• Title/Summary/Keyword: Hitting analysis

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The Analysis of Electromyography and Kinematic of Kumdo Player's Head Hitting (검도 머리치기 동작의 근전도 및 운동학적 분석)

  • Park, Jong-Rul
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.63-74
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    • 2005
  • J. R. PARK. The Analysis of Electrimyography and Kinematic of Kumdo Player's Head Hitting. Korean Journal of Sport Biomechanics, Vol. 15, No. 1, pp. 63-74, 2005. The purpose of this study were to describe and compare the selected electromyographical muscle activities of arm and kinematic data of kumdo player's head hitting. Using surface electrode electromyography, we evaluated muscle activity in 6 male players during head hitting motion. Surface electrodes were used to record the level of muscle activity in the carpi radialis, deltoid, triceps, biceps muscles during the player's head hitting. These signals were compared with %RVC(Reference voluntary contraction) which was normalized by IEMG(Integrated EMG). The kumdo head hitting motion was divided into two phases: back swing, down swing. we observed patterns of arm muscle activity throughout two phases of the kumdo head hiting The results can be summarized as follows: right elbow angle had decreased and left deltoid muscle's activation had higher than right deltoid muscle's activation, right carpi radialis muscle's activation had higher than left carpi radialis muscle's activation in back swing phase, knee angle had decreased and left triceps muscle's activation had higher than right triceps muscle's activation, right deltoid muscle's activation had higher than left deltoid muscle's activation, right carpi radialis muscle's activation had higher than left carpi radialis muscle's activation in down swing phase

Creating Deep Learning-based Acrobatic Videos Using Imitation Videos

  • Choi, Jong In;Nam, Sang Hun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.713-728
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    • 2021
  • This paper proposes an augmented reality technique to generate acrobatic scenes from hitting motion videos. After a user shoots a motion that mimics hitting an object with hands or feet, their pose is analyzed using motion tracking with deep learning to track hand or foot movement while hitting the object. Hitting position and time are then extracted to generate the object's moving trajectory using physics optimization and synchronized with the video. The proposed method can create videos for hitting objects with feet, e.g. soccer ball lifting; fists, e.g. tap ball, etc. and is suitable for augmented reality applications to include virtual objects.

A Basic Study on Temperature Characteristic Analysis of Kumdo Motion by Infrared Rays Camera (열화상 카메라를 이용한 검도 동작의 온도 특성 분석 기초 연구)

  • Lee, Gyuseon;Nam, Joong Woong;Seok, Kang Hoon;Kim, Jeongbae
    • Journal of Institute of Convergence Technology
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    • v.2 no.1
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    • pp.18-23
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    • 2012
  • The purpose of this study is to visually confirm on variation of temperature changes according to the basic of Kumdo by using infrared rays camera and to obtain the difference of temperature distribution according to the warm up procedure. We selected randomly two Kumdo players, and recorded twice continuously their actions of three basic(Head Hitting, Wrist Hitting, Waist Hitting) motions of Kumdo. In other to obtain the effect of warm up procedure, we recorded again their actions including warm-up motions. Four measuring points on the body were selected in each motion considering the error on continuous recoding. Temperature distributions of the before and after warming up procedure were analyzed at two measuring point. Skin temperature distributions of the players's body in two cases are shown a similar tendency. It can be predicted that the parts of large physical movement result in the large changes of temperature according to the warm up motion.

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Development on Human Muscle Skeletal Model and Stress Analysis of Kumdo Head Hitting Motion (검도 머리치기 동작의 인체 근골격 모델개발 및 응력해석)

  • Lee, Jung-Hyun;Lee, Se-Hoon;Lee, Young-Shin
    • Journal of the Korean Society for Precision Engineering
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    • v.24 no.11
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    • pp.116-125
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    • 2007
  • Human muscle skeletal model was developed for biomechanical study. The human model was consists with 19 bone-skeleton and 122 muscles. Muscle number of upper limb, trunk and lower limb part are 28, 60, 34 respectively. Bone was modeled with 3D beam element and muscle was modeled with spar element. For upper limb muscle modelling, rectus abdominis, trapezius, deltoideus, biceps brachii, triceps brachii muscle and other main muscles were considered. Lower limb muscle was modeled with gastrocenemius, gluteus maximus, gluteus medius and related muscles. The biomechanical stress and strain analysis of human was conducted by proposed finite element analysis model under Kumdo head hitting motion. In this study structural analysis has been performed in order to investigate the human body impact by Kumdo head hitting motion. As the results, the analytical displacement, stress and strain of human body are presented.

