• Title/Summary/Keyword: 스포츠 정서

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Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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The Effect of Forest Experience Program on Brain Waves & Pulse Waves (숲 체험 프로그램이 뇌파와 맥파에 미치는 영향)

  • Kim, Jin-Kook;Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.185-194
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    • 2019
  • The purpose of this study is to examine the effects of short-term foresters on brain waves and pulse waves. For this purpose, 484 foresters who visited the natural recreation forest located in Cheongpyeong city, Gyeonggi province, measured the before and after experiences of EEG and pulse waves, and the following results were obtained. First, foresters have been shown to be effective on concentration, brain activity, and brain stress. Second, foresters had positive effects on cardiac health and autonomic health. In other words, when various substances released from the forest come into the body through the respiratory system, it firstly affects the heart activity positively, and it seems to be able to expect various improvements by acting on the emotional side of the brain. Therefore, based on the scientific basis of the forest experience, it is expected that the experience of forests will be widely used as a guide for healthy life by creating conditions for participation by many people. In addition, the mechanism of respiration, heartbeat, and brain interaction is also possible, and various experimental studies on the forest experience in the future are important.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Improvement Direction of Middle & High School Exercise in the Morning by IPA (IPA 분석을 통한 중·고등학교의 아침운동 개선방안)

  • Lee, Keun-Mo;Lim, Soo-Woen;Lee, Hyuck-Gi;Kim, In-Hyung
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.35-46
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    • 2016
  • This study aims to observe the operation aspect of physical education during before class and further, to search for the utmost improvement direction using IPA (Importance-Performance Analysis). 500 middle & high school students have chosen through a purposeful sampling method, and 430 was used for analysis. The results were as follows. The quadrant I is "the keep up the good work" part. And the quadrant I includes "de-stress", "the pleasure of school life", "improvement in performance", "peer relationship", "help for P.E.", "health promotion", "sport facility surroundings", "rules", "teacher leadership", "passionate coaching", "fair coaching", "improvement in exercise ability", "understanding P.E." The quadrant II is "the concentrate here" part. And the quadrant II includes "develop talent", "excercise time", "safety management for exercise facility", "new sports event", "consider needs and interests", "consider level" "consider gender". The quadrant III is "the low priority" part. And the quadrant III includes "change of personality", "ability to do various sports event", "develope thinking ability". "communication with peer" "an intelligible explanation" In order to improve the quality of before classes, first, "safety connected program" second, "emotional and intellectual development program", third, "divided classes per level and gender", and the last, "professional manpower for developing the quality of class" are needed.

The Effect of Exercise Intensity on Changes in Neuronal Nitric Oxide Synthase Expression in the Hippocampus and Cerebral Cortex of Obese Mice (고지방식이로 유도된 비만 마우스의 해마 및 대뇌피질에서 운동강도에 따른 nNOS 발현의 변화)

  • Baek, Kyung-Wan
    • Journal of Life Science
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    • v.29 no.1
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    • pp.18-28
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    • 2019
  • Recent studies reported that obesity upregulated the expression of neuronal nitric oxide synthase (nNOS) and regulated particular behavior patterns in animal models. They also reported that ameliorated the increase in nNOS expression and decreased depression and anxiolytic effects. Thus, exercise seems to be an effective strategy for improving brain function by downregulating nNOS. However, the immune response differs greatly, depending on the exercise intensity. The aim of the present study was to investigate differences in brain nNOS expression in obese C57BL/6 mice that performed exercise of different intensities. Obesity was induced in 6-wks-old mice (n=35) by feeding a 60%-fat diet for 6-wks. A control (CON) group (n=14) was fed a normal diet. At the end of the induction 6-wks period of obesity, seven animals in the CON group and obesity-induced group were sacrificed to confirm obesity induction (preliminary experiments and confirmation of visceral fat accumulation). The remaining animals were then used in an 8-wks exercise intervention. Other than the CON (n=7), the obesity-induced animals were divided into the following groups: high-fat diet (HFD, n=7), HFD-low intensity (HFD-LI, n=7, 12 m/min for 75 min), HFD-moderate intensity (HFD-MI, n=7, 15 m/min for 60 min), and HFD-high intensity (HFD-HI, n=7, 18 m/min for 50 min). The exercise was performed on an animal treadmill. The expression of the nNOS protein in the hippocampus was significantly higher in the HFD group as compared with that in the CON group (p<0.01). However, there was no difference in the hippocampal expression of the nNOS protein in the other exercise groups as compared with that in the CON group. In contrast, nNOS expression in the HFD-HI group was significantly lower than that in the HFD-LI group (p<0.05). The expression of phosphorylated Akt (pAkt) was significantly higher in all the exercise groups as compared with that in the CON and HFD groups. There was no difference in the expression of pAkt in the cerebral cortex among groups, and the expression of pAkt in the cerebellum was significantly higher in the HFD-HI group as compared with that in the CON group (p<0.05). There were also no between-group differences in pAkt expression in the cerebellum among the various exercise groups. In conclusion, nNOS seems to be overexpressed in response to obesity, and it appears to be downregulated by exercise. Relatively high-intensity exercise may be effective in improving brain function by downregulating nNOS.

A Study on the Positive Emotional Effects on Heart Rate Variability - Focused on Effects of '2002 FIFA World Cup' Sports Event on Emotion and General Health of Korean People - (긍정적 감성경험에 의한 심박변이도의 변화에 대한 연구 - 2002 한일 월드컵 행사가 한국의 국민 정서와 건강에 미친 영향을 중심으로 -)

  • Jeong Kee-Sam;Lee Byung-Chae;Choi Whan-Seok;Kim Bom-Taeck;Woo Jong-Min;Lee Kwae-Hi;Kim Min
    • Science of Emotion and Sensibility
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    • v.9 no.2
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    • pp.111-118
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    • 2006
  • The purpose of the study is to examine the effects of the positive menial stress, eustress, on autonomic nervous system(ANS) and human health. For this, we analyzed heart rate variability(HRV) parameters, the most promising markers of ANS function to assess the changes of emotional and physiological states of human body. We measured HRV Signal of World Cup group(281 male subjects: $29.8{\pm}5.6yr$., 187 female subjects: $29.0{\pm}5.4yr$.) in two stadiums at least an hour before the game during '2002 FIFA World Cup Korea/Japan' event. We also measured control group's(331 male subjects: $30.9{\pm}4.7 yr$., 344 female subjects: $30.2{\pm}5.2 yr$.) in the health promotion centers in two university hospitals at least a month before and after the world cup event period. Considering physiological differences between males and females, the data analysis was applied to 'male group' and 'female group' separately. As a result, some tendency was observed that is different from what we have known as the stress reaction. In general, all parameter values except that of mean heart rate tend to decrease under stressed condition. However, under eustressed condition, both heart rate and standard deviation of the Normal to Normal intervals(SDNN) were higher then those of normal condition(p<0.05). Especially, in case of female group, contrary to distressed condition, every frequency-domain powers showed tile higher value(p<0.05, p<0.001). Considering that decrease of HRV indicates the loss of one's health, the increase of SDNN and frequency parameters means that homeostasis control mechanism of ANS is functioning positively. Accordingly, induction of eustress from international sports event may affect positively to the people's health.

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