• Title/Summary/Keyword: Electronic-sports

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Indoor Positioning System for Moving Objects on an Indoor for Blind or Visually Impaired Playing Various Sports

  • Lee, Young-Bum;Lee, Myoung-Ho
    • Journal of Electrical Engineering and Technology
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    • v.4 no.1
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    • pp.131-134
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    • 2009
  • We have proposed an indoor positioning system for moving objects and/for the blind or visually impaired to play various sports. [ for a blind or visually impaired playing various sports.] This system consists of a wireless heart rate monitor, wireless sensor network and / 4 ultrasound satellites [ configuration with four ultrasound satellite modules) at the corners of the room. This system provides / the real-time measurement of the location and heart rate of the person in the room[ non-invasive measurement method of the heart rate and the location of a person in real time ], and will help the [a] blind or visually impaired enjoy sports more easily.

A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.39-52
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    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

Lighting Analysis and Modeling on Jokcu Court (족구장 조명설비에 대한 해석 및 모델링)

  • Kim, Deog-Goo;Oh, Seong-Bo
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2007.11a
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    • pp.173-177
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    • 2007
  • This paper describes the simulations on the actual measurement analysis and lighting design for recreational sports facility. Based on illumination requirements, sports may be divided into multidirectional sports and unidirectional sports. Typical multidirectional aerial sports include Jokcu. These sports require well distributed horizontal illumination and uniformity according to aiming. Therefore, this paper estimates horizontal illuminance and uniformity ratio by actual measurement of sports lighting at recreational Jokcu court in Cheju National University and evaluation of sports lighting conditions for optimal design by computer simulation.

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Evaluation of Amendments to the Act on Promotion of e-Sports (Electronic Sports) (「이스포츠(전자스포츠) 진흥에 관한 법률」 개정안 평가 및 개선 방안 제언)

  • Rhee, Jin-Woo;Kim, Ho-Chul
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.13-24
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    • 2021
  • Recently, amendments to the e-Sports Act have been proposed in the Korea National Assembly. To evaluate the amendments, this study provided five factors of the e-sports industry: the high accessibility, the instability of the game, the difficulty of professional e-sports players, the fierce competition, and the lack of government policy. Based on these factors, this study suggested improvement in which the e-Sports Act should proceed for professional e-sports players, e-sports teams, and e-sports establishments.

Implementation of Sports Video Clip Extraction Based on MobileNetV3 Transfer Learning (MobileNetV3 전이학습 기반 스포츠 비디오 클립 추출 구현)

  • YU, LI
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.897-904
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    • 2022
  • Sports video is a very critical information resource. High-precision extraction of effective segments in sports video can better assist coaches in analyzing the player's actions in the video, and enable users to more intuitively appreciate the player's hitting action. Aiming at the shortcomings of the current sports video clip extraction results, such as strong subjectivity, large workload and low efficiency, a classification method of sports video clips based on MobileNetV3 is proposed to save user time. Experiments evaluate the effectiveness of effective segment extraction. Among the extracted segments, the effective proportion is 97.0%, indicating that the effective segment extraction results are good, and it can lay the foundation for the construction of the subsequent badminton action metadata video dataset.

The Physically Handicapped Person's Convergence Plan of e-Sports and Rehabilitation Activities, using AI-Based Metaverse. (AI기반 메타버스를 활용한 지체장애인의 e스포츠와 재활운동 융합방안)

  • Myung-Mi Kim;Ki-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.715-722
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    • 2023
  • The purpose of this study is to revitalize rehabilitation treatment for people with physical disabilities by presenting a convergence plan between e-sports and rehabilitation exercises using AI-based metaverse. Metaverse-based e-sportscan be useful in providing sports experiences to people with physical disabilities who are unable to participate in society, and this also allows individuals with disabilities to experience sports that are difficult to actually experience. The use of metaverse will enable effective rehabilitation exercise links in vulnerable communities such as hospitals and farming and fishing villages, and provide integrated services of medical and rehabilitation movements that allow exercise data to be managed in an integrated manner. To this end, interdisciplinary experts should participate in the convergence development of e-sports and rehabilitation exercise.

Information Analysis as Keyword of integrated IoT and Advanced Leisure Sport (IoT와 융합된 선진형 여가 스포츠 산업의 키워드 중심의 정보 분석)

  • Kim, Myeong-Mi;Kim, Ki-Man;Shon, Young-Woo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.5
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    • pp.609-616
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    • 2014
  • Recently information industry has developed from IT into ICT. Among ICT area, M2M is evolving into IoT. As progress is being made in the IoT industry, people continue to try converging the IoT and other industries. One good example of such convergence is with sports industry. In this paper, we perform information analysis centered at keyword as a basic research for development of advanced leisure sports industry integrated with the IoT.

A Suggestion of Baseball Simulation Game Using High Speed Camera Sensor (초고속카메라 센서를 활용한 야구시뮬레이션 게임 제안)

  • Kim, Do-Goan;Jin, Chan-Yong;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.535-540
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    • 2014
  • Due to the recent popularity of sports, business items which combine IT technologies with sports have appeared. 'Sportainment' which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcoming many limitations such as time and place in real sports. For suggesting a baseball simulation game 'sportainment', this paper is to review the technologies in the existing indoor baseball ranges and to provide the possibility of indoor baseball simulation using various sensor technologies. This baseball simulation game is expected to develop as one of successful indoor 'sportainment' businesses such as Golfzon.

Free Control Stability Analysis of Sports Utility Vehicle-EPS (Sports Utility Vehicle-EPS의 자유제어 안정성 해석)

  • 장봉춘;권대규
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.1
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    • pp.162-167
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    • 2004
  • In this research the Co-simulation technique for an electric power steering system with MATLAB/SIMULINK and a full vehicle model with ADAMS has been developed. The dynamic responses of vehicle chassis and steering system are evaluated. Then, a full vehicle model interacted with EPS control is concurrently simulated with an impulsive steering wheel torque input to analyze the stability of 'free control' or hands free motion for Sports Utility Vehicle. This integrated method allows engineers to reduce the prototype testing cost and to shorten the developing period.

Automatic Video Genre Identification Method in MPEG compressed domain

  • Kim, Tae-Hee;Lee, Woong-Hee;Jeong, Dong-Seok
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1527-1530
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    • 2002
  • Video summary is one of the tools which can provide the fast and effective browsing fur a lengthy video. Video summary consists of many key-frames that could be defined differently depending on the video genre it belongs to. Consequently, the video summary constructed by the uniform manner might lead into inadequate result. Therefore, identifying the video genre is the important first step in generating the meaningful video summary. We propose a new method that can classify the genre of the video data in MPEG compressed bit-stream domain. Since the proposed method operates directly on the com- pressed bit-stream without decoding the frame, it has merits such as simple calculation and short processing time. In the proposed method, only the visual information is utilized through the spatial-temporal analysis to classify the video genre. Experiments are done for 6 genres of video: Cartoon, Commercial, Music Video, News, Sports, and Talk Show. Experimental result shows more than 90% of accuracy in genre classification for the well-structured video data such as Talk Show and Sports.

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