An Experimental Study on the Rebound Degree Tendency of Linear Hitting Test Hammer (선 타격 반발도 시험기의 반발도 경향에 관한 실험적 연구)

  • Ahn Hyo-Soo;Seo Chee-Ho
    • Journal of the Korea Concrete Institute
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    • v.17 no.3 s.87
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    • pp.313-322
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    • 2005
  • Recently, as the remodeling market gradually substitute for new construction market and safety diagnosis for reconstruction apartment become a matter of principal Interest, it is demanded that scientific diagnosis and evaluation for existing concrete structure state. And it is increasing that the significance for reliability of data which is used for estimating the concrete compressive strength by nondestructive test. As a result, it is found that different proposal to material age and hitting angle is good to improving the reliability of presumption of concrete compressive strength in the linear hitting rebound test hammer. And for the reason that mutual relation between the compressive strength and rebound degree is highest in linear hitting rebound test hammer 25mm in all portion according to early md middle material age and hitting angle except the early material age $-45^{\circ}$, analysis showed that linear hitting rebound test hammer is more reliable than existing schmidt hammer in presumption of concrete compressive strength.

A Study on action game character's motion of Hit Impact - Focusing on the TMNT2 case analysis - (액션 게임 캐릭터의 타격감 동작 연구 -TMNT2 사례분석을 중심으로-)

  • Yoon, Jang Won
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.105-114
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    • 2021
  • In this study, we analyzed the motion animation of game characters, which is a visual part of the game elements for 'Hit Impact'. The game selected for analysis focused on the movements of the characters in the arcade game , which is thought to have a weak 'Hit Impact' and looked for the cause. We also analyzed the differences in the motion of the characters in the home transplant version of , which is considered to have improved 'Hit Impact', compared to the arcade version. As a result of the analysis, it was found that the reason for the weak 'Hit Impact' in the arcade version was mainly due to the wrong timing and judgment of hitting and hitting movements, and at the same time, supplemented physical reactions and stun, camera directing, and hitting effects could have a significant impact on improving 'Hit Impact'.

An Analysis of decision Factor on Drive Distance for University Golf Player's Object Execution Using Late Hitting Method (대학 골프선수들의 의도적 지연히팅 시 비거리 결정인자 분석)

  • So, Jea-Moo;Lim, Young-Tae;Kim, Yong-Seok;Cho, Bum-Wook
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.71-78
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    • 2005
  • The purpose of this research was to conduct an analysis on the factors that determine the distance at the time of target swing based on the use of late hitting of outstanding college golfers to verify the difference between late hitting and the distance that target increases in regular swing and the distance. Then, this research conducts an analysis on the correlation between club head velocity, ball velocity, launch angle, back spin, meet ratio and distance that become kinematics variables at the time of target swing. To attain the above mentioned purpose, 25 outstanding college players with average experience and handicap of 6 years and 5, respectively, were targeted Comparative analysis on two swing that target increase in regular and the distance was conducted by used driver. When it pertained to two types of swing. analysis system comprised of an analytical software called the Science Eye of the Bridgestone and peripheries was used to define the relationship between variables of club head velocity, ball velocity, launch angle, back spin, meet ratio that become kinematics variables. As for the method of processing data pertaining to the factors that determine the distance, differences of distance by the type of swing was verified by using independent T-test that leveraged SPSS 120 statistics program. Moreover, level of correlation between variables that contribute to the increase in distance through relation of correlation, and analysis of tendencies was conducted to analyze tendency of non-distance to increase in accordance to the increase of each variable. Key results produced through this experiment are as follows: 1. Artificial late hitting for increased non-distance that targets skilled players had effect on increased the distance(p<. 05). 2 The drive distance is correlated with each measured variable that is positive correlation to ball velocity, club head velocity, meet ratio and relation of back spin and launch angle are negative correlation. ball velocity and club head velocity are very high correlated with drive distance(p<.01), back spin and distance are negative correlation(p<.01). 3. Among each measured variable increasing the club velocity is the most contribution, and ball velocity and meet ratio and the increasing launch angle and back spin is negative effect for increasing distance.

