• Title/Summary/Keyword: Sport Convergence Contents

Search Result 23, Processing Time 0.03 seconds

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.1 no.1
    • /
    • pp.73-77
    • /
    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

Examination of useful items for the assessment of fall risk in the Korean community-dwelling elderly (한국 노인의 낙상위험평가 설문항목의 유효성 검토)

  • Shin, Sohee
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.6
    • /
    • pp.271-277
    • /
    • 2018
  • The aim of this study was to select useful items for assessing fall risk in community-dwelling elderly. This study assumed five fall risk factors: Symptoms of falling, physical function, disease and physical symptoms, environment, and behavior and character based on previous studies. The questionnaire consisted of 44 items according to the contents validation, crossover analysis and factor analysis. The Korean version of the Fall Risk Assessment Scale (FRA-K) will be used as a useful tool to improve the fall problems perceived to be serious social problems and to provide important information for prevention of falls.

Directions to Improve Specialized Knowledges and Practical Abilities for Taekwondo Majoring University Students (태권도 전공 학생들의 태권도에 대한 전문지식과 전문 실기 능력 향상을 위한 개선 방향)

  • Chin, Seung-Tae;Lee, Yun-Jung;Han, Areum;Park, Se-Hyuk;Seo, Hee-Jung
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.11
    • /
    • pp.411-418
    • /
    • 2021
  • The purpose of this study was to identify contents of Taekwon and to improve specialized knowledges and practical abilities for Taekwondo majoring university students. The sample was categorized into college and student. The first round survey was divided into two parts in finding possible ways to improve practical abilities from students and school authority perspectives. The second round was conducted through survey by dividing respondents into students and school authority. The third round was performed to identify the nessessities and problems in relation to specialized knowledge and practical abilities such as sparring, poomsae, and demonstration. Based on the findings, three critical themes were identified: motivating them to accumulate specialized knowledge, providing opportunities to practice, and offering diverse job directions. Students indicated several critical themes such as recognition of job opportunities in different domains, endeavour to increase communication ability with others in different domains, reconsideration to learn things in different domains, and efforts to take an interests in life-time Taekwondo. The findings provide ideas in applying practical knowledge into the field and in changing students' perception in terms of Taekwondo majoring. They are specialized knowledge and practical ability improvement based upon college authority and students (15 college authority items, 9 student items).

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.876-885
    • /
    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Environmental analysis and strategy to jointly host the 2027 Chungcheong Summer World University Games (2027 충청 하계세계대학경기대회 공동유치를 위한 환경분석 및 전략)

  • Lee, Jong-Hyun;Kim, Hwa-Ryong;Jeon, Sang-Wan
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.5
    • /
    • pp.333-346
    • /
    • 2022
  • This study proposes a strategy to attract visitors by analyzing the justification for hosting the 2027 Summer World University Games in Chungcheong, Korea, as well as by assessing the internal and external factors to promote regional development. Using Environmental Analysis as the diagnostic approach, we focus on strength/opportunity (SO), strength/threat (ST), weakness/opportunity (WO), and weakness/threat (WT) analyses. SO analysis show that a matching strategy of mid- to long-term cooperation among the four cities and provinces in Chungcheong and development of local sports by promoting its linkages to science, and industry offer best strategic use-value. ST analysis shows that optimal infrastructure development and establishment of competition management strategies in preparation for non-face-to-face engagement make balanced regional development possible. WO analysis shows the need for rearrangement and renovation of outdated sports facilities, development of programs linked to convergence sports tourism products, efficient and strategic attraction activities, and promoting sustainable development of bed town cities. WT analysis suggests that the imbalance in regional development due to expansion of sports facilities, insufficient cultural contents in tourism, and tourism demand fluctuation are potential problems. Follow-up studies can focus on deeper analysis of the possibility and attractiveness of hosting the Summer World University Games in Chungcheong, Korea using qualitative methods such as focus group interviews and in-depth interviews with stakeholders and local residents.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.11
    • /
    • pp.5512-5526
    • /
    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

A Study on Profile Design of Customized Sports Content Curation System for Activating Daily Sports (생활 스포츠 활성화를 위한 맞춤형 스포츠 콘텐츠 큐레이션 시스템의 프로파일 설계 연구)

  • Lee, Su-min;Lee, Hyun-ho;Lee, Jae-dong;Lee, Won-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.852-853
    • /
    • 2016
  • In this paper, we propose a profile design of customized sports content curation system for activating daily sports. The proposed profile is a system that recommends sports convergence contents in everyday life tailored to the characteristics of profile in terms of the individual and team. Especially, the proposed profile is designed as the static profile that is changed depending on the user's feedback. The proposed design of profile design are to improve the happiness and health of individuals, it is expected to contribute the new service model development of in the field of Sport for All.

