• Title/Summary/Keyword: Screen-golf

Search Result 27, Processing Time 0.025 seconds

A Study of the Color Characteristics of the Websites of Sportswear Brands' (스포츠웨어 브랜드의 웹사이트 색채 특성 분석)

  • Moon, Ji-Young;Kim, Ji-Yeon;Cho, Ju-Yeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
    • /
    • v.19 no.4
    • /
    • pp.794-804
    • /
    • 2011
  • With increases in the amount of spare time by many and with increased social interest in health, the sportswear market is steadily growing. Thus, sportswear companies are putting more effort into developing their websites for differentiation strategies. It is possible to deliver effective images with the use of proper colors in websites. This study aimed to analyze the colors of websites of sportswear brands' and to compare their characteristics. Thirty-seven brands were chosen and classified into three groups: active sportswear, outdoor wear and golf wear. 168 color samples in total as main colors, sub-colors and accent colors were collected from the first screen of each websites. The colors were analyzed by Musell's 10 hues and by the 12 tone classifications of PCCS. The results indicated that white is the color most often used as the main color and sub-color on these websites. There were differences among the colors of the three groups. Both active sportswear and outdoor wear have a similar tendency in terms of their use of colors and tones, while golf wear is different from these two groups. Active sportswear websites and outdoor wear websites frequently used red and vivid, bright tones for their accent colors. In comparison, Green Yellow and light grayish tones were most commonly used as accent colors in golf wear websites.

Analysis of Nonlinear Behavior for Addiction in Digital Sport (디지털 스포츠 중독의 비선형 거동 해석)

  • Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.12 no.5
    • /
    • pp.977-982
    • /
    • 2017
  • Recently, the effort that converge the sport and ICT continues together with developing ICT. The game is a representative example. The digital sport is developing as mixed type that are composed with sport and digital such as screen golf and screen bowling. The addiction problem exist in the digital sport like the addiction problem exist in general sport. In this paper, we propose the addiction model in the digital sport as fractional-order. We represent time series and phase portrait for nonlinear behavior from proposed fractional-order model and we confirms the difference between them.

Tracking Method for Moving Object Using Depth Picture (깊이 화면을 이용한 움직임 객체의 추적 방법)

  • Kwon, Soon-Kak;Kim, Heung-Jun
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.4
    • /
    • pp.774-779
    • /
    • 2016
  • The conventional methods using color signal for tracking the movement of the object require a lot of calculation and the performance is not accurate. In this paper, we propose a method to effectively track the moving objects using the depth information from a depth camera. First, it separates the background and the objects based on the depth difference in the depth of the screen. When an object is moved, the depth value of the object becomes blurred because of the phenomenon of Motion Blur. In order to solve the Motion Blur, we observe the changes in the characteristics of the object (the area of the object, the border length, the roundness, the actual size) by its velocity. The proposed algorithm was implemented in the simulation that was applied directly to the tracking of a golf ball. We can see that the estimated value of the proposed method is accurate enough to be very close to the actual measurement.

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
    • /
    • v.14 no.7
    • /
    • pp.79-94
    • /
    • 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 research of posture training system in self-directed learning golf (자기주도 학습식 골프의 운동자세 트레이닝 시스템 연구)

  • Ko, Yun-Hwa
    • Journal of Digital Convergence
    • /
    • v.11 no.6
    • /
    • pp.151-157
    • /
    • 2013
  • This research is about set-up own posture standard and enables to compare the set-up and own posture; therefore, this posture training system leads the user's active learning through the method of self-directed learning. This system includes the camera part that shoots user's posture and save the movie clip for comparison about the user and target, the training server that provides a comparison screen playing clips simultaneously by user's input, and the terminal equipment that connects the training server and a network, transmits the user's input to the server, and displays them from the comparison screen. The Journal of Digital Policy & Management. This space is for the abstract of your study in English.

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
    • /
    • v.14 no.5
    • /
    • pp.161-166
    • /
    • 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.

The Effect of Screen Golf Course Service Quality on Revisit (대학생이 지각한 기업의 ESG활동이 고객충성도, 구매의도에 미치는 영향)

  • Kuk-Gwen Lee;In-Cheal Yoon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.329-334
    • /
    • 2023
  • This study attempted to examine the effect of corporate ESG activities perceived by college students on corporate loyalty and purchase intention. The results of the study are as follows. Looking at the average ESG activities recognized by college students, society 4.28 points, governance 4.25 points, and environment 4.12 points out of 5, and the average customer loyalty was 3.86 points when 3 points out of 5 points were median, and purchase intention was 3.84 points. Looking at the correlation between the factors of corporate ESG activities, customer loyalty, and purchase intention perceived by college students, it was confirmed that it had a static correlation coefficient. As a result of analyzing the effect of ESG activities perceived by college students on customer loyalty, the variable that significantly affects customer loyalty in [Model 1] is the major (β=.167p=).01) It was. Among the additional variables added to [Model 2], the variable that significantly affects customer loyalty is the environment (t=3.017, p<.).01), society ((t=4.365, p<.001), governance structure (t=-3.139, p<.01) was found to have a significant effect on customer loyalty. As a result of analyzing the effect of ESG activities perceived by college students on purchase intention, there was no significant effect on purchase intention in [Model 1]. Among the additional variables put into [Model 2], society (t=4.850, p<.001), governance structure (t=-3.452, p<.01) was found to have a significant effect on purchase intention.