• Title/Summary/Keyword: Sport game

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Interactive storytelling of e-Sports (e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로-)

  • Lim, Ha-Na
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.576-581
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    • 2008
  • For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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The Analysis on Sport Emotion Type by Sport Game Characteristics: with Social Big-Data (스포츠 경기의 특성에 따른 스포츠 감정 유형 분석 : 소셜 빅데이터를 중심으로)

  • Kim, Young-Mee;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.371-377
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    • 2021
  • This study tried to analyze the types of sport emotion by sport game characteristics. For that, 7 soccer games and 6 baseball games of Korean team in 2018 Asian Games were selected, and the articles and their replies about those on social network services were collected as study materials. Python was used for the collecting and expert group meeting was held for the emotion analysis. As the results of the analysis on sport emotion types by win or lose, the level of opponents and the performance of Korean team as game characteristics, the following conclusions were drawn. First, it was hard to say that win or lose and opponent's level make certain sport emotion type. Second, The performance could made contended, enthusiastic and joyful emotions when judged good, but frustrated, angry, humiliated emotions when bad. Third, social·cultural background or certain event of the games also could effect on the sport emotion types. Follow-up studies with the other game characteristics and more game cases were needed to find out more clear causal relationship.

A Study on Design of Physically Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 디자인 연구)

  • Paek, Hee-Won;Ko, Il-Ju;Bang, Green
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.31-46
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    • 2018
  • Physically interactive sport games are emerging as a solution to increase the physical activity of children in urban life. Existing studies on physically interactive sport games have been conducted with adults, while studies on children are insufficient. The elements of physically interactive sport games for children are derived from the common elements of physically interactive sport games and design for children. The derived elements are applied to actual game item to design a game for children. In this study, the elements of physically interactive sport games for children were applied to children's screen climbing games, and games could be identify improvements through user evaluation. It is expected games to take into consideration more children's characteristics can be designed by utilizing the elements of physically interactive sport games for children.

Measuring hand kinematics in handball's game: A multi-physics simulation

  • Kun, Qian;Sanaa, Al-Kikani;H. Elhosiny, Ali
    • Earthquakes and Structures
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    • v.23 no.6
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    • pp.535-547
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    • 2022
  • Handball sport, as its name postulates, is a team sport which highly physical workout. During a handball play, several ball impacts are applied on the hands resulting vibration in the forearm, upper arm, shoulders and in general in whole body. Hand has important role in the handball's game. So, understanding about the dynamics and some issues that improve the stability of the hand is important in the sport engineering field. Ulna and radius are two parallel bones in lower arm of human hand which their ends are located in elbow and wrist joint. The type of the joint provides the capability of rotation of the lower arm. These two bones with their ends conditions in the joints constructs a 4-link frame. The ulna is slightly thinner than radius. So, understanding about hand kinematics in handball's game is an important thing in the engineering field. So, in the current work with the aid of a multi-physics simulation, dynamic stability analysis of the ulna and radius bones will be presented in detail.

Development of Curling Game based on Android Mobile Platform (안드로이드 기반의 컬링 게임 개발)

  • Cho, Jae Hyeon;Ko, Se Hwan;Kim, Youn Hee;Lim, Hae Chull
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.169-177
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    • 2010
  • As expectations about success of smart phones that install Android, an open mobile platform which was developed by Google, are increasing, the development of applications based on the Android has attracted a lot of interest. Especially, game applications have been well received by users. In this paper, we develop an application based on the Android for curling which was adopted as a competitive sport in the Winter Olympic Games. Curling is a sport game played by two teams. The rules of the game are simple, but it is an intelligent one that requires various strategies for victory. In this paper, the curling game based on the Android provides functions, such as pitching, sweeping, collision, and foul handling, that are required in real curling game by using technologies, such as touch screen or accelerometer sensor.

