• 제목/요약/키워드: Excellent players

검색결과 28건 처리시간 0.019초

국내 철봉 선수들의 Kovacs의 흔들기 및 체공 동작에 대한 평가 (The Evaluation of the Swing and Aerial Motion of Kovacs on Horizontal Bar)

  • Lim, Kyu-Chan
    • 한국운동역학회지
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    • 제30권4호
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    • pp.293-299
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    • 2020
  • Objective: The aim of this study was to investigate the swing and aerial motion of Kovacs, and evaluate the skill level of Kovacs by Korean adult players on horizontal bar. Method: The subjects for this study were 6 male top athletes participated in the 46th National Gymnastics against Cities and Provinces. After the motions of Kovacs were filmed by digital highspeed camcorder setting in 90 frames/s, kinematical data were calculated through DLT method. The variables were computed in the lapse time, the joint angle, the position·velocity of body COG, the inferred tension force of bar, and body COG path were simulated according to skill level of Kovacs. Results: Firstly, it was revealed that the lapse time was 1.19±0.03 s in the swing phase, and 0.83±0.03 s in the aerial phase. Secondly, it was revealed that the shoulder·hip joint motions of S1 and S2 were better than the other subjects in the swing phase, and the knee joint motions of S1 and S2 were better than the other subjects in the aerial phase. Thirdly, it was revealed that the horizontal·vertical velocity of body COG were -1.40±0.03 m/s, 3.80±0.07 m/s respectively, and the vertical positions of S1 and S2 were higher a little than the other subjects. Lastly, the skill level of Kovacs of this subjects was evaluated into 3 steps; excellent, advanced, normal. They need to train the swing motion including a giant circle, and body motions in the air. Conclusion: It would be suggested that Korean domestic players should improve to increase the vertical velocity at release instant and train to control the limbs elaborately in the air.

변형 Chrisman-Snook 술식을 이용한 만성 족관절 불안정성의 치료 결과 (Results of Modified Chrisman-Snook Procedure for Chronic Ankle Instability)

  • 정운섭;이중호;박용욱
    • 대한족부족관절학회지
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    • 제11권1호
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    • pp.62-66
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    • 2007
  • Purpose: We try to retrospectively analyze the clinical results of the modified Chrisman-Snook procedure for chronic ankle instability. Materials and Methods: From November 1997 to April 2006, thirty-one patients who underwent modified Chrisman-Snook procedure for chronic ankle instability were analyzed. All patients were male and the mean age was 31 years. The follow-up period averaged 48 months. We evaluated the clinical results measured by Hasegawa method. Results: Among them, there were soldiers in 11, socker players in 6, patients who weigh more 80 kg in 5. And there were 9 patients who previously underwent modified Brostrom procedure for chronic ankle instability. The clinical results were rated as excellent in 29, fair in 2 who did not cooperate with postoperative rehabilitation program. There were complications of 2 cases of irritation of the sural nerve and recurrence respectively, 1 case of wound problem. Conclusion: Our results show that the modified Chrisman-Snook procedure is effective treatment method for patients with high-performance athlete/soldier or failed modified Brostrom procedure.

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사이클 웨어의 만족도에 대한 연구 (A Study on Wearing Satisfaction of Cycle Wear)

  • 이유진;서미아
    • 복식문화연구
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    • 제16권2호
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    • pp.219-234
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    • 2008
  • The purpose of this thesis is to conduct research on the degree of satisfaction (for both wearing and functioning) of cycle wear; to present the basic data to develop cycle wears which can lesson the trouble for human body and have an excellent feeling in wearing. To inquire the degree of satisfaction, the method of questionnaire was used for 100 peoples consisted of male cycling players. As the result of the satisfaction degree in wearing, it can be certain that the users are satisfied overall and yet they express the lowest satisfaction at material among material, design, color and function. When it comes to unsatisfactory factors of wearing cycle wear, the most unsatisfactory one is the poor function of clothing on the whole. As the result of the site suitability of cycle wear, we can find the problems on the girth of neck and armhole of the upper garment, and on the part from waist to hip length and the girth from thigh through knee to calf of lower garment. As the result of the motion suitability of cycle wears, we can acknowledge that there are problems on the part of neck, armpit, and abdomen of the upper garment rather than the lower one.

