• Title/Summary/Keyword: Sport game

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A Study on the Search for Equestrian Aesthetics from the Below

  • Han, Do Ryung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.101-107
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    • 2017
  • In this paper, We propose the aesthetic exploration of horseback riding is considered to be the process of pursuing physical, mental, emotional, and social beauty. Despite the search effect of aesthetics in various aspects, the study of equestrian aesthetics in the field of physical education in Korea is very insufficient. Equestrian aesthetics is being studied in the field of special physical education and is being studied in the fields of rehabilitation and therapeutic horseback riding. Horse riding is a type of exercise. However, studies that track and observe various changes are inadequate. The purpose of this study is to explore the theory of equestrian aesthetics and to explore the possibility of approaching aesthetic theory from the top of horseback riding and to extend the area of equestrian game aesthetically. Until now, horse riding has been thought to be an aristocratic sport. Today, however, everyone can participate. Horseback riding is a sport for raising livelihoods, and it is a special sport that animals and humans enjoy in harmony. Equestrianism is a method of aesthetics from below, a philosophical method of aesthetics from the top, and a scientific method of empirical or positivistic direction. This study examines equestrian aesthetics from aesthetic point of view through the whole process of horse riding. The purpose of this study is to explore the aesthetics of horse riding through an aesthetic approach from the top, and to study the nature of aesthetics, a philosophical debate on beauty, Art can be divided into two categories: empiricism and positivism. For the sake of simplicity, the former is called the philosophical method, the latter is called the scientific method, and the latter is called the aesthetic from the bottom. Generally, in art, artistic, artistic works, perfumers, if you are grasped in the triangular shape, equestrian aesthetics can be described as triplets such as horse riding, passengers, and spectators. It was not easy to give satisfactory results in suggesting a new theory or a clear discussion due to lack of precedent research.

A Subjective Study on Sport Ideologies (스포츠사상에 대한 주관성 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.259-268
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    • 2019
  • The purpose of this study was to explore physical education majors' subjective perception on sports ideologies using Q-methodology. This study found four types of subjective perception on sports thoughts. Type I is named 'the type of fair victory and defeat.' The subjects of type I emphasize the items of victory and defeat, fair judgement, a drama without a scrip, etc. Type II is named 'the type of sport philosophy.' The subjects of type II emphasize the items of sport philosophy, theory of one of mind & body, great spirit, hwarangdo spirit, sport logic, self-improving, etc. Type III is named 'the type of communication & social activity.' The subjects of type III emphasize the place for communication, social activity, consideration, improvement of the quality of life, etc. Type III is named 'the type of communication & social activity.' The subjects of type IV emphasize welfare, security for the aged, leisure, entertainment(game), healthy, etc.

Analysis of Kinematic Factors between Success and Failure of Free Aerial Cartwheel on the Balance Beam (평균대 한발 몸 펴 옆 공중돌기의 성패에 따른 운동학적 요인 분석)

  • Jung, Choong Min;Park, Sang-Kyoon
    • Korean Journal of Applied Biomechanics
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    • v.32 no.1
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    • pp.24-30
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    • 2022
  • Objective: The purpose of this study was to determine the factors of successful and unsuccessful movements through the analysis of kinematics and muscle activity of the Free Aerial Cartwheel on the balance beam. Method: Subjects (Age: 22.8 ± 2.4 yrs., Height: 158.7 ± 5.0 cm, Body mass: 54.1 ± 6.4 kg, Career: 13 ± 2.4 yrs.) who were currently active as female gymnasts participated in the study. They had no history of surgical treatment within 3 months. Subject criteria included more than 10 years of professional experience in college and professional level of gymnastics and the ability to conduct the Free Aerial Cartwheel on the Balance Beam. Each subject performed 10 times of Free Aerial Cartwheel on the balance beam. One successful trial and one unsuccessful trial (failure) among 10 trials were selected for the comparison. Results: It was found that longer time required in case of unsuccessful trial when performing the Free Aerial Cartwheel on the balance beam compared with successful trial. It is expected to be the result of movement in the last landing section (i.e. phase 5). In addition, it was found that the center of gravity of the body descends at a high speed to perform the jump (i.e. phase 2) in order to obtain a sufficient jumping height when the movement is successful while the knee joint is rapidly extended to perform a jump when movement fails. In the single landing section after the jump (i.e. phase 4), if the ankle joint rapidly dorsiflexed after take-off and the hip joint rapidly flexed, so landing was not successful. Conversely, in a successful landing movement, muscle activity of the biceps femoris was greatly activated resulting no shaking in the last landing section (i.e. phase 5). Conclusion: In order to succeed in this movement, it is necessary to perform a strong jump after rapidly descending the center of gravity of the body using the force of the biceps femoris muscle. Further improvement of the skills on the balance beam requires the analysis of the game-like situation with continuous research on kinematic and kinematic analysis of various techniques, jumps, turns, etc.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

