• Title/Summary/Keyword: Sports Game Analysis

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A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

Analysis of the Academic Research Trend of e-sports (e스포츠에 관한 연구동향 분석)

  • Oh, Sae-Sook;Kim, Dae-Hoon
    • Journal of Wellness
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    • v.7 no.2
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    • pp.113-121
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    • 2012
  • This study chose the academic journals related with e-sports for analysis among the top tier journals of National Research Foundation of Korea from 2006 to 2011 to check the academic trend Beginning in 2006, the first study of e-sports was published in the journal related with e-sports. So, the studies from 2006 to 2011 were chosen for analysis. Using Research Information Sharing Service(RISS), the keyword 'e-sports' was searched. By virtue of this process, total 27 studies were selected as final analysis. So, the academic trends are as follows. In Korea, the studies related with e-sports have started from the beginning of 2000s with internet and then it spread out via cable TV. And then from the middle of 2000s, e-sports was discussed seriously. The early subject of the studies usually focused on the measurement of e-sports based on the strategic elements as a product. After that, game addiction and violent tendency which were one of the biggest issues were raised as a constant problem and it became the academic studies of user behavior. E-sports became a recreation culture of teenagers so it has been in charge of the role of exit and the problems related with it have continuously appeared. So, the academic studies tend to have departmentalization like immersion, addiction, sociality, self-regulation and etc. But, there was a tendency that the similar contents were repeated in the view point of subject and method while the subjects were departmentalized. So, for the systematic study of e-sports, development of the unique subject, study method and verification process should be conducted continuously.

Wave propagation analysis of the ball in the handball's game

  • Yongyong Wang;Qixia Jia;Tingting Deng;Mostafa Habibi;Sanaa Al-Kikani;H. Elhosiny Ali
    • Structural Engineering and Mechanics
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    • v.85 no.6
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    • pp.729-742
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    • 2023
  • It is a recent attraction to the mechanical scientists to investigate state of wave propagation, buckling and vibration in the sport balls to observe the importance of different parameters on the performance of the players and the quality of game. Therefore, in the present study, we aim to investigate the wave propagation in handball game ball in term of mass of the ball and geometrical parameters wit incorporation of the viscoelastic effects of the ball material into account. In this regard, the ball is modeled using thick shell structure and classical elasticity models is utilized to obtain the equation of motion via Hamilton's principle. The displacement field of the ball model is obtained using first order shear deformation theory. The resultant equations are solved with the aid of generalized differential quadrature method. The results show that mass of the ball and viscoelastic coefficient have considerable influence on the state of wave propagation in the ball shell structure.

The Effects of Elderly's Motivation for Participating in Ball Game on Social Support and Subjective Happiness

  • Kim, Whabok;Park, Sunmun
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.134-141
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    • 2021
  • The purpose of this study is to investigate the effect of the elderly's motivation to participate in ball games on social support and subjective feelings of happiness. The subjects of this study were elderly people aged 65 or older who lived in Gwangju in 2020 and participated in the ball game movement. Besides, 150 males, 150 females, and 300 total subjects were selected using the convenient sampling method. The survey tool focuses on the motivation for participation in ball game movement, social support, and subjective happiness, and the data collected using this are used for the SPSS 20.0 version, and use statistics are processed according to the purpose of analysis. The results obtained through this research process are as follows. First, it was found that the elderly's motivation to participate in ball game exercise partially affected social support. Second, it was found that the elderly's motivation to participate in ball game exercises had a partial effect on subjective happiness. Third, it was found that the elderly's social support partially affected the subjective feelings of happiness.

Analyzing the Performance of the South Korean Men's National Football Team Using Social Network Analysis: Focusing on the Manager Bento's Matches (사회연결망분석을 활용한 한국 남자축구대표팀 경기성과 분석: 벤투 감독 경기를 중심으로)

