• 제목/요약/키워드: Hitting analysis

검색결과 64건 처리시간 0.018초

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

  • 박종율
    • 한국운동역학회지
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    • 제15권1호
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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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    • 제15권2호
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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.

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

  • 이규선;남중웅;석강훈;김정배
    • 융복합기술연구소 논문집
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    • 제2권1호
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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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검도 머리치기 동작의 인체 근골격 모델개발 및 응력해석 (Development on Human Muscle Skeletal Model and Stress Analysis of Kumdo Head Hitting Motion)

  • 이중현;이세훈;이영신
    • 한국정밀공학회지
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    • 제24권11호
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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.

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

  • 안효수;서치호
    • 콘크리트학회논문집
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    • 제17권3호
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    • pp.313-322
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    • 2005
  • 최근 들어 리모델링시장이 점차 신축시장의 대체시장으로 부각되고, 재건축아파트에 대한 안전진단의 문제가 사회의 주요 관심사가 되면서 기존 콘크리트 구조체의 상태에 대해 체계적이고 과학적인 구조물 진단 및 평가가 요구되고 있으며, 비파괴 시험방법에 의한 콘크리트 압축강도를 추정하기 위한 데이터의 신뢰성에 대한 중요성이 점점 증대되고 있다. 본 연구에서는 선 타격 개념의 반발도 시험기를 적용하여 콘크리트 압축강도 추정의 신뢰성을 향상시키는 방안을 모색하고, 재령 및 타격각도에 따라 선 타격 반발도 시험기에 적용할 수 있는 압축강도 추정식을 제안하고자 하였다. 연구 결과, 선 타격 반발도 시험기는 재령별, 타격각도별로 별도의 추정식을 제안하는 것이 콘크리트 압축강도 추정의 신뢰성을 향상시키는데 긍정적인 것으로 나타났으며, 압축강도와 반발도 사이의 상관관계는 초기 및 중기재령, 그리고 타격각도별로 초기재령 $-45^{\circ}$를 제외한 모든 부분에서 선 타격 반발도 시험기 25mm가 가장 높은 것으로 나타나 기존의 슈미트해머에 비해 콘크리트 압축강도 추정의 신뢰성을 높일 수 있는 방안이 될 것으로 분석되었다.

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

  • 윤장원
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.105-114
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    • 2021
  • 본 연구에서는 '타격감'에 대한 게임 요소 중 시각적인 부분인 게임 캐릭터의 동작 애니메이션을 분석해 보았다. 분석을 위해 선정한 게임은 '타격감'이 약하다고 생각되는 아케이드 게임 속 캐릭터의 동작을 중점적으로 분석하고 원인을 찾아보았다. 또한 '타격감'이 향상되었다고 평가를 받는 의 가정용 이식작의 캐릭터 동작을 아케이드 버전과 비교해서 어떠한 차이점이 있는지 분석해 보았다. 분석 결과 아케이드 버전에서 타격감이 미약했던 이유는 주로 타격 및 피격 동작의 잘못된 타이밍과 판정에서 비롯된 것이었으며, 동시에 물리적인 반응과 경직, 카메라 연출 및 타격 이펙트가 보완되면 타격감 향상에 유의미한 영향을 미칠 수 있다는 걸 알 수 있었다.

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

  • 소재무;임영태;김용석;조범욱
    • 한국운동역학회지
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    • 제15권3호
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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.

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

  • 정남주;김재필;구종모
    • 한국운동역학회지
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    • 제20권1호
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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.

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

  • 김주안
    • 통상정보연구
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    • 제8권3호
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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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태권도 옆차기 동작의 운동학적 분석 (A Kinematical Analysis of Side Kick Motion in Taekwondo)

  • 박광동
    • 한국운동역학회지
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    • 제13권2호
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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.