Kinematical Analysis on the Head Hitting Motion Based on Weight Change of Bamboo Swords (죽도 무게변화에 따른 검도 머리치기 동작의 운동학적 분석)

  • Chung, Nam-Ju;Kim, Jae-Pil;Ku, Jong-Mo
    • Korean Journal of Applied Biomechanics
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    • v.20 no.1
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    • pp.25-32
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    • 2010
  • This study was performed to investigate the kinematic factors on the head hitting motion based on weight change of bamboo swords in kumdo. The kinematic factors, needed time per phase, COB displacement and velocity, angle(wrist, elbow, shoulder joint, hip joint, knee joint), were analyzed by the 3-D motion analysis method against 6 male middle school athletes. The results were as follows. 1. The needed time of head hitting motion based on weight change of bamboo swords was shorter when weight was heavier. 2. The COB displacement of left/right was bigger when weight was heavier. the displacement of right foot was higher at backswing phase and impact phase when weight was heavier and at impact time when weight was lighter. 3. The COB velocity was faster at impact time when weight was heavier, the velocity of sword tip was fastest for each event with bamboo sword weight of 440 g. 4. The angle of left elbow was smaller at top of backswing and impact when weight was heavier, the angle of left shoulder was bigger when weight was heavier, the right knee angle was biger at start when weight was heavier, at impact when weight was lighter.

A Study on the Discrimination of Use Intention by Critical T-Commerce Factors (T-Commerce 요인에 따른 사용의도 판별에 관한 연구)

  • Kim, Ju-An
    • International Commerce and Information Review
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    • v.8 no.3
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    • pp.71-95
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    • 2006
  • In recent, T-commerce is widely dispersed as alternative type of commerce. It is forecasted that t-commerce system is used more than e-commerce system. Therefore more and more t-commerce-related industries are also recognizing that t-commerce is a critical business model. It is needed to understand the concept of t-commerce and develop the t-commerce marketing strategy. CEO analyses consumer's behaviors according to the data about buyers and applies the advantage of t-commerce to the communication with customers. This t-commerce system plays an important role in maximizing customer satisfaction and affecting their intention to reuse it. Therefore this paper attempts to identify T-commerce critical success factors and divide between use-intention group and unuse-intention group by taking out a discriminant function by the discriminant analysis. This lays a foundation in developing T-commerce strategy. According to the discriminant function extracted, convenience factor, amusement factor, system quality factor, product perception factor are significant in the sequence of influential degree. However, usefulness factor and speedy connection factor are not significant. In result, the target hitting rate is 77.9% in the first unuse-intention group and it is 95.2% in the second use-intention group. The total discriminant target hitting rate is computed to higher value, 86.55%. The statistic package, SPSS 12.0, is used to survey and analyse data and test the hypothesis. The validity and reliability of variables are verified by both reliability analysis and factor analysis. The discriminant analysis is used to tell the difference between use-intention group and unuse-intention group.

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A Kinematical Analysis of Side Kick Motion in Taekwondo (태권도 옆차기 동작의 운동학적 분석)

  • Park, Kwang-Dong
    • Korean Journal of Applied Biomechanics
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    • v.13 no.2
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    • pp.49-63
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    • 2003
  • For this study, four male university Taekwondo players were randomly chosen, between the weight categories of 60Kg and 80Kg. Their side kicks (yeop chagi), which are part of foot techniques, were kinematically analyzed in terms of the time, angle, and angular velocity factors involved with the kicks through the three-dimensional imaging. The results of the analysis are as fellows. 1. Time factor The first phase(preparation) was 0.48sec on average, accounting for 60% of the entire time spent; the second phase(the minimum angle of the knee joint) was 0.21sec on average, taking up 26% of the whole time spent; and the third phase(hitting) was 0.11sec on average, representing 14% of the entire time spent. 2. Angle factor In the first phase(preparation), rotating their bodies along the long axis, the players bended their hip and knee joints a lot, by moving fast in the vertical and horizontal directions, in the second phase(the minimum angle of the knee joint), the players continued to extend their bodies along the vertical axis, while pronating their lower legs and bending their hip and knee joints a lot to reduce the radius of gyration, and in the third phase(hitting), they extended their knee joints greatly so that the angle movements of their lower bodies shifted to circle movements. 3. Angular velocity factor In the first phase(preparation), the angular velocity of the hip and knee joints increased. while moving horizontally and rotating the body along the long axis; in the second phase(the minimum angle of the knee joint), the angular velocity increased by bending the hip and knee joints fast to reduce the rotation radios; and in the third phase(hitting), the angular velocity was found to have increased, by rotating the body along the long axis to increase the angular velocity and shifting the angular momentum of the pronated knee joint to the circular momentum.