• Title/Summary/Keyword: E-Sports

Search Result 259, Processing Time 0.031 seconds

Effects of Dietary Caloric Restriction and Exercise on GLUT 2 in Liver and GLUT-4 and VAMP-2 in Muscle Tissue of Diabetic Rats

  • Jeong, Ilgyu;Oh, Myungjin;Jang, Moonnyeo;Koh, Yunsuk;Biggerstaff, Kyle D.;Nichols, David;Ben-Ezra, Vic
    • Korean Journal of Exercise Nutrition
    • /
    • v.13 no.1
    • /
    • pp.1-7
    • /
    • 2009
  • It has been shown that both caloric restriction and exercise, enhances glucose uptake through translocation of GLUT-4 protein. It remains unclear how exercise and caloric restriction affect the changes in VAMP (vesicle-associated membrane protein) in skeletal muscle and GLUT-2 in liver. This study investigated the effects of exercise training and caloric restriction on the expressions of glucose transport relating proteins in muscle and liver tissues in diabetic rats. Forty male Sprague-Dawley rats (250±10 g; 8 week in age) were assigned equally to four different groups; control (C), exercise only (E), dietary restriction only (D) and dietary restriction and exercise (DE). Daily food consumption was monitored to establish baseline intake. Both C and E groups consumed baseline food intake while D and DE groups were provided with only 60% of baseline total food intake. Forty-eight hours after intraperitoneal injection of STZ (50 mg/kg), diabetes was confirmed (8-hr fasting blood glucose levels ≥300 mg/dl). Rats in the E and DE groups exercised on a motorized treadmill for 30 min/d, 5 days/week for 4 weeks (5 min running at 3 m/min, 0% grade; 8 m/min for the next 5min, and then 15 m/min for 20 min). Rats were sacrificed 48 hrs after the last bout of exercise. Soleus muscle and liver were extracted to analyze for GLUT-4, VAMP-2, and GLUT-2, respectively. All variables were analyzed using the Western Blotting technique. All values were expressed as optical volume measured by optical density. A Two-way ANOVA was used to examine the difference between groups and applied Duncan's test for post-hoc. No significant differences in GLUT-2 expression were found among groups. However, E (280133±13228 arbitrary units{AU}) and DE (268833±14424 AU) groups showed significantly higher (p<.001) levels of GLUT-4 as compared with C (34461±2099 AU) and D groups (27847±703 AU). VAMP-2 protein expression increased (p<.001) in E (184137±7803 AU) and DE (189800±10856 AU) groups as compared to C (74201±8296AU) and D (72967±863 AU) groups. These results suggest that either exercise with or without caloric restriction increases the up-regulation of GLUT-4 and VAMP-2 in skeletal muscle of diabetic rats. However, GLUT-2 protein in liver was not affected by either exercise or exercise with caloric restriction.

A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment (e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구)

  • Kang, Jung-Hwa;Han, Kum-Ok;Shin, Dong-Ro
    • Journal of Digital Convergence
    • /
    • v.6 no.3
    • /
    • pp.13-22
    • /
    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

  • PDF

Experimental Study on Fracture Protect Effect in Mouthguards (수종의 마우스가드에 대한 파절방지효과 비교)

  • Kim, Nam-Joong;Kim, So-Min
    • Journal of Technologic Dentistry
    • /
    • v.31 no.2
    • /
    • pp.31-38
    • /
    • 2009
  • In recent year, the population for sports has been increased and lots of wounded patients at the oral & facial portion were troubled with the accidents. So, it was needed to protect them from the sports accident, by the use of the mouthguard appliance. This study was done as ae guide for selection of the mouthguard materials. Such mouthguards classified as E.V.A., PE, silicone as material, Scheu(Germany), Tru-Tain(U.S.A.), Dreve(Germany) as companies, 1.5mm, 3.0mm, and 4.0mm as thickness and single sheet, soft double sheet, hard double sheet methods were selected for experiment to compare the fracture protect test. The obtained results are as follows. 1. All types of mouthguards, whatever differences there are in material, production company, procedure and the thickness, were effective for fracture protect effect. 2. The most effective one for fracture protection was recommended as E.V.A. in material, and Tru-Tain in company. 3. More thick, and soft & hard multi sheets productions were more effective for fracture protection.

  • PDF

A Study on Reform Case of the Citizen Service Delivery System by using IT : Focused on the Implementation of Public Utility Charges Depreciation Simplification and its Implications (정보기술을 활용한 주민서비스 전달체계 개선사례 연구 : "공공요금 감면절차 간소화" 구현 및 성공요인 중심)

  • Kim, Wan Pyong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.3
    • /
    • pp.221-230
    • /
    • 2010
  • Citizens' demand, which has been previously focused on welfare, is now expanding to include elements for higher quality of life such as employment, housing, culture, and sports. Accordingly, the government, with an aim of effectively delivering resident services that satisfy various demands, is committed to transforming the central government-oriented service system into the integrated service system based on public-private partnership. The government is also dedicated to expanding services to 8 areas including not only welfare but also healthcare, employment, housing, education, sports, culture, and tourism, which are directly related to everyday lives of residents. This project is designed to support such reforms in the citizen service delivery system in order to enhance quality of life of local residents. This study is to draw implications from analysis for implementing the citizen service integrated information system in order to reform the citizen service delivery system effectively through examinations and analyses of citizen services provided by the central government. Especially focus on public utility charges depreciation simplification citizen service. Its implications are expected to offer a real contribution for central and local Governments that want to increase the productivity of implementing eGovernment service.