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2011 대구세계육상선수권대회 남자 포환던지기 결선경기의 운동학적 분석 (Kinematic Analysis of Elite Athletes in Men's Shot-Put at World Championships, Daegu 2011)

  • 오정환;신의수;최수남;정익수;배재희;이정태;박승범
    • 한국운동역학회지
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    • 제21권5호
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    • pp.631-638
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    • 2011
  • This study had two purposes. The first was to analyze the period of the final record set by the male shot-putters in the IAAF World Championships, Daegu 2011 from the point of view of kinematics. The other was to identify an efficient movement for shot putting based on the analysis. The research used the eight finalists of in the championship as subjects. We analyzed the seven most important kinematic factors in shot putting based on the type of technique: the execution time of the delivery phase, release velocity, release angle, release, center of mass (COM) velocity, and shot trajectories. The analytical results showed the following average figures for the record 12 meters: execution time of the delivery phase: (0.19 s), release height: (2.06 m), release angle: ($34.68^{\circ}$), release velocity: (13.25 m/s), angular velocity of shoulder: ($922.38^{\circ}/s$), and angular velocity of pelvis: ($479.50^{\circ}/s$). Further, the results showed that the highest COM velocity was 2.25 m/s and the shot trajectories were close to a straight line in the release phase.

다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현 (Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game)

  • 정출곤;최환언;정선웅
    • 한국게임학회 논문지
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    • 제7권2호
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    • pp.101-112
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    • 2007
  • 모바일 기술의 발전에 따라 모바일 게임도 다운로드 방식 게임에서 대규모 사용자들이 모바일폰을 이용하여 서버에 접속한 상태에서 실시간으로 진행하는 모바일 네트워크 게임(Mobile Network Game)으로 변하고 있다. 이러한 모바일 네트워크 게임을 경제적으로 개발하기 위해서는 이에 적절한 모바일 네트워크 게임 엔진이 필요하게 된다. 본 논문은 모바일 네트워크 게임을 개발하는데 필요한 실시간 무선 다중사용자 온라인 게임 엔진(RWMMO-GE : Realtime Wireless Massively Multiplayer Online RPG Game Engine)에 대한 설계 및 구현 결과를 제시한다. 본 논문의 연구 결과인 RWMMO-GE의 구조는 Network/Client Module, Object Module, Map Tool, Script Editor, Character Editor를 중요한 요소로 하여 이루어진다. 이러한 엔진을 활용하여 제작된 다중사용자 모바일 네트워크 게임의 특징은 모바일폰을 가진 대규모 사용자들이 하나의 맵에서 실시간으로 게임을 진행할 수 있다는 것이며, 이는 모바일 게임에서 새로운 비즈니스 모델이 가능함을 의미한다.

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멀티미디어 CE 기기를 위한 빠른 질의 복구 기법 (Fast Query Recovery for Multimedia CE Devices)

