• Title/Summary/Keyword: Internet Sports

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A comparison study on characteristics of IPTV and digital CATV subscribers (IPTV가입자와 디지털 CATV가입자의 특성비교에 관한 연구)

  • Ryu, Gui-Yeol;Rhee, Eun-Jun;Lee, Hyun-Woo
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.4
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    • pp.665-675
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    • 2012
  • The object of study is to compare the characteristics of IPTV (Internet protocol television) subscribers and digital CATV (Community antenna television) subscribers. We used the adjusted residuals. We did gang survey for 100 subscribers in Seoul, Kyeonggi or Incheon regions. Compared to digital CATV, IPTV seems to have appropriate contents for interactive services and high satisfaction level for cost, but high dissatisfaction level for channels. Digital CATV subscribers would know and subscribe passively, compared to IPTV subscribers. IPTV subscribers are more satisfied than digital CATV subscribers even though IPTV is higher cost. Main content of digital CATV is sports, which is not interactive contents. People think IPTV is an innovative service which let subscribers see wanted contents always, but digital CATV is an extension of CATV. So digital CATV cannot use advantages of interactive services. Even though two services are almost same, they are very different in recognition.

An Analysis of the Hyperlinks of Internet Newspaper Sites: Focused on Chosun.com and the Washington Post (인터넷신문 섹션별 뉴스기사 본문의 하이퍼링크에 대한 분석: 조선닷컴과 워싱턴포스트를 중심으로)

  • Kim, Seong-Hee;Roh, Yoon-Ju
    • Journal of Information Management
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    • v.43 no.4
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    • pp.119-142
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    • 2012
  • This study analyzed the characteristics of hyperlink service from news articles in chosun.com and washington Post sites. The study showed that the Washington Post revealed many hyperlink-related elements and an increase in interactivity while Chosun.com was not established consistent hyperlink service. Also, this study analyzed news distribution based on genre, as a result, the life section was occupied the highest proportion with 32.4% for Chosun.com, while the news sections were evenly distributed for the Washington Post. Finally, as a result of classifying the linked words into 3 categories(Informational, navigational, and transactional), the highest contents category in both Chosun.com and Washington Post turned out to be informational words. Theses results can be used to develop and provide the effective link service of news articles in internet newspaper sites.

Study on Bee venom and Pain (통증 관련 봉독(蜂毒) 연구에 대한 고찰(考察))

  • Yun, Hyoung-Seok;Kim, Young-Suk;Lee, Jae-Dong
    • Journal of Pharmacopuncture
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    • v.3 no.1
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    • pp.157-175
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    • 2000
  • In order to study Bee venom and Pain, We searched Journals and Internet. The results were as follows: 1. The domestic papers were total 13. 4 papers were published at The journal of korean acupuncture & moxibustion society, 3 papers were published at The journal of korean oriental medical society, Each The journal of KyoungHee University Oriental Medicine and The journal of korean sports oriental medical society published 1 papers and Unpublished desertations were 3. The clinical studies were 4 and the experimental studies were 9. 2. The domestic clinical studies reported that Bee venom Herbal Acupuncture therapy was effective on HIVD, Subacute arthritis of Knee Joint and Sequale of sprain. In the domestic experimental studies, 5 were related to analgesic effect of Bee vnom and 4 were related to mechanism of analgesia. 3. The journals searched by PubMed were total 18. 5 papers were published at Pain, Each 2 papers were published at Neurosci Lett. and Br J Pharmacol, and Each Eur J Pain, J Rheumatol, Brain Res, Neuroscience, Nature and Toxicon et al published 1 paper. 4. In the journals searched by PubMed, Only the experimental studies were existed. 8 papers used Bee Venom as pain induction substance and 1 paper was related to analgesic effects of Bee venom. 5. 15 webpage were searched by internet related to Bee Venom and pain. 11 were the introduction related to arthritis, 1 was the advertisement, 1 was the patient's experience, 1 was the case report on RA, 1 was review article.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Free Agent Algorithm for Min-Cut Problem (최소절단 문제의 자유계약 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.4
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    • pp.27-33
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    • 2019
  • The min-cut problem that decides the maximum flow in a complex network flows from source(s) to sink(t) is known as a hard problem. The augmenting path algorithm divides into single path and decides the bottleneck point(edge), but the min-cut section to be decide additionally. This paper suggests O(n) time complexity heuristic greedy algorithm for the number of vertices n that applies free agent system in a pro-sports field. The free agent method assumes $N_G(S),N_G(T)$vertices among $v{\in}V{\backslash}\{s,t\}$to free agent players, and this players transfer into the team that suggest more annual income. As a result of various networks, this algorithm can be finds all of min-cut sections and min-cut value for whole cases.

