• Title/Summary/Keyword: 스포츠 프로그램

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Development of a Real-time Sensor-based Virtual Imaging System (센서기반 실시간 가상이미징 시스템의 구현)

  • 남승진;오주현;박성춘
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.63-71
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    • 2003
  • In sport programs, real-time virtual imaging system come into notice for new technology which can compose information like team logos, scores. distances directly on playing ground, so it can compensate for the defects of general character generator. In order to synchronize graphics to camera movements, generally two method is used. One is for using sensors attached to camera moving axis and the other is for analyzing camera video itself. KBS technical research institute developed real-time sensor-based virtual imaging system 'VIVA', which uses four sensors on pan, tilt, zoom, focus axis and controls virtual graphic camera in three dimensional coordinates in real-time. In this paper, we introduce our system 'VIVA' and it's technology. For accurate camera tracking we calculated view-point movement occurred by zooming based on optical principal point variation data and we considered field of view variation not only by zoom but also by focus. We developed our system based on three dimensional graphic environment. so many useful three dimensional graphic techniques such as keyframe animation can be used. VIVA was successfully used both in Busan Asian Games and 2002 presidential election. We confirmed that it can be used not only in the field but also in the studio programs in which camera is used within more close range.

The effect of 12-week Weight training with Flywheel Exercise on Physical Fitness Factors, Anaerobic Power, and Isokinetic Muscle Function in Professional Handball Players (핸드볼 선수들의 12주간 플라이휠 운동을 활용한 웨이트 트레이닝이 체력요인, 무산소성파워 및 등속성근기능에 미치는 영향)

  • Lee, Cheung-Kyu;Kim, Seoung-Eun;Cho, Sang-Wo
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1606-1615
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    • 2021
  • The purpose of this study is to provide basic data for injury prevention and performance improvement by developing a flywheel training program for handball players. The results of analyzing the effects of the 12-week complex flywheel training program on body composition, physical fitness factors, anaerobic power, and isokinetic muscle function are as follows. There was a significant difference between groups in push-ups. Body fat percentage and anaerobic power showed significant differences in the interaction by period. Long jump, slow jump, grip strength, back muscle strength, anaerobic average power, and isokinetic muscle function tests showed significant differences by period in the left and right flexors. Therefore, it is considered that 12-week flywheel training results can be used as the basic data for injury prevention and improvement of performance in handball players.

The Differences and Activation of Physical Activity Therapy Program in Urban-Rural Region Before and After COVID-19 - Focused on Gimcheon, Jeongeup, and Pyeongtaek - (코로나19 전후 도농지역 신체활동 치유 프로그램의 차이와 활성화 방안 연구 - 김천, 정읍, 평택 중심으로 -)

  • Park, Sang-Kyun;Tomita, Sigeru;Oh, Yoon-Ji;Kim, Dae-Sik;Lee, Wang-Lok
    • Journal of Korean Society of Rural Planning
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    • v.27 no.4
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    • pp.25-32
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    • 2021
  • This study was to analyze the Physical Activity Therapy Programs (PATPs) in U rban-rural region before and after COVID-19 in order to suggest a way of activating program. The subjects were the 43 PATPs performed in 4 Community Health Centers of Gimcheon, Jeongeup, and Pyeongtaek. The basic data was collected by official documents, expenditure budget, the homepage of the centers, national information disclosure portal, telephone interview, and e-mail with the person in charge of the programs. All the data were classified to the administrative districts, the health-related fitness variables, and the life cycles. The American College Sports Medicine Guidelines were used to evaluate the PATPs. As a results, the number of the PATPs was too small compared to the population of the regions. Also, the PATPs were not considered to the characteristics of participants such as Life-Cycle and regional facilities so on. The organization and management of the PATPs were principally deficient in improving health-related fitness variables. In 2020 as the period of COVID-19 pandemic, the number of programs and participants with face-to-face PATPs was significantlry decreased compared to 2019, while that was increased with non-face-to-face PATPs. In conclusion, PATPs should be increased and operated in accordance with scientific exercise prescription guidelines. Also, the programs should be considered with the proportion and characteristics of Life-Cycle population. Further, the various with non-face-to-face PATPs should be developed and screened with based on scientific data for post-corona virus pandemic. Further, non-face-to-face PATPs programs should include a kind of practical way to promote the individual physical activity.

Analysis of Relationship between Aerobic Physical Activity and Beverage Consumption (유산소 신체활동과 음료수 섭취 빈도와의 상관성 연구)

  • Hae-Ryoung Park
    • Journal of Digital Convergence
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    • v.21 no.1
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    • pp.29-34
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    • 2023
  • The purpose of this study was to find out the relationship between the frequency of consumption of sports drinks and energy drinks and aerobic physical activity in the 6-29 year old group in the National Health and Nutrition Examination Survey. The sociodemographic characteristics, aerobic physical activity, and beverage intake of the subjects were calculated using composite sample descriptive statistics, and the mean difference between groups was analyzed by cross-tabulation, χ2-test, and binary logistic regression analysis. High-intensity aerobic activity was analyzed as an increase in the intake frequency of sports drinks(ionic drinks, vitamin drinks) and energy drinks(high-caffeine drinks) (p<0.05). Compared to moderate-intensity aerobic physical activity, high-intensity aerobic physical activity was analyzed as a factor influencing the increase in beverage intake frequency. The purpose of this study was to investigate the relationship between physical activity and beverage consumption, which is a critical issue for promoting health both now and in the future, and to developed an intervention program based on the findings. Through this study, we aimed to gather basic data that can help people live healthy lives, and raise both individual and societal awareness of the importance of making better beverage choices.

