• Title/Summary/Keyword: Sports Activity

Search Result 617, Processing Time 0.03 seconds

A Comparative Analysis of Muscle Activity for Spatial Augmented Reality based Sports Climbing Learning Contents (공간증강현실 기반 스포츠 클라이밍 학습 콘텐츠 사용유무에 따른 근활성도 비교 분석)

  • Heo, Myeong-Hyeon;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.875-878
    • /
    • 2016
  • 기존의 스포츠 클라이밍 수업은 지도자가 손과 발의 위치를 일일이 가리키는 방식으로 진행되어 원활한 시연이 이루어지지 못하고 있는 것이 현실이다. 이러한 문제를 해결하기 위해 스포츠 클라이밍 인공 암벽에 올바른 자세로 등반하는 캐릭터 애니메이션을 투사하여 초급자를 위한 등반 자세 학습도구로 활용할 수 있다. 이에 본 연구에서는 이러한 전통적인 클라이밍 등반과 공간증강현실 기반 클라이밍 콘텐츠를 활용한 등반의 근활성도를 측정하고 비교 분석함으로써 그 유용성을 실증적으로 검증하고자 한다.

Analysis of Relationship between Aerobic Physical Activity and Beverage Consumption (유산소 신체활동과 음료수 섭취 빈도와의 상관성 연구)

  • Hae-Ryoung Park
    • Journal of Digital Convergence
    • /
    • v.21 no.1
    • /
    • pp.29-34
    • /
    • 2023
  • The purpose of this study was to find out the relationship between the frequency of consumption of sports drinks and energy drinks and aerobic physical activity in the 6-29 year old group in the National Health and Nutrition Examination Survey. The sociodemographic characteristics, aerobic physical activity, and beverage intake of the subjects were calculated using composite sample descriptive statistics, and the mean difference between groups was analyzed by cross-tabulation, χ2-test, and binary logistic regression analysis. High-intensity aerobic activity was analyzed as an increase in the intake frequency of sports drinks(ionic drinks, vitamin drinks) and energy drinks(high-caffeine drinks) (p<0.05). Compared to moderate-intensity aerobic physical activity, high-intensity aerobic physical activity was analyzed as a factor influencing the increase in beverage intake frequency. The purpose of this study was to investigate the relationship between physical activity and beverage consumption, which is a critical issue for promoting health both now and in the future, and to developed an intervention program based on the findings. Through this study, we aimed to gather basic data that can help people live healthy lives, and raise both individual and societal awareness of the importance of making better beverage choices.

Effect of Using Convergence Digital Contents for Billiard Stroke in Players on Electromyography and EEG in Expert and Non-Expert Billiard Players (융복합 디지털 콘텐츠를 활용한 당구 스트로크 시 숙련자와 비숙련자의 근활성도 및 뇌파에 미치는 영향)

  • Hong, Jin-Pyo;Nam, Sang-Nam;Lim, Youn-Sub;Kim, Sang-Yeob;Kim, IL-Kon;Back, Soon-Gi;Kim, Jong-Hyuck;Cho, Il-Young
    • Journal of Digital Convergence
    • /
    • v.14 no.11
    • /
    • pp.645-654
    • /
    • 2016
  • The purpose of this research is aimed at billiards experts and non-experts during the billiard stroke: a comparative analysis of concentration and muscle activity, identifying the differences between the two groups by the objective and scientific data is presented to propose the basis for effective and efficient training methods of billiards. The results of the study showed no significant differences in muscle activity and concentration between experts and non-experts. Therefore, the muscle activity and concentration between the experts and non-experts had no positive effect during the billiard stroke. These causes are thought to be as a lack of research subjects, being a one-time experiment, and not being able to control psychological and physiological experiments completely. In this regard, psychological and physiological experiments are considered to be controlled for further study to determine the principles more clearly.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.13 no.4
    • /
    • pp.29-52
    • /
    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

  • PDF

The Effects of Sports Team Performance and Social Media Operations on Fan Engagement: The Moderating Role of Fan Tokens (스포츠 구단의 경기 성적 및 소셜미디어 운영이 팬덤의 인게이지먼트에 미치는 영향: 팬 토큰의 조절 효과를 중심으로)

  • Wookyoung Kim;Yiling Li;Jeonghye Choi
    • Knowledge Management Research
    • /
    • v.24 no.4
    • /
    • pp.195-218
    • /
    • 2023
  • This study empirically analyzes the effect of a sports club's performance and social media operations on online information search volume, reflecting fan engagement. Additionally, it confirms that such effect can vary depending on the issuance of sports fan tokens. The analysis of the data resulted in the support of all four hypotheses presented in this study. The team's goal differentials during the games exhibited a significant and positive effect on the online information search volume by fans. Furthermore, the quantity of a team's social media posts also showed a significant and positive effect on the online information search volume. The aforementioned effects of the team's game-related performance and social media activity on the online information search volume appeared to be strengthened when the sports fan tokens of the team were issued. This study conducts an empirical analysis of fan engagement in sports clubs and delves into the marketing dimensions of sports fan tokens. By doing so, it broadens the research scope within sports marketing and offers practical insights for the development of marketing strategies by sports clubs.

