• Title/Summary/Keyword: High school player

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Kinematic Analysis of Lower Limb during Inside Penalty Kick toward Different Targets in Soccer (축구 인사이드 페널티킥 동작 시 목표변화에 따른 하지분절의 운동학적 분석)

  • So, Jae-Moo;Kim, Jai-Jeong;Park, Hye-Lim;Kang, Sung-Sun
    • Korean Journal of Applied Biomechanics
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    • v.23 no.2
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    • pp.117-123
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    • 2013
  • The purpose of this study was to provide data to increase the success rate of penalty kicks through quantifying the shape of skilled kicks by performing a kinematic analysis on the change of movement during the kicking phase which the goalkeeper uses as a vital clue. Three high definition video cameras(GR-HD1KR, JVC, Japan) were used for the study and 18 reflective markers were attached to the body joints. Corners of the goal, difficult for goalkeepers to block, were set as aims and 1 m by 1.2 m targets were installed. Each subject had five sets of kicks at random, and the analysis was done on the movements that hit the target. Time, speed of the right lower limb's center of mass, joint angle, and angular velocity were chosen as factors and the results of the analysis showed statistical significance. The player taking a penalty kick should train to avoid leaning one's body towards the kicking direction and change the angle of the right foot right before the impact to decide the direction of the ball. The goalkeeper can increase the save success rate by studying the angle of the kicker's body and the right foot as well as the timing of the kick.

Effects of real-time feedback training on weight shifting during golf swinging on golf performance in amateur golfers

  • Hwang, Ji-Hyun;Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
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    • v.6 no.4
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    • pp.189-195
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    • 2017
  • Objective: The purpose of this study was to examine the effects of real-time visual feedback weight shift training during golf swinging on golf performance. Design: Repeated-measures crossover design. Methods: Twenty-sixth amateur golfers were enrolled and randomly divided into two groups: The golf swing training with real-time feedback on weight shift (experimental group) swing training on the Wii balance board (WBB) by viewing the center of pressure (COP) trajectory on the WBB. All participants were assigned to the experimental group and the control group. The general golf swing training group (control group) performed on the ground. The golf performance was measured using a high-speed 3-dimensional camera sensor which analyses the shot distance, ball velocity, vertical launch angle, horizontal launch angle, back spin velocity and side spin velocity. The COP trajectory was assessed during 10 practice sessions and the mean was used. The golf performance measurement was repeated three times and its mean value was used. The assessment and training were performed at 24-hour intervals. Results: After training sessions, the change in shot distance, ball velocity, and horizontal launch angle pre- and post-training were significantly different when using the driver and iron clubs in the experimental group (p<0.05). The interaction time${\times}$group and time${\times}$club were not significant for all variables. Conclusions: In this study, real-time feedback training using real-time feedback on weight shifting improves golf shot distance and accuracy, which will be effective in increasing golf performance. In addition, it can be used as an index for golf player ability.

A Utility-Based and QoS-Aware Power Control Scheme for Wireless Body Area Networks

  • Li, Yanjun;Pan, Jian;Tian, Xianzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4188-4206
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    • 2016
  • Power control is widely used to reduce co-channel interference in wireless networks and guarantee the signal-to-interference plus noise ratio (SINR) of ongoing connections. This technique is also effective for wireless body area networks (WBANs). Although achieving satisfactory SINR is important for WBAN users, they may not be willing to achieve it at arbitrarily high power levels since power is a scarce resource in WBANs. Besides, for WBANs with different purposes, the QoS requirements and concern about the power consumption may be different. This motivates us to formulate the power control problem using the concepts from microeconomics and game theory. In this paper, the QoS objective is viewed as a utility function, which represents the degree of user satisfaction, while the power consumption is viewed as a cost function. The power control problem consequently becomes a non-cooperative multiplayer game, in which each player tries to maximize its net utility, i.e., the utility minus the cost. Within this framework, we investigate the Nash equilibrium existence and uniqueness in the game and derive the best response solution to reach the Nash equilibrium. To obtain the optimal transmission power in a distributed way, we further propose a utility-based and QoS-aware power control algorithm (UQoS-PCA). Tunable cost coefficient in UQoS-PCA enables this scheme to be flexible to satisfy diverse service requirements. Simulation results show the convergence and effectiveness of the proposed scheme as well as improvements over existing algorithm.

