• Title/Summary/Keyword: Internet Sports

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The Relationship between scuba diving participant's selective attribute, emotional response, and empirical value

  • Lee, Yoo-Chan;Jung, Sang-Ok
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.84-91
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    • 2021
  • The purpose of this study is to investigate the structural relationship between resort selection attributes, emotional responses, and empirical values of scuba diving participants. The general population who enjoys scuba diving in Korea was selected as the population. Using the convenience sampling method, 553 of the 600 questionnaire samples were extracted as the final valid sample. For data processing, frequency analysis, exploratory factor analysis, and Cronbach's α test were performed using SPSS 23, and confirmatory factor analysis and structural equation model analysis were performed with AMOS 18. The results are as follows: First, among the sub-factors of selection attributes, equipment, facility environment, and diving point showed a positive effect on emotional response, but staff service did not have any significant effect. Second, the emotional response positively affected by the selection attribute showed a positive effect on all factors of service excellence, consumer utility, fun value, and aesthetic value of empirical value. Therefore, scuba diving resort managers must recognize the importance of equipment, facility environment, and diving point among these selection attributes of customers. And to satisfy the customer needs the resort must accurately identify the needs for diving equipment, facility environment and diving point. Various methods for this should be explored through the needs of the identified customers, and efforts should be made to provide safe equipment, comfortable facilities, and various diving points.

Effect of different underwater recovery methods on heart rate after circuit weight training

  • Park, Jun Sik;Kim, Ki Hong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.222-227
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    • 2022
  • The purpose of this study was to investigate changes in heart rate according to recovery methods after circuit weight training exercise. Fourteen men in their twenties were selected as subjects, and three sets of circuit weight training were performed by cycling six sports, and two recovery conditions (dynamic and static) were performed immediately after exercise. Changes in heart rate did not have an interactive effect according to recovery method and time, and both conditions showed significant changes between sets 1 and 2, and between sets 3 and after recovery. In this study, the high heart rate of 2 sets and 3 sets was seen as a result of exercise stimulation, and the low heart rate of 1 set was thought to be due to the decrease in vagus nerve activity rather than the role of catecholamines. On the other hand, the heart rate after 20 minutes of exercise did not show any difference according to the recovery method, which could mean that the recovery process due to the aquatic environment can act more strongly than the process of dynamic recovery and static recovery. It is thought that the characteristics affected the sensory and circulation of the body, and thus the change of the afferent signal and the level of metabolic products generated in the active muscle.

Effect of Acute Aquatic Plyometric Training on Muscle Strength, Edema and Pain

  • Kim, Byung Kwan;Jeong, Hwan Jong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.224-232
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    • 2022
  • The purpose of this study was to investigate the pre- and post-exercise performance, edema, and pain of plyometrics in water and land environments. Twelve males in their 20s were selected as subjects and performed 10 sets of squat jumps 10 times in 2 environmental conditions (water and ground). There was no significant difference in iEMG of vastus medilais according to exercise conditions and time. In MPV of CMJ, there was no significant difference according to exercise conditions and time. The thigh circumference showed a significant difference according to the exercise condition and time, and was higher in the ground condition after exercise. There was a significant difference in pain according to the exercise condition and time, and it was found to be high after exercise, 48 hours, and 72 hours in the ground condition. We believe that plyometric training in an aquatic environment will have less swelling and pain compared to plyometric training conducted in a land environment, and the pain will improve quickly, so we think that training can be conducted in a relatively shorter period than in the land environment.

EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

A Study on Ball Tracking Algorithm to Analyze Amateur Futsal Data (아마추어 풋살 데이터 분석을 위한 공 추적 알고리즘 연구)

  • Jung, Soogyung;Kwon, Hangil;Lee, Gilhyeong;Jung, Halim;Ko, Dongbeom;Jeon, Gwangil;Park, Jeongmin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.189-198
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    • 2021
  • This paper introduces the ball tracking system using image processing. The recent growth of the amateur futsal market has also raised requests for an analysis of amateur players' performance. Sports game analysis services for feedback and growth to athletes or teams are provided in various ways in various sports fields. However, the cost and spatial constraints of sports analysis services make it difficult for providing analysis services to amateur athletes. In this paper, we study and develop a ball tracking algorithm for analyzing futsal game based on the match filming service previously provided in the amateur futsal field. This allows the analysis of the match based on existing services.

