• Title/Summary/Keyword: Screen sports

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The Effects of a Coordinative Locomotor Training Program on the Functional Movement Screen Scores of Badminton Players (CLT 프로그램이 배드민턴 선수의 Functional Movement Screen 점수에 미치는 효과)

  • Kim, Tae-Yoon;Kim, Seok-Hwan
    • PNF and Movement
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    • v.14 no.1
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    • pp.23-32
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    • 2016
  • Purpose: The purpose of this study was to determine the effects of a coordinative locomotor training program on the functional movement screen (FMS) scores of badminton players. Methods: The participants consisted of 31 badminton players who were randomly assigned to either an experimental group (n=15) or a control group (n=16), and engaged in exercise five times per week for six weeks. The experimental group engaged in coordinative locomotor training and the control group engaged in general exercise. An FMS kit (USA) was used to measure the following: FMS score, deep squat, hurdle step, in-line lunge, shoulder mobility, active straight leg raise, trunk stability push up, and rotary stability. Results: The FMS score, deep squat, hurdle step, in-line lunge, active straight leg raise, and trunk stability push up showed significant improvement in the experimental group (p<0.05). Conclusion: The coordinative locomotor training program was able to produce confirmation that functional movement screen scores change in the case of effective exercise interventions in badminton players.

Effects of the Functional Movement Correction Exercise on the Functional Movement Screen Scores of Badminton Players (기능성 움직임 교정운동이 배드민턴 선수의 Functional Movement Screen 점수에 미치는 효과)

  • Kim, Tae-Yoon;Kim, Seok-Hwan
    • PNF and Movement
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    • v.15 no.1
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    • pp.67-75
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    • 2017
  • Purpose: The purpose of this study was to determine the effects of a functional movement correction exercise on the functional movement screen scores of badminton players. Methods: The participants consisted of 25 badminton players who were randomly assigned to an experimental group (n = 13) or a control group (n = 12); they engaged in exercise three times per week for eight weeks. The experimental group engaged in the functional movement correction exercise, while the control group engaged in general exercise. An FMS kit (USA) was used to measure the following: FMS score, deep squat, hurdle step, in-line lunge, shoulder mobility, active straight leg raise, trunk stability push up, and rotary stability. Results: The FMS score, deep squat, hurdle step, in-line lunge, shoulder mobility, active straight leg raise, and trunk stability push up, and rotary stability showed significant improvement in the experimental group (p < 0.05). Conclusion: The experiment confirmed that the functional movement screen scores of badminton players improve with effective exercise interventions.

A Study on Applying an Electrolytic Plating to a Screen Printing (스크린 인쇄와 전해 도금의 응용에 관한 연구)

  • 강봉근
    • Journal of the Korean Graphic Arts Communication Society
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    • v.18 no.2
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    • pp.133-141
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    • 2000
  • Enhanced the value of badge good with the gold plating of emblem, sports pictogram, mascot in 2002 Asian Game and World Cup, applying the plating and coating technique to screen printing. In addition, tourist and characteristic goods were of great value and image of visual communication displayed outside. After the screen printing in the surface of stainless steel, it obtained the plate coloring of beautiful a black glossy with a black Ru plating. At the identical surface, it did that the electrodeposition coating process in order to making a conductor state of image areas and a nonconductor state of nonimage areas. After the electrodeposition process, it removed the printing ink of image areas with solvent. A manufacturing process, it removed the printing ink of image areas with solvent. A manufacturing process completed with copper, nickel and gold plating at bared metal surface.