  • Yeonsik Jung;Eunkyung Kang;Sung-Byung Yang
    • Knowledge Management Research
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    • v.24 no.2
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    • pp.241-262
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    • 2023
  • The phenomena and game records that occur in sports matches are being analyzed in the field of sports game analysis, utilizing advanced technologies and various scientific analysis methods. Among these methods, social network analysis is actively employed in analyzing pass networks. As football is a representative sport in which the game unfolds through player interactions, efforts are being made to provide new insights into the game using social network analysis, which were previously unattainable. Consequently, this study aims to analyze the changes in pass networks over time for a specific football team and compare them in different scenarios, including variations in the game's nature (Qatar World Cup games vs. A match games) and alterations in the opposing team (higher FIFA rankers vs. lower FIFA rankers). To elaborate, we selected ten matches from the games of the Korean national football team following Coach Bento's appointment, extracted network indicators for these matches, and applied four indicators (efficiency, cohesion, vulnerability, and activity/leadership) from a football team's performance evaluation model to the extracted data for analysis under different circumstances. The research findings revealed a significant increase in cohesion and a substantial decrease in vulnerability during the analysis of game performance over time. In the comparative analysis based on changes in the game's nature, Qatar World Cup matches exhibited superior performance across all aspects of the evaluation model compared to A matches. Lastly, in the comparative analysis considering the variations in the opposing team, matches against lower FIFA rankers displayed superior performance in all aspects of the evaluation model in comparison to matches against top FIFA rankers. We hope that the outcomes of this study can serve as essential foundational data for the selection of football team coaches and the development of game strategies, thereby contributing to the enhancement of the team's performance.

Analysis of the Technology Gap and Identification of R&D Priorities of Sports Industry in Korea (우리나라 스포츠산업의 기술수준 격차 분석 및 R&D 투자 우선순위 도출)

  • Rim, Myung Hwan
    • Journal of Information Technology Applications and Management
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    • v.24 no.2
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    • pp.97-112
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    • 2017
  • This paper aims to research the technology level of sports industry, through analyzing the technology gap between Korea and other major countries (USA, Europe, Japan, and China), and provide a list of technologies to be prioritized for R&D investment by conducting an analysis of the strategic importance of various element technologies. The results of the analysis showed that the technology level of Korean sports industry currently stands at 70.5% of the country with the most advanced technology (the USA), and that the technology gap amounts to 4.8 years. It was also found that the USA is the country with the most advanced technology (100%) at present, followed by Europe (91.1%), Japan (88.3%), Korea (70.5%), and China (61.2%). To reduce the technology gap, we established a Strategic Zone (SZ) and derived three element technologies including 'design and production technologies for sports and game equipment' in the $1^{st}$ tier, nine element technologies including '3D motion analysis and simulation technology' in the $2^{nd}$ tier, and four element technologies including 'fitness/health promotion and management technology' in the $3^{rd}$ tier. The significance of this research is that it included five major technology categories of the sports industry in its analysis, selected an expert on sports industry technologies using the delphi method. Therefore, the results of this study may be suitable for use as basic data in establishing the R&D strategy for the future development of the sports industry.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

Study on Index for Evaluation of Playing Ability in Team Sports

  • Min, Dae-Kee
    • Journal of the Korean Data and Information Science Society
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    • v.14 no.4
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    • pp.903-913
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    • 2003
  • The objective of the study is to develop a variety of different indices based upon the detailed data obtained through the computer input/analysis program developed recently. Through this new program, all the activities of players can be recorded on a real time basis and they can be analyzed statistically with different types of outputs. Therefore in this research, with the help of the database program, we will develop the indices for teamwork, goal making ability, offense/defense ability, individual player's contribution to the game, and various game related performances.

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Applying Principal Component Analysis to Go Openings (주성분분석을 통한 바둑 포석 분석)

  • Lee, Byung-Doo;Park, Jong-Wook
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.59-70
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    • 2013
  • Although the history of the game of Go is more than 2,500 years, the theoretical studies of Go are still insufficient. In recent years a lot of studies using Artificial Intelligent(AI) have been conducted, but they do not provide the prominent theoretical reality. We applied Principal Component Analysis(PCA) to the professional Go openings, which are the early stage in Go, to analyze them especially focused on the Go game records of the professional 9-dan player Lee Sedol who is the world's top professional Go player. The results showed that among the 361 eigenvectors the 48 most significant eigenvectors capture most of the variance (99.9%) and the 30 most significant eigenvectors enable to possess 90.5 percent of the total variance. This result would be expected to considerably contribute to pattern recognition research of the professional Go openings in the near future.