The effect of foul on the performance during the field hockey game (필드하키 경기 중 파울이 경기력에 미치는 영향)

  • Park, Jong-Chul;Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Kim, Ju-Yong
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.489-495
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    • 2018
  • The purpose of this study was to investigate the effect of fouls on performance in field hockey games. A total of 33 matches and 2101 fouls from 10 teams participated in the 2017 World League SEMI-FINAL tournament were analysed by region, race, type, and cause. The total data that is analysed by SportsCode and SPSS(correlation analysis & chi-square test)have showed that the top ranked countries had a higher foul frequency than the lower ranked nations. According to the situation that has showed the result of the analysis, it showed that there was no difference between the results analysed on the foul type and the attacking and defence situation but it has indicated that area, game situation and the cause of fouls showed there was a significant difference. On these results, it is hoped to use fouls as one of the tactical means in women's field hockey games.

A Study and the Suggestion of the Costume of Gyeokgu in the TV Historical Drama (TV 역사 드라마의 격구복식을 위한 연구와 제언)

  • Kim, Eun-Jung
    • Journal of the Korean Society of Costume
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    • v.63 no.1
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    • pp.27-41
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    • 2013
  • This study is to examine the costumes of Gyeokgu in different situations and to suggest when and how they should be used in historical drama. Gyeokgu is a type of polo game that was played in Korea and it was also known as Gyeokbong and Bonghee. The accounts of the game show that it was played during the South-North period as recorded in Balhaego, Haedongyeoksa, and Goryeosa until the Joseon period. The scenes of Gyeokgu have been shown in some historical dramas in order to make the story exciting or to show the life of royalty. The costume of Gyeokgu in the South-North period should be suggested Danryeong(團領), Bokdu, and Haw(靴) in a formal situation. The Gyeokgu in the Goryeo period was a sport for royalty. So the Gyeokgu costume in the Goryeo period was required to be worn with Danryeong(團領), Bokdu, and Haw(靴) for the kings and military officers in the early Goryeo period and with Cheollik(帖裡), Balip or Huklip(黑笠), and Haw(靴) from the middle of the Goryeo period. Women could wear Chima(skirt), Jeogori(blouse), Pyo, and Li(履) when they play Gyeokgu in the Goryeo period in the historical dramas. The Gyeokgu in the early Joseon period was a sport for the kings. After the king of Sejong, the Gyeokgu became a martial art for the military officers. The costume of Gyeokgu in the Joseon period should be Red Cheollik(紅帖裡), Kwadu, Jonglip, Gwangjodae(廣組帶), Sagu, and Haw(靴) as recorded in Muyedobotongji in the 18th century. The kings, servants, and military officers could wear the Cheollik and should be made in the different Git(collar), shape of the sleeves, and the proportion of the upper part and the underpart in each period properly. When the citizens play Gyeokgu, they could wear Geon(巾), Baji(pants), Jeogori(shirt), and Gipsin in the late Joseon period.