A Qualitative Research about the CRM Experiences of Apparel Brand Customers (의류브랜드 소비자의 고객관계관리 경험에 관한 탐색적 연구 - 남성복, 여성복, 캐주얼, 스포츠의류 소비자의 비교를 중심으로 -)

  • Ko, Eun-Ju;Lee, Joo-Yun;Yun, Hye-Lim
    • Journal of the Korean Home Economics Association
    • /
    • v.44 no.5 s.219
    • /
    • pp.21-33
    • /
    • 2006
  • The purpose of this study were 1) to analyze customer relationship management(CRM) based on the online customer experiences by product types (i.e., men's, women's, casual, sports wear), 2) to analyze CRM based on the off-line customer experiences by product type, and 3) to examine customer purchase behavior of fashion products and internet usage behavior by product types. Survey and 1:1 interview were conducted from January 13th to May 16th, 2005. Six consumers from each brand (i.e., 3 loyal customers and 3 general customers) in a total of 24 customers were selected from each product type. For the data analysis, content analysis and descriptive statistics (i.e. frequency) were used. Among the key study findings first, as a result of the on-line CRM experience, the customers of men's wear preferred receiving customized information through e-mail or SMS service. The customers of sports wear preferred receiving a different level of information and participating in customized product service. Second, as a result of the off-line CRM experience, the customers of men's wear need to be encouraged to join a membership at a sales encounter and the customers of women's wear preferred receiving quick information of new products and participating in a design development planning of the merchandising process. Third, the purchasing behavior of the customers of women's wear are influenced mostly by the salesperson and the store atmosphere when they purchase clothes and the customers of men's wear are price-sensitive. The results of this study can be used when fashion brands perform strategic planning and decision making on CRM.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
    • /
    • v.28 no.2
    • /
    • pp.237-250
    • /
    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

A study on the difference in the amount of information on e-sports according to gender (성별에 따른 e스포츠에 관한 정보량의 차이에 대한 연구)

  • Dae-young Shin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.127-128
    • /
    • 2023
  • 게임관련 학업을 전공으로 하는 남학생 31명, 여학생 18명, 총 49명을 대상으로 e스포츠 관련 지식과 정부를 얼마나 많이 알고 있는가의 정보 수집의 차이에 대한 연구를 하였다. 그 결과 남학생의 평균 값은 3.22이고 여학생의 평균 값은 2.44로 두 집단의 평균의 차이를 보이고 있다. 두 집단간의 평균의 차이를 알기 위해 T-test를 실시한 결과, 유의수준 P값이 0.0024(P>0.05)로 남녀 두 집단간의 e스포츠에 관한 정보수집의 차이가 있는 것으로 나타났다.

  • PDF

Using Fuzzy Logic for Event Detection in Soccer Video

  • Thanh Nguyen Ngoc;Giao Le Ngoc
    • Proceedings of the IEEK Conference
    • /
    • summer
    • /
    • pp.119-121
    • /
    • 2004
  • Video event detection has become an essential application in multimedia computing. For sports video, salient events are usually detected by analyzing video sequence by specific decision rules. However in many kinds of sports video (e.g. soccer), the game contains continuous actions, in which the boundaries of shots, scenes are uncertain. So the conventional analyzing methods using crisp decisions are not efficient. Fuzzy logic is a natural approach that can tackle this problem. In this paper, we present a new approach using fuzzy technique for event detection in soccer video. The experiment shows encouraging results for this method

  • PDF

Graphical exploratory data analysis for ball games in sports

  • Yi, Seongbaek;Jang, Dae-Heung
    • Journal of the Korean Data and Information Science Society
    • /
    • v.27 no.5
    • /
    • pp.1413-1421
    • /
    • 2016
  • In this paper graphical exploratory data analyses are proposed for ball games in sports. The plot of sequence of scoring points of each team can be used to see how the playing game has been processed until the end of each set or quarter. With the plot of sequential score differences through all the games we can see a dominance of each team and the times of score changes, i.e., turnovers. The ternary plots show the contours of scoring compositions for each player and enable us to compare the scoring patterns of each team if any. Using the score sequence plot we also can see the score pattern distribution of players. For demonstration we use the results of the gold medal match between Russia and Brazil for men's volleyball and between USA and Spain for men's basketball at the London 2012 Summer Olympics.

Design of App for sports damage (스포츠 손상 관리를 위한 팀 닥터 앱에 관한 연구)

  • Ha, Yan;Huh, Jun seok
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.145-146
    • /
    • 2014
  • 본 논문에서는 스포츠 경기에서 일어날 수 있는 부상에 대해 올바른 지식과 대처방법을 잘 표현하는 앱을 만드는 것으로, 스포츠 팀에 필요한 팀 탁터 역할을 할 수 있는 앱을 설계한다. 일반적으로 팀 닥터는 일정 규모의 선수단이나 경기에서 상주하면서 선수들이 부상이 발생할 때마다 응급처치 및 병원에서 적절한 치료를 받도록 해준다. 그러나, 아마추어팀이나 학생들이 하는 소규모 그룹에서는 거의 코치나 학생들밖에 없는 경우가 다반사이다. 이럴 경우 팀닥터의 역할을 해주는 앱을 사용하므로써 의료기관을 방문하기 전까지 누구나 쉽게 의료정보를 얻고 응급처치를 할 수 있도록 해준다.

  • PDF