  • 진희규;이기용;우경구
    • 한국정보과학회논문지:데이타베이스
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    • 제35권3호
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    • pp.286-295
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    • 2008
  • 멀티미디어 CE 기기(Multimedia Consumer Electronics Device)란 MP3 플레이어, PMP(Personal Media Player), 디지털 카메라 등과 같이 멀티미디어 데이타를 저장, 재생, 생성하는데 사용되는 기기를 말한다. 대부분의 멀티미디어 CE 기기는 기기에 저장된 멀티미디어를 검색하고, 그 결과를 브라우징하는 기능을 제공한다. 멀티미디어 CE 기기의 요구 사항 중의 하나는 사용자가 멀티미디어의 검색 결과를 브라우징하는 도중 기기의 전원이 꺼지더라도, 전원이 켜지면 원래의 브라우징 화면이 그대로 복구되어야 한다는 것이다. 기존의 방법은 이를 위해, (1) 검색 질의를 재수행하고, (2) 커서를 원래 브라우징하던 검색 결과의 레코드 위치까지 다시 이동시키는 방법을 사용해왔다. 그러나 이 방법은 검색 결과의 레코드 수가 많아질수록 많은 시간이 걸릴 수 있다. 본 논문에서는 멀티미디어의 검색 결과를 브라우징하는 도중, 기기의 전원이 꺼졌다 켜지더라도 원래의 브라우징 화면을 즉각적으로 복구할 수 있도록 하는 방법을 제안한다. 제안하는 방법은 검색 질의에 대한 질의 수행 계획의 일부 정보를 저장함으로써, 원래의 브라우징 화면을 즉각적으로 복구할 수 있도록 해준다. 실험 결과를 통해, 제안하는 방법은 검색 결과의 개수나 커서의 위치에 관계 없이 항상 일정한 성능을 제공함을 보인다.

초등학교 운동선수를 대상으로 대표 신체활동의 에너지 소비량 및 활동 강도 추정을 위한 가속도계의 정확도 검증 (Accuracy of Accelerometer for the Prediction of Energy Expenditure and Activity Intensity in Athletic Elementary School Children During Selected Activities)

  • 최수지;안해선;이모란;이정숙;김은경
    • 대한지역사회영양학회지
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    • 제22권5호
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    • pp.413-425
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    • 2017
  • Objectives: Accurate assessment of energy expenditure is important for estimation of energy requirements in athletic children. The objective of this study was to evaluate the accuracy of accelerometer for prediction of selected activities' energy expenditure and intensity in athletic elementary school children. Methods: The present study involved 31 soccer players (16 males and 15 females) from an elementary school (9-12 years). During the measurements, children performed eight selected activities while simultaneously wearing the accelerometer and carrying the portable indirect calorimeter. Five equations (Freedson/Trost, Treuth, Pate, Puyau, Mattocks) were assessed for the prediction of energy expenditure from accelerometer counts, while Evenson equation was added for prediction of activity intensity, making six equations in total. The accuracy of accelerometer for energy prediction was assessed by comparing measured and predicted values, using the paired t-test. The intensity classification accuracy was evaluated with kappa statistics and ROC-Curve. Results: For activities of lying down, television viewing and reading, Freedson/Trost, Treuth were accurate in predicting energy expenditure. Regarding Pate, it was accurate for vacuuming and slow treadmill walking energy prediction. Mattocks was accurate in treadmill running activities. Concerning activity intensity classification accuracy, Pate (kappa=0.72) had the best performance across the four intensities (sedentary, light, moderate, vigorous). In case of the sedentary activities, all equations had a good prediction accuracy, while with light activities and Vigorous activities, Pate had an excellent accuracy (ROC-AUC=0.91, 0.94). For Moderate activities, all equations showed a poor performance. Conclusions: In conclusion, none of the assessed equations was accurate in predicting energy expenditure across all assessed activities in athletic children. For activity intensity classification, Pate had the best prediction accuracy.