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
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    • v.23 no.6
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    • pp.876-885
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    • 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.

Win-Loss Prediction Using AOS Game User Data

  • Ye-Ji Kim;Jung-Hye Min
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.23-32
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    • 2023
  • E-sports, a burgeoning facet of modern sports culture, has achieved global prominence. Particularly, Aeon of Strife (AOS) games, emblematic of E-sports, blend individual player prowess with team dynamics to significantly influence outcomes. This study aggregates and analyzes real user gameplay data using statistical techniques. Furthermore, it develops and tests win-loss prediction models through machine learning, leveraging a substantial dataset of 1,149,950 individual data points and 230,234 team data points. These models, employing five machine learning algorithms, demonstrate an average accuracy of 80% for individual and 95% for team predictions. The findings not only provide insights beneficial to game developers for enhancing game operations but also offer strategic guidance to general users. Notably, the team-based model outperformed the individual-based model, suggesting its superior predictive capability.

Evaluation of performance characteristics in the success of team attack during women's volleyball competition (여자배구 경기에서 팀 공격 성공을 위한 선수들의 수행 특성 평가)

  • Lee, Ki-Chung;Bae, Sung-Jae
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.1-18
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    • 2005
  • The purpose of this study was to evaluate performance characteristics. in the success of team attack during volleyball competition. For this, real game was analyzed using S-VHS video camera for three dimensional cinematography. The contents of this research were receive to set time, set to spike time, setter moving distance, ball position during set and attacker's relative ball position during jump and spike, and open area at spike. Among the various kinematical factors considered in this study, the ball height relative spiker and open area were found to be related to offensive performance. This finding implies that although their direct impact were not significant the other factors could have indirect impact on offensive performance by increasing open area. Thus, receiver, setter, assistant attacker, and main attacker should practice for successful performance in each stage. Lastly, it is necessary to develop kinematic variables to evaluate performance characteristics of players. Further study may consider the best defense position against the attack of the opponent player.

Statistical Analysis of Soccer Game

  • Lim, Bee-Oh;Chung, Chul-Soo;Shin, In-Sik;Yoon, Jae-Man
    • Korean Journal of Applied Biomechanics
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    • v.13 no.3
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    • pp.231-239
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    • 2003
  • 본 연구의 목적은 2002년 한 일 월드컵에서 우승을 차지한 브라질의 7경기를 대상으로 축구 경기를 분석하는 것이다. 본 연구에 사용된 경기 분석용 비디오테이프는 FIFA에서 인정한 공식 중계방송사인 한국방송공사(KBS)의 중계 자료를 사용하였다. 본 연구의 통계 처리는 SPSS프로그램을 이용하여 상관관계분석(Pearson Correlation)을 실시하였다. 본 연구를 통한 결론은 다음과 같다. 첫째, 브라질 팀은 득점할 수 있는 비율이 높은 수비에서 최종공격수로 바로 연결되는 역습에 의한 공격(20.0%), 미더필드를 통한 빠른 공격(20.0%), 세트 플레이에 의한 공격(15.5%), 공격지역에서 볼을 뺏은 후 공격(18.5%)으로 다양한 공격 전술을 구사하여 상대 팀보다 많은 득점기회를 얻었다. 둘째, 브라질 팀은 골키퍼를 제외한 전 선수의 볼 소유 횟수가 비슷하게 나타나서, 전 선수가 고르게 활약했다. 경기의 질을 나타내는 지수인 인덱스에서는 수비수 중에는 중앙 수비수가 3.3, 미드필더 중에는 왼쪽 중앙 미드필더가 5.0, 공격수 중에는 중앙 공격수가 1.4로 포지션별로 제일 높게 나타나서 경기에서 중요한 역할을 수행하였다. 셋째, 브라질 팀은 세트플레이 성공률과 공격지역에서의 볼 점유율의 증가를 통하여 골당공격성공률을 높인 것으로 나타났다.