The Effects of Soybean Peptide Intake on Index of Muscle Damage and Hormone Concentration in Taekwondo Player

  • Son, Chang-Seob;Lee, Hye-Sook;Lee, Jang-Woon;Lee, Yoon-Bok;Park, Myeong-Soo;Yoo, Yung-Choon;Park, Jin-Hong;Hong, Seung-Bok;Hwang, Seock-Yeon
    • Biomedical Science Letters
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    • v.17 no.3
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    • pp.245-251
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    • 2011
  • This study was conducted to investigate the effect of soybean peptide on muscle damage index and hormone (testosterone and cortisol) concentration. Subjects of this study were 23 high school male taekwondo players who had participated in regular exercise. They were randomly divided into two groups, one group took soybean peptide (S-peptide, n=13) 4 g a day for 4 weeks and the other took placebo (placebo, n=10) for the same time. We obtained blood samples before and after experiment and analyzed for CPK (Creatine phosphokinase), LDH (Lactate dehydrogenase), ALD (Aldolase), myoglobin, testosterone and cortisol. As for body composition, there was no significant difference in weight, body fat rate and LBM (lean body mass) between the S-peptide and the S-peptide group and placebo group. In CPK, LDH, ALD and myoglobin, S-peptide group was significantly lower than the placebo group and showed significant decrease before and after intaking soybean peptide (P<0.05~0.01). In the concentration of plasma testosterone, S-peptide group was increased from two weeks but not significant difference. The concentration of plasma cortisol showed significantly decrease in the S-peptide (P<0.01). These results indicate that the intake of soybean peptide have positive effect on index of muscle damage and changes of hormone concentration.

The Crisis of Public Service Broadcasting: Focusing on the Korean Case (공영방송의 위기: 한국에서의 대응)

  • Kang, Hyung-Cheol;Yang, Seung-Chan
    • Korean journal of communication and information
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    • v.22
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    • pp.7-38
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    • 2003
  • This study is primarily concerned with the discussion about the crisis of Korean Public Service Broadcasting within the context of changing media environment. The study firstly attempts to explain the causes of current problems of Public Service Broadcasting in general, and categorizes the patterns of Western countries' reactions to cope with the problems. Secondly, the present study deals with the case of Korean Public Service Broadcasting. This paper argues that Korean Public Service Broadcasters have adopted four salient strategies: 1) They have tried to achieve high program ratings based on non-distinctive programming; 2) They have preferred the commercial advertising revenues as the primary financial resource; 3) They have attempted to expand their social power while exploiting their program contents; 4) Finally, they have tried to be a sole player in the decision making process, independent from all the other social forces such as the state, capital, and the civil organizations. This study suggests that four strategies should be reconsidered because those are far from the original ideas of Public Service Broadcasting.

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A Study on the Brain wnve Characteristics of Baduk Expert by BCI(Brain Computer Interface) (BCI을 이용한 바둑 전문인의 뇌 기능 특성 분석 연구)

  • Bak, Ki-Ja;Yi, Seon-Gyu;Jeong, Soo-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.3
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    • pp.695-701
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    • 2008
  • This study has been made to research on the brain wave characteristics of baduk expert by BCI(Brain Computer Interface). The test was based on the researches from 1th September, 2005 to 30th December, 2005, compared with the ones of the standardized general public. The number of the general public are 695 (elementary school students 423, middle and high school students 161, adults 111) and the number of the baduk players are 57 (researchstudents 15, Korean baduk club students 16, professional baduk players 26). The research data show that the baduk players have the higher indexes than the general public in Self Regulation quotient p=.002, Attention Quotient(left) p=.002, Emotion Quotient p=.027, Stress Quotient(left) p=.002 and Brain Quotient p=.006. There are some differences in brain functions between baduk players and the ordinary people. Difference in functions of the brain among baduk experts is also analyzed. That result shows that there is no different brain function between professional baduk player.

An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

How Can Non.Chaebol Companies Thrive in the Chaebol Economy? (비재벌공사여하재재벌경제중생존((非财阀公司如何在财阀经济中生存)? ‐공사층면영소전략적분석(公司层面营销战略的分析)‐)