Anti-doping education and dietary supplementation practice in Korean elite university athletes

  • Kim, Jong-Kyu;Lee, Nam-Ju;Kim, Eung-Joon;Ki, Sun-kyung;Yoon, Jae-Ryang;Lee, Mi-Sook
    • Nutrition Research and Practice
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    • v.5 no.4
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    • pp.349-356
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    • 2011
  • This study was conducted to investigate relationships and gender differences in dietary supplement (DS) and oriental supplement (OS) prevalence as well as anti-doping awareness during training and the game period. Korea National Sport University athletes (343 male and 136 female) participated in this study and completed DS and OS practice and anti-doping awareness questionnaires. Forty-six percent of athletes used DS during the training period, and there was significantly higher DS use in females (53%) compared to males (43%) (P < 0.05). Twenty-eight percent of athletes used OS, and there was significantly higher OS use in females (35%) than males (26%) (P < 0.05) during the training period. The primary reason of DS use was to supply energy both in males (36%) and females (28%). The main reason for male athletes' OS use was to supply energy (41 %). Meanwhile, the reasons for female athletes' OS use were to supply energy (23%), to maintain health (19%), and to improve recovery ability (20%), which showed a significant gender difference (P < 0.05). Athletes rated their perceived degree of satisfaction, perceived importance, and beliefs in efficacy of DS and OS use all over 50% during the training period, and no gender differences were detected. In a comparison between athletes educated about anti-doping (at least more than one time) and non-received athletes, DS and OS use during the training period was 2.30 (1.47-3.60) and 1.71 (1.03-2.82), respectively. DS and OS use immediately before the game period was 2.38 (1.50-3.80) and 3.99 (1.20-13.28), respectively.Elite athletes' anti-doping education was highly related to increased DS use during the training period and immediately before the game. Although elite athletes use various DS and OS during the training period and before the game period, doping education for elite athletes is related with DS and OS use during the training period and before the game.

Are Head Impacts Safe during Youth Soccer Game Practice? (유소년 축구 경기에서 발생하는 머리 충격은 안전할까?)

  • O'Sullivan, David;Kwak, Myung-Hoo;Kim, Yun-Sik;Jeong, Hee Seong
    • Korean Journal of Applied Biomechanics
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    • v.30 no.2
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    • pp.155-163
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    • 2020
  • Objective: This study to identify the mechanism of head impact that occurs during youth soccer game with regard to head injuries in sports. Method: Ten male subjects (age: 10.0±2.0 yrs.) were participated during 10 soccer practices spread out over a time period of 10 weeks. During each soccer game, the participants agreed and wore the X-Patch (wireless accelerometer, gyroscopes). The X-Patch records the head impact mechanics, such as peak linear acceleration (PLA), peak rotational acceleration (PRA), peak rotational velocity (PRV), Head Injury Criterion (HIC), and the location of impact. Results: A total of 501 impacts to the head were measured over the 10 soccer games, PLA 17.8±10.4 g, PRA 3168±2442 rad/s2; PRV 16.1±10.6 rad/s; HIC 11.7±34.2. The severity of impact was classified into 3 ranges; low 10~39 g (482 impacts); medium 40~69 g (17 impacts); and high >69 g (2 impacts). There are no significant differences in PLA and HIC (p=0.08, p=0.15), however PRA and PRV show the differences (p<.05) between each of the participants. For the analysis comparing between the soccer games, there are no significant differences in PLA, PRA, PRV and HIC (p=0.11, p=0.13, p=0.14, p=0.05). Conclusion: Our results indicated that there were significant differences between athletes, especially in terms of rotational acceleration, whereas there were significant differences in linear and rotational based variable between each of the soccer games. Although the vast majority of impacts were below 39 g there were 2 potentially dangerous impacts above 69 g. It is important that future research continuous to measure head impact mechanics during soccer to help understand head injury mechanisms to ensure the safety of athletes.