The Effects of Dance Sports Program on Health Promotion in Rural Women (댄스스포츠 프로그램이 농촌여성의 건강증진에 미치는 효과)

  • Kim, Dong-Oak;Lee, Hyeon-Soon;Kwon, Young-Sook
    • Journal of Korean Biological Nursing Science
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    • v.14 no.2
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    • pp.84-93
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    • 2012
  • Purpose: This study was performed to identify the effects of dance sports programs on the parameters of health promotion (blood pressure, pulse, glucose, blood lipids, musculoskeletal pain, fatigue, self-efficacy, and depression) in rural women. Methods: A non-equivalent control group pretest-posttest experimental design was used. The study subjects were 38 women who were aged 45-78 and cultivating perilla leaves in a rural area. An experimental group (n=20) received the dance sports program from December 3rd, 2009 to June 3rd, 2010 and a control group (n=18) did not. Data was collected 3 times (before the program, 12 during and 24 weeks after the program) and were analyzed with $X^2$ test, t-test, and Repeated Measures ANOVA using SPSS/WIN 18.0. Results: For the experimental group, significant improvement was found in high density lipoprotein cholesterol (HDL-C), low density cholesterol (LDL-C), triglyceride (TG) musculoskeletal pain, fatigue, self-efficacy, and depression as compared to the control group. Conclusion: The findings of the study indicates that the dance sports program is effective on health promotion for rural women. Therefore, dance sports programs can be recommended for health promotion of rural residents.

요통의 주된 원인이 되는 근육질(Muscle Quality)향상을 위한 재활프로그램 모델개발

  • 라웅칠
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.1 no.2
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    • pp.115-117
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    • 2002
  • 목적: 척추에통증을유발하는주된원인인근육질(Muscle Quality)의저하를향상시키는데있어서비교적안정적인방법(약물혹은수술이아닌요법)을시행하여치료중조직손상과부작용을최소화하면서신속한치료가이루어지는치료방법을찾는데주안점을두었다. 대상및방법: 임상실험기간은6주이었으며대상은평균연령34세(17 $\~$ 42세), 남녀30명,발병된지1년이상지난만성요통환자로서, 치료방법은근육마사지요법과운동요법을선택하였다.1군은근육마사지요법만을시행하였고, 2군은운동요법만을시행하였으며, 3군은근육마사지요법과운동요법을동시에병행하였다. 결과: 유연성측정결과와InBody 3.0에서의체성분결과를토대로분석한결과근육마사지요법만을시행한1군은즉각적인호전현상은보였으나시간경과후6일안으로다시이전의증상이원상복귀되어증상이개선되었다고보기는어려워보였다.한편운동요법만을시행한2군은연령에따른개인차는있었고6주안에만족할만한개선결과를보이지는않았지만증상개선이서서히이루어지고있었다. 그러나근육마사지요법과운동요법을병행한3군은1군과2군의실험결과와2단계이상의통증지수향상이관찰되었다. 결론: 요통의주된원인이되는근육질(Muscle Quality)의향상은근육질에긍정적인영향을주는모든요법중어느한가지를사용하는것보다는보다다각적인치료방법을개발하여적용시킬필요성이있다고사료된다.

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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
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    • v.22 no.4
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    • pp.978-984
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    • 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.

Relationship between program value, service quality, and satisfaction of parents participating in adapted physical activity (특수체육활동프로그램 참여 부모의 프로그램 가치, 서비스품질, 만족도의 관계)

  • Ryu, Jin-Ho
    • Journal of Industrial Convergence
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    • v.20 no.2
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    • pp.87-94
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    • 2022
  • The purpose of this study verified the relationship between parents' perception of program value, service quality, and service satisfaction who participate in special sports activities. For this a survey was conducted with parents participating in the program at welfare facilities and private institutions in the metropolitan area. The survey was directly visited by the researcher, and 236 copies of data were collected and used for analysis. For the collected data, the causal relationship was verified through descriptive statistics, factor analysis and reliability analysis, correlation analysis and regression analysis. As a result of the analysis, the following conclusions were obtained. First, it showed a significant influence in tangibility, reliability, empathy, and guarantee in the relationship between program value perception and service quality. Second, in the relationship between program value perception and service satisfaction, significant influence was shown on user satisfaction and performance satisfaction. Third, in the relationship between service quality and service satisfaction, it showed a significant influence on user satisfaction and performance satisfaction.

The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.

Analysis of Scoring Difficulty in Different Match Situations in Relation to First Athlete to Score in World Taekwondo Athletes (세계태권도 겨루기 선수들의 선제득점에 따른 경기 내용별 득점 난이도 분석)

  • Mi-Na Jin;Jung-Hyun Yun;Chang-Jin Lee
    • Journal of Industrial Convergence
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    • v.22 no.4
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    • pp.21-29
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    • 2024
  • This study analyzed the difficulty of scoring in different match situations in relation to which competitor scored first. The study analyzed the data from the 2022 Guadalajara World Taekwondo Championships. The analysis was performed for two separate weight classes: lightweight and heavyweight. Four game content variables were used: whether the athlete scored first, attack type, attack area, and game situation. Descriptive statistics, the Rasch model, and discrimination function questions were applied for data processing. SPSS and Winsteps were used for the statistical analysis, and the statistical significance level was set at 0.05. Consequently, in the lightweight class, the scoring frequency of the first scorer was high for all the game variables. In the heavyweight class, the scoring frequency for the first scorer was high for the attack type and attack area. By contrast, those who did not score first were more frequently found to be in a loss situation. By analyzing the scoring difficulties in different match situations based on whether the competitor scored first, the athletes who scored first in attack type most easily scored first. In losing situations, the athletes who scored first in attack area scored most easily, whereas those who did not score first scored most easily in body and match situations. For the heavyweight class, those who scored first in terms of attack type, counter-attack, and attack area scored the most easily while winning in body and match situations.