• Title/Summary/Keyword: Sports Game Analysis

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EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
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    • v.8 no.1
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    • pp.11-17
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    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.61-71
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    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.

A Study on Neuro Sports Marketing by using Pupil's Size of Men: Focusing on Basketball Game (남성의 동공 크기를 이용한 뉴로 스포츠 마케팅의 접근 방법: 농구 경기를 중심으로)

  • Ko, Eui-Suk;Song, Ki-Hyeon;Cho, Soo-Hyun;Kim, Jong-Ha
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.31-40
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    • 2017
  • The present study used one of research techniques which is eye gaze tracking for neuromarketing. When pupil's size of men dilated over than three sigma (0.135%), the interest and eye movement in observation were measured. According to statistical analysis of previous studies, three sigma range is meaningful therefore sigma range was used as operational definition because 'pupil dilatation' is difficult to be define in eye gaze tracking data. Pictures of basketball games were selected as visual stimuli and 90% effective ratio of total 7,200 data were calculated. Thus, 29 of 34 participants were used for test. Pupil's size was calculated by applying pupil's width and height into a formular; [Pupil's size = Pupil width/2${\times}$Pupil height/$2{\times}{\pi}$]. In conclusion, billboard utilized for sports marketing had meaningless effects because gaze frequency to basketball player and surrounding environment was higher than that to billboard when participantsas game spectators diltaed their pupil's size over than three sigma. Thus, it was required using new marketing strategies like neuromarketing to increase utility through the present study.

Contents Analysis of the Tennis Wear Design on Female Professional Tennis Players in Sport Industry (스포츠 산업에서 여성 프로 테니스 선수들이 착용한 테니스 웨어 디자인의 내용분석연구)

  • Kim, Jang-Hyeon;Lee, Ji-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.186-196
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    • 2018
  • Sports has become one way to improve our own health and to enjoy life by changing the lifestyle of modern-day people. Sports athletes not only give pleasure to the public, but also play a role in elevating a nation's reputation through sports. Tennis is popular with the public, and women players receive tennis wear from various sports companies to promote the designs to the public. This study considers the design-related characteristics of women's tennis wear through content analysis of design elements from the tennis wear in four major tournaments over the most recent five years. This is important in order to provide basic data on design directions for tennis wear in the future. The results of this study are as follows. First, the silhouette plays a role in enhancing activity by considering the physical movement of tennis players who are very active. Second, color emphasizes the rules and clarity of traditional tennis tournaments, and reflects a diversified trend in tennis wear by considering smooth game play by players and combining popular colors in the year. Third, patterns and decorations on material are used as a means to emphasize the esthetics of tennis wear, and tape plays an auxiliary role in emphasizing the physical beauty of women or preventing physical movement causing injury. In addition, sponsor logos are generally located at the center of the chest of tennis wear tops by mixing letters and images. This can be interpreted as a part of the marketing strategy to enhance clarity of the sponsor's brand.

Trends in the Workday Leisure-Time of Dual-Income Parents with Preschool Children(2004-2019) (미취학자녀를 둔 맞벌이부모의 평일여가에서 나타난 변화(2004-2019))

  • Seo, Jiwon;Lee, Jung-eun
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.4
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    • pp.39-52
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    • 2022
  • The purpose of this study was to examine the workday leisure time of dual-income fathers and mothers with preschool children. Data were gathered from the Statistics Korea Life Time Surveys from 2004(y1) and 2019(y2) (n=2,697). Life time was composed of three types(inevitable time, compulsory time, and leisure time) and leisure time was categorized into 11 activities(voluntarism, participation, social relationships, religion, rituals, culture and tourism, sports, game and play, media, rest, and others) to investigate gender differences and time effects. The major results were as follows: First, both working fathers and mothers with preschool children spent less inevitable time, more compulsory time, and less leisure time, than other adult group. Second, fathers spent more time on 10 leisure activities except religion in y1, and on all activities than mothers in y2. In y2, less time on three activities(social relationships, rituals, and media) for both fathers and mothers, less time on religion for mothers only, more time on two activities(participation, game and play) for both groups were spent than y1. Third, in the regression analysis of fathers' and mothers' leisure time on three leisure activities(sports, game and play, and media) with a distinct pattern from leisure time for adult group between y1 and y2, socioeconomic variables and lifetime variables showed different effects by gender and waves. Based on the results, family policy and programs to improve the work-life balances of working fathers and mothers discussed.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

An Empirical Analysis of the Regulation Effects on Webboard Games using VECM (벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구)

  • Yoo, Byungjoon;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.109-115
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    • 2014
  • Sales of online games companies that began from the small and medium-sized ventures, have grown to billions or hundreds of million dollars to target the global market. The issues related with industrial policies and regulations for game industry gain attentions. In particular, the Korean government has strengthened the relevant regulations of the webboard game service across many departments within the government such as Media Rating Commission, Game Products Administrative Committee, Ministry of Culture, Tourism and Sports, and Ministry of Female and Family. In this study, we analyze the effects of government regulation on webboard games using a VECM(Vector Error Correction Model). We have acquired the Gametrix time-series data during a year since July 2013. Having the co-integration estimated in the analysis process, we attempt to identify the long-term equilibrium relationship within webboard game industry and predict use time in near future. The results show that the use time has decreased to a third to a fourth comparing to the initial value at the beginning point in 2013. Two representative webboard games are exposed to the significant risks to have less or no use time. Additionally, we discuss the issues of the overall game industry influenced by the changes of webboard games.

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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.

The Analysis of Joint Motion of Lower Extremities to Running Velocities and Cutting Angles (달리기 속도와 방향전환 각도에 따른 하지관절 움직임 분석)

  • Kwon, Oh-Bok;Jung, Chul-Jung
    • Korean Journal of Applied Biomechanics
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    • v.17 no.1
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    • pp.9-16
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    • 2007
  • Cutting movements frequently occur in sports and influence much Lower Extremity injuries. The purpose of this study was to compare joint motion of lower extremities to cutting angles and running velocities. Seven male subjects performed cutting movements to three angles($0^{\circ}$, $30^{\circ}$, $60^{\circ}$). Subjects were instructed to run five meters at a speed of 2.5m/s and 4.5m/s before contacting their right foot on the force plate and then change direction to the left. The Peak hip, knee and ankle joint kinematics were influenced according to the running velocities and cutting angles. In conclusion, Fast running velocity and cutting angle will may influence on the lower extremity joint instability on real game situation.