Conspicuous Consumption of Leisure Apparel according to Social Stratum Variables and Leisure Activities (사회계층 변인과 여가활동에 따른 과시적 여가의복소비)

  • Park, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.19 no.2
    • /
    • pp.101-115
    • /
    • 2017
  • This study classified social stratum variables of adults in their 20s to 50s by subjective and objective measurements and classified leisure activities into groups to examine the conspicuous consumption of leisure apparel. A total of 365 adults in their 20s to 50s living in Daegu and the Kyungbuk area were selected considering their jobs and residences. SPSS PC+ 20.0 was used to analyze the data with frequency analysis, factor analysis, reliability examination, cluster analysis, ANOVA, Duncan-test, Scheffe-test, and ${\chi}^2-test$. The results of this study are shown as follows. First, 'Jogging/Walking' was found to be the most favorable activity in the examination of leisure sports activities among the participants and showed a difference in gender. Second, leisure activities were pastime-culture activity, sports activities, static activity, volunteering, and relaxing, and these activities were grouped into non-participant, active and passive leisure activities. Conspicuous consumption of leisure apparel was classified into personality oriented, luxury goods-oriented, and other people-oriented. Third, there was a significant difference in the sub-factors of the conspicuous consumption of leisure apparel (personality oriented, luxury goods-oriented, other people-oriented) according to the sub-factors of subjective stratum(economic power, social position, level of consumption, cultural level and overall stratum consciousness). Fourth, there was significance in the objective social stratum variable by the types of leisure activities. Significant differences were found in personality orientation, luxury goods-oriented, and other people-oriented in conspicuous consumption of leisure apparel by the types of leisure activities. Finally, there were significant differences in economic power, level of consumption, cultural level of subjective social stratum by gender, sports activities and volunteering in leisure activities, as well as other people-oriented conspicuous consumption of leisure apparel. This study also found significant differences in economic power, level of consumption and cultural level of social stratum by age, as well as other people-oriented conspicuous consumption of leisure apparel.

  • PDF

A narrative on Badminton Sports club Activity and Adaption of a North Korean refugee child (탈북아동의 배드민턴 스포츠클럽 활동과 적응)

  • Lee, Je-Haeng
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.8
    • /
    • pp.333-343
    • /
    • 2017
  • This study aimed to narrate the feature of a north korean refugee child at an elementary school in south korea through badminton sports cub activity. The narrative was as follows. Dongsik was unhappy at the first time in living here(south korea). After a while he had encountered badminton activity by chance. And he changed his life at the school and he has his own dream now. Teacher choi has remembered the first meeting with Dongsik. Dongsik was a boy who did not talk with anyone. After a long time Dongsik spent his life without uttering a word. Now he has a talk about his dream due to badminton. He dreams of being a badminton player. What is primarily important for north korean refugee children is educational direction. School eduction has to integrate not segregate to participate in all program together. We all have to take both expectation and confidence for north korean refugee children.

Bony Bankart lesion (골성 Bankart 병변)

  • Lee, Seung-Jun;Park, Jin-Young
    • Journal of the Korean Arthroscopy Society
    • /
    • v.15 no.1
    • /
    • pp.50-54
    • /
    • 2011
  • A growing number of people are enjoying sports activity with a rise in national income. In this current, many patients complain of traumatic shoulder dislocation and chronic instability with bony Bankart lesion. Computed tomography arthrography is good diagnostic modality for bony Bankart lesion. It is important to consider the patients' factors such as occupation, sports activity, size of preoperative glenoid bone loss before decision of treatment. As development of arthroscopic treatment, there is no significant difference in the result of bony Bankart repair between arthroscopic surgery and open surgery. However, open surgery should be considered for patients with preoperative glenoid bone loss more than 25% or in need of collision sports activity.

  • PDF

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

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.6
    • /
    • pp.259-268
    • /
    • 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.

Effect of Functional Exercise Using Linear Ladder on EEG Activities in College Men (줄사다리를 이용한 기능적 운동이 남자대학생의 뇌파 활성에 미치는 영향)

  • Jung, Suk Yool;Lee, Hae Lim;Lee, Sung Ki
    • Journal of Naturopathy
    • /
    • v.11 no.2
    • /
    • pp.79-84
    • /
    • 2022
  • Background: Exercise influences the generation of brain cells through learning and experience in the process of acquiring motor skills and helps improve brain function. It is necessary to scientifically verify how brain wave activity, a method of analyzing brain function, affects movement. Purposes: We scientifically identify the positive effects on EEG activity when applying complex functional linear ladder movements in an appropriate environment. Methods: After recruiting 30 male university students, we divided them into a linear ladder exercise group, a treadmill exercise group, and a control group, and exercise was applied and measured repeatedly for ten weeks. Results: There was a statistically significant change between groups in the left prefrontal lobe of alpha waves when exercise was applied (p < .05). Conclusions: Although exercise has a positive effect on EEG, line ladder exercise, which applies a complex pattern and produces more leg movement, appears to have a better impact on brain function than traditional aerobic exercise.