• Title/Summary/Keyword: Sports Games

Search Result 218, Processing Time 0.031 seconds

Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
    • /
    • v.36 no.4
    • /
    • pp.92-102
    • /
    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

The Improvement of Delivery System for International Sports Complex Facility (국제종합경기 시설공사 발주방법의 개선 방안)

  • Choi Yong-Ho;Lee Soo-Yong
    • Proceedings of the Korean Institute of Building Construction Conference
    • /
    • 2005.05a
    • /
    • pp.107-112
    • /
    • 2005
  • Renovation of existing sports facilities or construction of temporary ones for international complex games requires a wide variety of hundreds of sub construction projects to be awarded at the same time but there are few precedents required regarding the study of tendering process required in such cases. As award of construction contracts to build sports facilities for various international complex games is a critical determinant of fate of international complex games in the initial phase, it is very critical that adequate construction tendering process bedetermined. This research is aimed to study tendering cases for renovation or construction of critical international sports facilities to enhance efficiency of facility construction and define most reasonable tendering approach to satisfy schedule constraints often associated with international complex games and contribute to improvement of international competitiveness of their host cities and propose a direction for further development. This study also provides inputs to subsequent sports events of comparable scale to minimize trial and error.

  • PDF

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.3
    • /
    • pp.64-76
    • /
    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

A Study on the Image Positioning Strategy according to the Games of Marine Sports (해양스포츠 종목에 따른 이미지 포지셔닝 전략에 관한 연구)

  • PARK, Tae-Seung
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.29 no.2
    • /
    • pp.526-536
    • /
    • 2017
  • This study intended to understand similarity of image between games and position of image attribute perceived by consumers according to the games of marine sports using MDS (Multidimensional Scaling). Through the foregoing, this study aims to provide preliminary data for establishing marketing strategies for games of marine sports by accurately understanding images of marines sports perceived by consumers. For survey targets, this study selected students of K University located in Gyeonggi-do as a population, and extracted samples using convenience sampling out of non-probability sampling methods targeting 200 students who showed intention of participation in this study, and total 188 sheets of questionnaire were used as final data excepting 12 sheets that are filled up unfaithfully or considered unreliable. For data processing, this study conducted Frequency Analysis, Descriptive Statistical Analysis, Reliability Analysis, MDS (Multidimensional Scaling) and Multiple Regression Analysis, and study results show that water ski and wakeboard(.602) have the most similar image attribute, indicating that image attributes of scuba diving and water ski(2.031) are positioned farthest with each other. As for image attribute, image attribute of water ski has appearance and progressiveness, windsurfing has an image attribute of positive, scuba diving has an image attribute of negation, and marin rafting has an image attribute of friendliness.

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
    • /
    • v.20 no.2
    • /
    • pp.139-152
    • /
    • 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.

Analysis of Sports Medical Care Utilization during the 24th Seoul Olympic Games (서울올림픽대회 기간중 스포츠의료 이용에 관한 분석)

  • Yu, Seung-Hum;Sohn, Myong-Sei;Lee, Young-Doo;Park, Eun-Cheol;Kim, Chun-Bae
    • Journal of Preventive Medicine and Public Health
    • /
    • v.22 no.1 s.25
    • /
    • pp.136-145
    • /
    • 1989
  • This study made a descriptive analysis of the cumulative amount and rate of sports medical care utilization during the 24th Seoul Olympic Games by the participating athletes, officials, etc. The sports medical care utilization was a component of the total medical care use and was basically caused by the prevention and treatment of sports injuries. The analytic data were derived from the Olympic Health Management Information System(OHMIS) of the SLOOC and the Korea Athlete Trainer Association(KATA). These were analyzed according to the quantity of physician visits and the utilization rate, which was the amount of utilization divided by the total number of participating persons. The results were as follows: Firstly, the sports medical care utilization by the persons participating in the Seoul Olympics amounted to 17.9% of the total medical care utilization. The venue medical services utilization accounted for 54.7% of the total physician visits, which was larger than the village medical center's utilization. The number of physician visits per hundred persons during the 2 week period in the venue clinic was 3.03 and that of the village medical center was 2.51, therefore, the total was 5.54. Secondly, athletes accounted for 82.3% and officials 12.2% in the sports medical care utilization by participants. These results were because athletes, who were directly related to the games, called extremely often on the physicians. The utilization rate of sports medical care by athletes was 34.29. Thirdly, the sports medical demand according to type of therapy could be ranked from high to low in the following order: sports massage, thermal therapy, and electrical stimulation treatment, etc. The department of physical therapy in the village medical center was used a great deal. Fourthly, the trend of daily sports medical care utilization by the athletes showed a bell shape centering around the opening day of the Seoul Olympic Games. The utilization rate of athletes was 2.3; however, that of officials was 0.6. Lastly, the sports medical demand was calculated according to the continents, and Central America, Africa and Middle-East Asia proved to have a higher rate of sports medical care utilization than the more powerful and industrialized continent or regions.