산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作) (Retail Product Development and Brand Management Collaboration between Industry and University Student Teams)

  • Carroll, Katherine Emma
    • 마케팅과학연구
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    • 제20권3호
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    • pp.239-248
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    • 2010
  • 本文阐述了产业和学术之间的合作项目. 这个合作项目关注美国东北部的一家大型地区连锁百货商店的两个自有品牌服装的营销和产品开发战略发展. 这个项目的目标是通过和学生的想法的合作来振兴产品线. 从而给学生提供真实产业环境中的实践经验. 这个项目中有很多关键者. 在美国东北部的一家私有连锁百货商店为已有的两个自有服装品牌寻求一个学术伙伴. 他们的目标客户是追求休闲, 适中价格的中年消费者. 这个公司想要改变包装和展示的方向, 甚至是产品的设计. 公司的品牌和产品开发部门联系东北一个州立大学的学术部门的教授. 有两位教授认为这个项目非常适合他们的课程-一个是初级的媒介品牌管理课程; 一个是高级的时装产品开发课程. 这些教授认为通过合作项目, 学生在安全的学术学习环境中能进入一个真实的工作场景中在一个多学科协作团队, 提供超出一个学生的能力, 经验和资源优势, 并增加了解决问题的过程中的 "智囊" (Lowman 2000). 这种提高学生的能力目标的方向让每班教师去组织品牌和产品开发类的跨学科团队. 此外, 许多大学都聘请科研和教学的产业伙伴关系, 协作的时间(学期)和环境(教室/实验室)的约束有助于提高学生的知识和对现实世界的经验. 在田纳西大学, 产业服务中心和UT-Knoxville's 工学院和一家公司合作来发展它们美国公司的的设计进步. 本研究中, 因为是和一个自有商标零售品牌, Wickett, Gaskill 和Damhorst's (1999) 指出产品开发和品牌管理团队使用的零售服装产品开发模型. 之所以选择这个框架是因为它从零售这个角度强调了服饰产品开发. 两个班级参与了这个项目: 一个初级品牌管理班级和一个高级时装产品开发班级. 7个团队包括四名学习品牌管理的学生和两名学习产品开发的学生. 这两个课程在同一个学期但是不同的时间. 在学期开始的时候, 每个班级都被介绍给了产业合作伙伴并接受了问题. 一半的团队指定为男士品牌, 另一半是女士品牌. 这些小组负责制定解决问题的方法, 制定自己的工作时间表, 在与业界代表保持接触, 并确保每个小组成员以积极的方式负责任. 这些小组的目标是通过用销售规划进程来计划, 发展和展示一条产品线(遵循Wickett, Gaskill和Damhorst 模型) 并为这条产品线发展新的品牌战略. 这些小组展示了趋势, 色彩, 面料和目标市场调查; 制定一个产品线的草图;编辑了草图, 介绍他们的执行计划书写说明书, 配上合适的模型并最终开发生产样品. 品牌班的学生完成了SWOT分析, 品牌测量研究报告, 品牌心智图和完整综合的营销报告. 这些报告在介绍新产品线时同时发表. 将来如果有更多这样的协作机会而且公司希望同时考虑品牌和产品开发战略, 那么课程应该定在相同的时间, 这样学生有更多的时间在一起讨论时间表和被分配的任务. 像上面的任务, 学生不得不每堂课之外的时间见面. 这使得团队工作变得具有挑战性(Pfaff和Huddleston, 2003). 虽然这项工作的后勤是费时设立和管理, 但教授认为对学生的好处是多种多样的. 根据两堂课的学生的回复, 最重要的好处是和产业专业人士一起工作的机会, 跟进他们的进程, 并看到公司里做决定级别的高层对他们作品的评估. 教员们都感激有一个 "真实的世界" 的案例. 制定的创意和战略扩大和加强了品牌和产品开发两个部门的联系. 通过和来自不同知识领域的学生一起工作并且和产业伙伴联系, 遵守产业活动的框架和时间表, 学生小组在新的环境中完成优秀创新的作品是具有挑战性的. 在产品开发和为 "现实生活" 品牌的品牌工作, 这些品牌都在努力给学生一个机会, 看看他们的课程是如何紧密的与现实世界联系, 以及公司运营中设计和商业方面如何需要创造性, 协作和灵活性. 行业人员对(a)学生的知识水平和深度以及执行力, (b)品牌的新思路的创造性产生了深刻的印象.