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Development Plan for a Sports Record Information Service for Records Management (기록관리를 위한 스포츠기록 정보서비스 구축 방안)

  • Semin Kim;Sung Jung Bae
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.163-169
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    • 2022
  • The importance of record management is emphasized in various fields. In the field of sports in particular, the importance of record management is key, and many efforts are being made to keep a record of the history of many sports. Therefore, in this study, a plan to develop a sports record information service centered on basketball was proposed. In this study, the sports records information service development plan that is described not only has an eye toward developing technology, but is also described from the perspective of records management, which has recently been in high demand. To this end, a demand analysis was conducted on prospective users through FGI, and procedural elements of record analysis were derived. In addition, the system structure and database schema were designed, and a screen for managing and browsing records was presented. Through this study, it is expected that research on sports record management will be able to be actively conducted in the record management field.

A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

Contemporary Safety Management of Virtual Golf in South Korea

  • MOON, Bo Ra;LEE, Seung Min;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.6 no.1
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    • pp.1-4
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    • 2022
  • Purpose: The purpose of this study is to provide implications for virtual golf safety management in Korea through the literature review of current safety issues of virtual golf industry. Research design, data, and methodology: This study employed a qualitative approach to review prior studies and related documents presenting current safety perspectives of virtual sports facility management. First, the study reviewed the experiences of virtual golf players and safety criteria suggested from previous literatures. Second, two experts in sport facility management reviewed the manuscript including implications and provided their opinions including major implications and insights for virtual sport industry. Views of experts were added to the final manuscript. Results: This study found that installation standards and safety and hygiene standards by industry are enacted for the safety management of sports facilities, however, there is a need for standards to be adjusted because the contents are general, abstract, and lack detail, thus causing difficultly to secure effectiveness. Conclusions: For virtual golf courses, it is necessary to develop a safety inspection checklist that suits the characteristics of indoor virtual golf. In this line, safety criteria need to be developed with the consideration of characteristics of screen golf to establish an efficient safety management system and create a safe use environment.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

A Computer-aided Analysis and Model of Human Motion (인체동작의 컴퓨터 분석모델)

  • Kim Yeong-Gil
    • Journal of the military operations research society of Korea
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    • v.9 no.2
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    • pp.45-55
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    • 1983
  • Film data photographed by Motor Drive Camera were gathered and recorded in the FM Tape Recorder via computer-aided Location Analyzer and Voltage Generator. The recorded analogue data are converted into digital voltage values corresponding to the location of 14 landmarks by Analog-to-Digital Converter attached to digital computer. Using these converted values, the human motions were reproduced by CalComp Plotter and computer screen. This author concludes that any human motions can be analyzed by computer and we can find some methods of improvements of motions in work places, sports science, or operations of military equipments.

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The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.

The Development of Rhythmic Balance Training Equipment and its Effect on Performance for Elderly

  • Park, Da Won;Won, Cho Rong;Lee, Sung Ro;Park, Yang Sun
    • Korean Journal of Applied Biomechanics
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    • v.26 no.3
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    • pp.323-331
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    • 2016
  • Objective: The aims of this study were 1) to develop easy-to-use rhythmic balance training equipment for the elderly and 2) to investigate the effect of training with the equipment on balance and physical function. Method: Twenty-one elderly individuals (age: $75.4{\pm}3.34yrs$, height: $152.07{\pm}4.81cm$, weight: $58.35{\pm}8.34kg$) participated in this study. Each participant underwent balance and physical function testing before and after 12 weeks of training with the equipment. Y-balance (i.e. dynamic balance) and one leg static balance tests were used for balance testing, and timed up- and-down-stairs and five times sit-to-stand tests were used for physical function testing. A paired t test was used to determine whether there was a significant pre- and post-training difference. Results: The rhythmic balance training equipment provided a fun and motivating training program with age-friendly music, dance movements for lower extremity strength training, and touch screen controls with simple features. Post-training left foot dynamic balance was significantly greater (p<.05), and static balance with eyes open was significantly improved (p<.05) compared to pre-training. Completion of the timed up-and-down-stairs and the five times sit-to-stand tests was significantly shorter (p<.05) compared to pre-training. Conclusion: Training using the equipment developed in this study improved balance and physical function in elderly participants.