Differences in Self-Esteem, Body Composition and Lower Extremity Muscle Strength based on The Type of Physical Labor in Middle-Aged Women in Their 50s

  • Jong-Dae Park;Ki-Hong Kim;Hwan-Jong Jeong;Lee, Sang Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.294-303
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    • 2023
  • This study was to find out the differences in self-esteem, body composition, and muscle strength of middle-aged women, and nine physical labor groups were selected as beautification workers at D University in Cheonan, and a total of 17 were selected as non-physical labor groups were 8 full-time housewives living in Cheonan. After selecting the subjects, the subjects arrived 30 minutes before the start of the experiment and completed the self-esteem questionnaire. After taking the stability, the measurement was carried out in the order of body composition, grip strength, and isokinetic muscle function, and the independent sample t-test was conducted. First, middle-aged women's self-esteem according to the type of physical labor was high in the physical labor group in relation to others among the sub-factors. Second, there was no significant difference in body composition according to the physical labor patterns of middle-aged women. Third, there was no significant difference in lower limb isokinetic muscular strength according to the types of physical labor of middle-aged women. Third, there was no significant difference in lower limb isokinetic muscular strength according to the types of physical labor of middle-aged women. The self-esteem according to physical labor is caused by the sense of belonging in the workplace, and the difference between body composition and muscular strength is insignificant. Therefore, it is necessary to introduce a physical activity program to promote self-esteem due to aging and prevent physical deterioration regardless of occupation.

A Study on the Effects of Internet Games Shutdown Policy in Korea (한국의 인터넷 게임 셧다운제 정책의 효과성에 대한 연구)

  • Jeon, Jong-Soo
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.99-108
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    • 2014
  • This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.

An Effective Method for Blocking Illegal Sports Gambling Ads on Social Media

  • Kim, Ji-A;Lee, Geum-Boon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.201-207
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    • 2019
  • In this paper, we propose an effective method to block illegal gambling advertisement on social media. With the increase of smartphone and internet usage, users can easily access various information while sharing information such as text and video with a large number of others. In addition, illegal sports gambling advertisements are also continue to be transmitted on SNS. To avoid most surveillance networks, users are easily exposed to illegal sports gambling advertisement images by including phrases in the images that indicate illegal sports gambling advertisements. In order to cope with these problems, we proposed a method to actively block illegal sports gambling advertisements in a way different from the conventional passive methods. In this paper, we select words frequently used for illegal sports gambling, classifies them into three groups according to their importance, calculate WF for each word using weighted formula by degree of relevance and frequency, and then sum the WF of the words in the image. Blocking, warning, and passing were determined by cv, the total of WF. Experimenting with the proposed method, 193 out of 200 experimental images were correctly judged with 96.5% accuracy, and even though 7 images were illegal sports gambling advertisements. Further research is needed to block 3.5% of illegal sports betting ads that cannot be blocked in the future.

Analysis of Golf Ball Mobility and Balancing based on IoT Sports Environments

  • Lee, Tae-Gyu
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.78-86
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    • 2019
  • Recently, IoT researches using sensor data based on embedded networks in various fields including healthcare and sports have been continuously attempted. This study analyzes golf ball mobility to support IoT application in golf sports field. Generally, since the difference in density occurs due to the condition of the inner material and the abnormal state at the time of the outer skin joining during the manufacturing of the golf ball, the weight of each subset is equal for any two points with the same radius in the sphere cannot be guaranteed. For this reason, the deflected weight of the sphere has the undesirable effect of hitting the ball in a direction in which the weight of the ball is heavy. In this study, it is assumed that there is a unique center of gravity of the ball, and even if the golf ball cannot be manufactured perfectly, it wants to establish the basic principle to accurately recognize or mark the putting line based on the center of gravity. In addition, it is evaluated how the mobility of the golf ball with a deviation from the center of gravity of the golf ball affects the progress path (or movement direction) and the moving distance (or carry distance) after the golfer hits. The basic model of the mobility of the golf ball can help the golfer exercise model and the correlation analysis. The basic model of the mobility of the golf ball can help the golfer exercise model and the correlation analysis.

An Approach to Develop Fitness Management System Using VR Sports (VR스포츠를 활용한 사용자 피트니스 관리시스템의 개발 방법)

  • Lee, Yu-jeong;Moon, Mi-kyeong
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.978-984
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    • 2018
  • Currently, virtual reality technology is actively applied in the entertainment and game fields, and development of professional programs is gradually increasing due to the rapid development of Internet and web technologies. As the current paradigm for healthcare changes from treatment to prevention, it is more important to take good care of it in advance so it doesn't get sick. This paper allows users to monitor the amount of exercise directly after using VR sports games. By using this system, users can exercise more interestingly and manage their own fitness by receiving an analyzed amount of exercise.