  • Kim, Nam-Kuk;Sengupta, Sanjit;Kim, Dong-Jae
    • Journal of Global Scholars of Marketing Science
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    • v.19 no.3
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    • pp.28-36
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    • 2009
  • While existing literature has focused extensively on the strengths and weaknesses of the Chaebol and their ownership and governance, there have been few studies of Korean non-Chaebol firms. However, Lee, Lee and Pennings (2001) did not specifically investigate the competitive strategies that non-Chaebol firms use to survive against the Chaebol in the domestic Korean market. The motivation of this paper is to document, through four exploratory case studies, the successful competitive strategies of non-Chaebol Korean companies against the Chaebol and then offer some propositions that may be useful to other entrepreneurial firms as well as public policy makers. Competition and cooperation as conceptualized by product similarity and cooperative inter.firm relationship respectively, are major dimensions of firm.level marketing strategy. From these two dimensions, we develop the following $2{\times}2$ matrix, with 4 types of competitive strategies for non-Chaebol companies against the Chaebol (Fig. 1.). The non-Chaebol firm in Cell 1 has a "me-too" product for the low-end market while conceding the high-end market to a Chaebol. In Cell 2, the non-Chaebol firm partners with a Chaebol company, either as a supplier or complementor. In Cell 3, the non-Chaebol firm engages in direct competition with a Chaebol. In Cell 4, the non-Chaebol firm targets an unserved part of the market with an innovative product or service. The four selected cases such as E.Rae Electronics Industry Company (Co-exister), Intops (Supplier), Pantech (Competitor) and Humax (Niche Player) are analyzed to provide each strategy with richer insights. Following propositions are generated based upon our conceptual framework: Proposition 1: Non-Chaebol firms that have a cooperative relationship with a Chaebol will perform better than firms that do not. Proposition 1a; Co-existers will perform better than Competitors. Proposition 1b: Partners (suppliers or complementors) will perform better than Niche players. Proposition 2: Firms that have no product similarity with a Chaebol will perform better than firms that have product similarity. Proposition 2a: Partners (suppliers or complementors) will perform better than Co.existers. Proposition 2b: Niche players will perform better than Competitors. Proposition 3: Niche players should perform better than Co-existers. Proposition 4: Performance can be rank.ordered in descending order as Partners, Niche Players, Co.existers, Competitors. A team of experts was constituted to categorize each of these 216 non-Chaebol companies into one of the 4 cells in our typology. Simple Analysis of Variance (ANOVA) in SPSS statistical software was used to test our propositions. Overall findings are that it is better to have a cooperative relationship with a Chaebol and to offer products or services differentiated from a Chaebol. It is clear that the only profitable strategy, on average, to compete against the Chaebol is to be a partner (supplier or complementor). Competing head on with a Chaebol company is a costly strategy not likely to pay off for a non-Chaebol firm. Strategies to avoid head on competition with the Chaebol by serving niche markets with differentiated products or by serving the low-end of the market ignored by the Chaebol are better survival strategies. This paper illustrates that there are ways in which small and medium Korean non-Chaebol firms can thrive in a Chaebol environment, though not without risks. Using different combinations of competition and cooperation firms may choose particular positions along the product similarity and cooperative relationship dimensions to develop their competitive strategies-co-exister, competitor, partner, niche player. Based on our exploratory case-study analysis, partner seems to be the best strategy for non-Chaebol firms while competitor appears to be the most risky one. Niche players and co-existers have intermediate performance, though the former do better than the latter. It is often the case with managers of small and medium size companies that they tend to view market leaders, typically the Chaebol, with rather simplistic assumptions of either competition or collaboration. Consequently, many non-Chaebol firms turn out to be either passive collaborators or overwhelmed competitors of the Chaebol. In fact, competition and collaboration are not mutually exclusive, and can be pursued at the same time. As suggested in this paper, non-Chaebol firms can actively choose to compete and collaborate, depending on their environment, internal resources and capabilities.

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Effects of Clubhead Velocity on GRF Magnitude and Time during 7-iron Swing (골프스윙 시 지면반력 크기와 시간 차이가 클럽헤드 속도에 미치는 영향)

  • Woo, Byung Hoon
    • Korean Journal of Applied Biomechanics
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    • v.30 no.1
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    • pp.27-35
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    • 2020
  • Objective: The purpose of this study was to investigate the influence of clubhead velocity through regression analysis on the magnitude and time difference of the forward-backward, mediolateral, and vertical ground reaction peak forces generated by force plate during golf swing. Method: 16 subjects (age: 20.5±4.2 yrs, height: 176.0±5.4 cm, weight: 77.8±5.9 kg, handy: 2.4±1.7) who is elite golf player in high school and university, participated in this study. The study method adopted three-dimensional analysis with 8 cameras and ground reaction force measurement with two force plate. The analysis variables were clubhead velocity, and ground reaction analysis variables set four events in each graph based on the peak forces commonly generated in Fx, Fy, and Fz graphs of the ground reaction data during the golf swing. Results: As a result of analyzing the influence of ground reaction magnitude difference on clubhead velocity, the influence on clubhead velocity was ym4, zm1, xm4, zm2. The larger ym4, xm4, zm1, the fasterthe clubhead velocity, but the smallerthe zm2, the faster the clubhead velocity. And in time difference, the influence on the clubhead velocity was in the order of xt4, zt1, zt3. The shorter xt4, zt1, zt3 showed faster clubhead velocity. Conclusion: The leftfoot played a leading role in increasing the velocity of the clubhead. Although the result was caused by the interaction of the right foot and the left foot during the swing, the role of the left foot is relatively large.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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