future research in this field should target male and female students from a variety of geographical regions with a wide range of concerns and interests.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.409-416
    • /
    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

The effect of fun factors on re-particitation intention to traditional play: Verification of the moderating effect of challenge spirit (전통놀이 참여자들의 재미요인이 재참여의사에 미치는 영향: 도전정신의 조절효과 검증)

  • Oh, Youngtaek
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.4
    • /
    • pp.133-142
    • /
    • 2022
  • The purpose of this study was to verify the moderating effect of the challenging spirit on the relationship between fun factors and re-participation intentions of participants in traditional play. The subjects of this study were 164 participants in the traditional play Hanmadang contest held in Jeju Special Self-Governing Province in 2021. They measured fun factors, challenging spirit, and re-particitation intention to participate. In order to analyze the collected measurement paper, the analysis was performed using SPSS18.0, PROCESS Macro(V.2.13), Interaction program. The major results were as follows. First, the interaction between promote health and challenge spirit was found to have a significant effect on re-particitation intention at high and medium levels. Second, it was found that the interaction between the foster of social and the challenge spirit did not have a significant effect on the re-particitation intention. Third, the interaction between sense of achievement and the challenge spirit was found to have a significant effect on the re-particitation intention at the high and medium levels.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.3
    • /
    • pp.45-52
    • /
    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.12
    • /
    • pp.369-378
    • /
    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.

An Approach to Develop Fitness Management System Using VR Sports (VR스포츠를 활용한 사용자 피트니스 관리시스템의 개발 방법)

  • Lee, Yu-jeong;Moon, Mi-kyeong
    • Journal of IKEEE
    • /
    • v.22 no.4
    • /
    • pp.978-984
    • /
    • 2018
  • Currently, virtual reality technology is actively applied in the entertainment and game fields, and development of professional programs is gradually increasing due to the rapid development of Internet and web technologies. As the current paradigm for healthcare changes from treatment to prevention, it is more important to take good care of it in advance so it doesn't get sick. This paper allows users to monitor the amount of exercise directly after using VR sports games. By using this system, users can exercise more interestingly and manage their own fitness by receiving an analyzed amount of exercise.

Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.79-99
    • /
    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.2
    • /
    • pp.10-18
    • /
    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.