  • PDF

A Study of Development of Auxiliary Devices for the Continuing Participation of Beginner Level Golfers (초보 골퍼들의 지속적 운동참여를 위한 보조기구 설계 연구)

  • Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.8
    • /
    • pp.147-152
    • /
    • 2020
  • The purpose of this study was to develop an auxiliary device useful for promoting continued participation in the golf among young golfers and female beginner-level golfers who were gradually increasing in number but often losing interest in the golf and gave up playing golf due to difficulty with posture, boredom from golf itself, slow improvement of skill, etc., in the process of learning the golf. For that, a hardware device fitted with various sensors was attached to the lower part of golf club grip to develop a platform capable of collecting and transmitting the data on each golfer's swing posture, driving distance, etc. If a smartphone app, which can analyze and store those data, is developed and synchronized, each golfer's postures can be identified and golfers can correct the posture on their own. Moreover, the smartphone app provides the contents for self-comparison and comparison with others and will be able to infuse the beginner-level golfers with internal motivation for continued participation in the golfing exercise if the game-type elements are added.

Aerobic Exercise's Influence on Obese Female College Students'Arterial Pulse Wave Velocity, Cardiorespiratory Systems and Body Composition (유산소 운동이 비만 여자대학생의 동맥맥파속도, 호흡순환계 및 신체조성에 미치는 영향)

  • Kim, Seung-Suk
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.407-414
    • /
    • 2017
  • In order to identify an Convergence aerobic exercise's influence on obese female college students' Cardiorespiratory systems and arterial pulse wave Velocity, this study targeted female college students in D University in Y-gu, D-City, and selected total 26 ones having body fat percentage over 30% with no special disease in past and at present and no regular physical activity. After finally confirming their participation in this experiment by completely explaining the purpose of and contents of this experiment and getting the subjects' written contents to participate in the experiment, the investigator randomly arranged the subjects into the exercise group(N=13) and the control group(N=13) and conducted a 12-week aerobic exercise program to the exercise group this study got the following conclusion. First, concerning the body composition's change, the exercise group showed significant reduction in the weight, the body fat percentage, and the abdominal fat percentage. Second, for the respiratory & cardiovascular systems'change, the exercise group showed significant increase in the maximal oxygen uptake, the maximal heart rate, and the maximal breathing capacity. Third, for the arterial pulse wave Velocity's change, the exercise group showed significant reduction in the upper body(right and left hands) and lower body (right and left feet).

Influences on Time and Spatial Characteristics of Soccer Pass Success Rate: A Case Study of the 2018 World Cup in Russia (시간과 공간적 특성에 따른 축구 패스 성공률 분석: 2018 러시아 월드컵 대회 자료를 중심으로)

  • Lee, Seung-Hun;Kim, Young-Hoon
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.475-483
    • /
    • 2021
  • The purpose of this study is to identify the temporal and spatial characteristics of pass accuracy by utilizing the second processing data and official records collected from the 2018 FIFA World Cup Russia video data. For a total of 128 games, the success rate of passes based on the results of the game, passing time, and passing position was two-way ANOVA with repeated measure. The results showed no difference between winning and losing groups, and no interaction effects were found for passing time and location. The difference in passing time was high in the first half, with the highest success rate in the middle of the first half (79.2%) and the middle of the second half (77.9%) in the 15~30 minutes and the 60~75 minutes. Pass success rates were in the order of defense-midfield area (83.9%), midfield-attack area (81.7%), defense area (70.6%) and attack area (61.1%). In conclusion, there was no difference in the passing success rate of the winning and losing teams depending on the characteristics of the relative competitive strength of the World Cup games, and it is believed that follow-up research is needed to analyze the game contents rather than the factors of the winning and losing in the future.