  • PDF

Data Envelopment Analysis on Olympic medals : Focusing on Athens Olympic Games and Torino Winter Olympic Games (올림픽 메달의 자료 포락 분석 : 아테네 하계올림픽과 토리노 동계올림픽을 중심으로)

  • Kang, Doo-suk
    • International Area Studies Review
    • /
    • v.14 no.1
    • /
    • pp.299-319
    • /
    • 2010
  • This thesis analyzed that which countries won the Olympic medals more efficiently at the Olympic Games. Unlike the previous studies, I measured efficiency under the CRS, found implications for investment to improve sports skills through understanding the characteristics of sports race. A methods for research is a DEA-based approach which measures efficiency by using the data only, not assuming the parameters. The inputs are total population and GDP, the output is Olympic medals at 2004 Athens Olympic Games and 2006 Turin Winter Olympic Games. I applied different weights based on the medal colors. The results showed the tendencies that the larger the scales of total population and GDP were, the lower efficient values were. These tendencies imply that sports skills are related with the law of diminishing returns and international convergence. According to these phenomenons, surging investments for sports performance are hard to get proper justification. In the case of limited resources, investing uniformly in various sport entries is more productive than in just one or two sport entries.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.2
    • /
    • pp.57-62
    • /
    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

A Study on Changes in Future Sports According to the Introduction of Baseball Robot Umpire (야구 로봇 심판 도입에 따른 미래 스포츠 변화에 관한 연구)

  • Park, Hyoung-Kil;Jung, Young-Jae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.6
    • /
    • pp.93-103
    • /
    • 2021
  • The purpose of this study is to explore changes in future sports by introducing baseball robot umpire. The study was conducted using qualitative research methods, and participants selected five baseball fans who were interested in baseball. The results of the study are as follows. First, baseball fans expressed displeasure with the frequent misjudgment in Korean Professional Baseball game, and doubted the fairness of the umpire's judgment. And repeated misjudgment of professional baseball has contributed to the decline in viewing and viewing of baseball. Second, baseball fans were positive about the introduction of robot umpire as a way to reduce bad calls in baseball games, and considered the accuracy, consistency, and recordability of robot umpire to complement their limitations. Third, the application of baseball robot umpire will serve as a basis for strengthening the fairness and efficiency of baseball games, which will positively change the image of sports. As a result, the introduction of robot umpire in baseball games could exert desirable influence on people and contribute to restoring the ethics of sports and strengthening fairness.

The Effect of the Perceived Waiting Time of Viewers on Negative Emotions, Viewing Satisfaction, Viewing Attitude, and Continuous Viewing Intention When an e-Sports Game Pause

  • Juyeon Lee;Seyun Kim
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.342-350
    • /
    • 2023
  • The purpose of this study is to find out how the perceived waiting time of viewers of e-sports games affects negative emotions and how these negative emotions affect viewing satisfaction, viewing attitude, and continuous viewing intention. To achieve the purpose of this study, 200 viewers who watched e-sports games more than two to three times were targeted. 197 copies were selected as the final valid sample after excluding three of the collected questionnaires that showed unfaithful answers. For data processing methods, confirmatory factor analysis, reliability analysis, and structural equation model analysis were conducted using SPSS 27 and AMOS 25. Through this, the following results were obtained. First, it was found that the perceived waiting time of the viewer had a significant effect on the viewers' negative emotions in the event of a game pause. Second, viewers' negative emotions were found to have a significant effect on viewing attitudes, but not on viewing satisfaction. Third, it was found that viewing attitude had a significant effect on viewing satisfaction and continuous viewing intention. Fourth, it was found that viewing satisfaction had a significant effect on continuous viewing intention. In other words, the more acceptable and shorter the perceived waiting time due to the suspension of the game pause, the lower the negative emotions of the viewers, and the negative emotions of the viewers ultimately affect the intention to continue watching through viewing attitude and viewing satisfaction.