Sport Functional Movement for Physically Interactive Spinning Game Implementation (체감형 스피닝 게임 구현을 위한 스포츠 기능적 움직임)

  • Gil, Young-Ik;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.139-152
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    • 2020
  • Physically interactive sports games are expanding to be training forms to replace real sports. Previous Physically interactive sports games are mostly technical studies for reality and immersion, and there is a few research related to sports movements for exercise. In this paper, we implement the physically interactive spinning game by applying the functional movement of spinning so that it can't only replace the real spinning but also an individual can play. Sports functional movement is expected to be an appropriate way to create physically interactive sports games.

Kinematic Analysis of Drag Flick Shooting Motion for Training Shooters Specializing in Penalty Corners in Women's Field Hockey: A Case Study (여자 필드하키 페널티코너 전문 슈터 양성을 위한 Drag Flick 슈팅 동작의 운동학적 분석: 사례 연구)

  • Park, Jongchul;Byun, Kyungseok;Kim, Eonho
    • Korean Journal of Applied Biomechanics
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    • v.29 no.2
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    • pp.43-51
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    • 2019
  • Objective: This study aims to propose an efficient technical model through a kinematic analysis of field hockey drag flick shooting motion in laboratory situations and game situations and to build up the basic data on drag flick shooting technique through a comparative analysis of a Korean specialized shooter and specialized shooters of competing Asian countries. Method: This study selected one Korean female national specialized shooter and seven specialized shooters of competing countries, China, Japan, India, and Malaysia, who participated in the 2018 Asian Hockey Champions Trophy as research subjects. In exercise situations, a 3-D motion analysis utilizing an infrared camera was conducted, while in game situations, an image-based 3-D motion analysis utilizing a digital camera was conducted. Results: The Korean specialized shooter had smaller changes in the angles of the trunk and the stick in game situations than in exercise situations. She had a high angular velocity of the trunk and the stick head, and the maximum speed of the ball was high. The Korean specialized shooter had the maximum angular velocity of the trunk higher than the specialized shooters of the competing countries did, and the angular velocity of the stick head and the maximum speed of the ball were in the average level. Conclusion: As for drag flick shooting in game situations, changes in the angle of the trunk and the stick were small, and the angular velocity was high due to the pressure that the shooters should perform the motion fast with the defenders' interruptions, and this high angular velocity of the trunk and the stick head affected the movement of the ball. Thus, the maximum speed of the ball was higher in game situations than in exercise situations. The Korean specialized shooter had the maximum angular velocity higher than the specialized shooters of the competing countries did; however, the maximum speed of the ball was average, and it turned out that the maximum speed of the ball was associated with the angular velocity of the stick head in P3. Therefore, Korean specialized shooters need complementary training for a change to the torque of the stick head, using the strong torque of the trunk.

The role of research in the creation of athletic footwear

  • Lafortune, Mario A.
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.407-415
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    • 2002
  • Athletic products must meet the needs of athletes and the demands imposed by sports through innovative design. These needs of athletes and requirements of sports are performance, protection and comfort related. In depth knowledge of anatomy and physiology, etiology of commonly reported injuries, and lower extremity mechanics form the basis of product creation/engineering. Game analysis which entails time and frequency surveys of the skills performed during a game, interviews with athletes and coaches, and discussions with medical staffs are used to identify the skills that are critical to the needs of athletes. In lab full biomechanical analyses of these skills and/or physiological responses of the athletes lead to clear functional criterions that serve as guidelines to be met by the design team. The concepts created by the design team are in turns subjected to the same battery of biomechanical analyses. The learning gathered through this pluridisciplinary process is used to further evolve design concepts. The evolution-testing loop is repeated until biomechanical and/or physiological, mechanical and perceptual tests indicate that the design concept meets the established functional design criterions. At that time, the design concepts is ready for manufacturing research and development. Additional biomechanical and physical tests are performed through that phase to confirm that the manufacturing processes preserve the functionality of the design concept. Durability and long term performance of production samples are evaluated through a final three month long weartest program. A rigorous research/testing program is crucial to create and engineer sport products that meet the performance, protection.