A Study on Futsal Video Analysis System Using Object Tracking (객체 추적을 이용한 풋살 영상 분석 시스템에 관한 연구)

  • Jung, Halim;Kwon, Hangil;Lee, Gilhyeong;Jung, Soogyung;Ko, Dongbeom;Jeon, GwangIl;Park, Jeongmin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.201-210
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    • 2021
  • This paper introduces the futsal video analysis system consisting of an analysis program using object tracking technology and a web server that visualizes and provides analyzed data. In this paper, small and medium-sized organizations and amateur players are unable to provide game analysis services, so they propose a system that can solve this problem through this paper. Existing analytical systems use special devices or high-cost cameras, making them difficult for users to use. Thus, in this paper, a system is designed and developed to analyze the competitors' competitions and visualize the data using flat images only. Track an object and calculate the accumulated values to obtain the distance per pixel of the object and extract speed-related data and distance-based data based on it. Converts extracted data to graphs and images through a visualization library, making it convenient to use through web pages. Through this analysis system, we improve the problems of the existing analysis system and make data-based scientific and efficient analysis available.

Comparison of Number of Repetitions and Repetition Rate in 5 Sets of 65%1RM Bench Press and Biceps Curl Exercise

  • Kim, Ki Hong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.163-172
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    • 2022
  • The purpose of this study is to investigate the changes in the number of repetitions and the repetition rate according to the exercise mode when performing 65%1RM resistance exercise at the 1-minute rest interval and the 3-minute rest interval. Sixteen healthy male subjects were treated with Bench press and Biceps curl of 65%1RM intensity at 1 and 3 minute rest intervals. The number of repetitions for each set of 1 minute rest interval showed a significant decrease from 1set to 5set in bench press. biceps curl showed a significant decrease from 1set to 4set. The repetition rate according to the exercise mode with a 1-minute rest interval showed a significant difference from 2sets to 4sets. In the repetition rate for each set, bench press showed a significant decrease from 1set to 5set. biceps curl showed a significant decrease from set 1 to set 4. The number of repetitions according to the exercise mode with a 3-minute rest interval showed a significant difference from 2sets to 5sets. In the number of repetitions for each set, bench press showed a significant decrease from 1set to 5set. biceps curl showed a significant decrease from 1set to 4set. The repetition rate according to the exercise mode with a 3-minute rest interval showed a significant difference from 2sets to 5sets. In the repetition rate for each set, bench press showed a significant decrease from 1 set to 5 sets. biceps curl showed a significant decrease from 1set to 4set. In summary, the decrease in the number of repetitions according to the set progression in the resistance exercise of the endurance depends on the exercise mode, and the increase of the rest interval or the decrease of the weight-intensity should be considered when aiming for more exercise.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

A Survey on the Athleisure Wear Wearing Condition of Korean Men in Their 20s and 30s (국내 20, 30대 남성의 애슬레저웨어 착용실태조사)

  • Eun-Kyong Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.1
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    • pp.45-60
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    • 2024
  • This study analyzes the athleisure wear purchase status, wearing conditions, and design preferences of men in their 20s and 30s and provides basic data for the development of men's athleisure wear that reflects consumer preferences. An online survey was conducted on 200 men from August 23 to August 27, 2023. The questionnaire consisted of a total of 48 questions, including 8 questions about the respondent's general information, 19 questions about the purchase status of athleisure wear, 6 questions about the status of wearing athleisure wear, and 15 questions about athleisure wear design preferences. The survey results are as follows. The most common motive for exercise participation was 'maintaining health.' 'Nike' was the most preferred and purchased brand among athleisure wear brands, and the main place of purchase of athleisure wear was 'Internet and mobile shopping malls', reflecting the recent purchasing trend of the MZ generation. When purchasing athleisure wear, the most common selection criterion was 'design', followed by 'fitting comfort', 'possibility to use as daily wear', and 'price'. The most common route to obtain purchase information was 'Internet search', and the 'overall satisfaction' with athleisure wear was found to be satisfactory with an average of 3.83. The most common reason for wearing athleisure wear was 'because it is comfortable to do activities', followed by 'because it can be used as everyday wear'. Lastly, 'black', 'short-sleeved t-shirt', 'short length' sleeve, 'round neckline', 'waist length', and 'relaxed loose fit' were preferred for the top design, and 'black', 'shorts', 'full elastic type' waistband, 'regular fit that fits the body well' were preferred for the bottom design.

Role of e-Learning Environments in Training Applicants for Higher Education in the Realities of Large-Scale Military Aggression

  • Nataliia Bakhmat;Maryna Burenko;Volodymyr Krasnov;Larysa Olianych;Dmytro Balashov;Svitlana Liulchak
    • International Journal of Computer Science & Network Security
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    • v.23 no.12
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    • pp.167-174
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    • 2023
  • Electronic educational environments in the conditions of quarantine restrictions of COVID-19 have become a common phenomenon for the organization of distance educational activities. Under the conditions of Russian aggression, Ukrainian proof of their use is unique. The purpose of the article is to analyze the role of electronic educational environments in the process of training applicants for higher education in Ukraine in the realities of a large-scale war. General scientific methods (analysis, synthesis, deduction, and induction) and special pedagogical prognostic methods, modeling, and SWOT analysis methods were used. In the results, the general properties of the Internet educational platforms common in Ukraine, the peculiarities of using the Moodle and Prometheus platforms, and an approximate model of the electronic learning environment were discussed. The reasons for the popularity of Moodle among Ukrainian universities are analyzed, but vulnerable elements related to security are emphasized. It was also determined that the high cost of Prometheus software and less functionality made this learning environment less relevant. The conclusions state that the military actions drew the attention of universities in Ukraine to the formation of their own educational platforms. This is especially relevant for technical and military institutions of higher education.