• Title/Summary/Keyword: Sports Games

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Influences on Time and Spatial Characteristics of Soccer Pass Success Rate: A Case Study of the 2018 World Cup in Russia (시간과 공간적 특성에 따른 축구 패스 성공률 분석: 2018 러시아 월드컵 대회 자료를 중심으로)

  • Lee, Seung-Hun;Kim, Young-Hoon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.475-483
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    • 2021
  • The purpose of this study is to identify the temporal and spatial characteristics of pass accuracy by utilizing the second processing data and official records collected from the 2018 FIFA World Cup Russia video data. For a total of 128 games, the success rate of passes based on the results of the game, passing time, and passing position was two-way ANOVA with repeated measure. The results showed no difference between winning and losing groups, and no interaction effects were found for passing time and location. The difference in passing time was high in the first half, with the highest success rate in the middle of the first half (79.2%) and the middle of the second half (77.9%) in the 15~30 minutes and the 60~75 minutes. Pass success rates were in the order of defense-midfield area (83.9%), midfield-attack area (81.7%), defense area (70.6%) and attack area (61.1%). In conclusion, there was no difference in the passing success rate of the winning and losing teams depending on the characteristics of the relative competitive strength of the World Cup games, and it is believed that follow-up research is needed to analyze the game contents rather than the factors of the winning and losing in the future.

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
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    • v.21 no.4
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    • pp.101-118
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    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.

A Study on the Competition of the World Women's Handball Championship Using Bigdata : Focused on the top 5 teams of the 2007-2019 World Women's Handball Championship (빅데이터를 활용한 여자핸드볼선수권대회 전력 비교 연구 -2007~2019년 세계여자핸드볼선수권대회 상위 5개팀과 대한민국을 중심으로-)

  • Kang, Yong-Gu;Kwak, Han-Pyong
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.147-158
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    • 2021
  • This study was conducted seven times from 2007 to the 2019 Women's World Handball Championships to analyze and strengthen the strength of the Korean women's handball team through the analysis of the top five countries' strengths. Among the 41 national teams participating in the World Women's Handball Championship, a total of five national teams, including the Netherlands, Norway, Russia, Spain, and France, were selected for the final study. Among the records provided by the International Handball Federation (IHF), the ranking was selected by analyzing the competition records of 41 participating countries, and technical statistics and frequency analysis were conducted using the SPSS/PC+ Ver21.0 program. based on the accumulated records of the top five women's handball competitions, handball attack and defense strategies that can make up for the inferiority in future physical conditions are needed and detailed follow-up studies are needed. Also, we hope to use it as a basic resource for improving the performance of Korean women's handball players and to play a key role in enhancing the level of women's handball at the 2021 Tokyo Olympics.

A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.401-404
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1027-1032
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    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

A study on a multi-stage random tournament competition system and its fairness (다단 랜덤화 토너먼트 경쟁방식 및 그의 공정성에 대한 연구)

  • Lee, Kee-Won;Lee, Jung Soon;Sim, Songyong
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.923-930
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    • 2015
  • There exist many competition systems to determine a winner. Many sports games use the 1-in-2 tournament or its modified version to determine a winner. In this paper, we propose a competition system that can be used when there are many candidates and many random referees to evaluate the candidates. These competitions can be found in the cyber space where many users score many competing apps. We study fairness of our proposed competing system called a multi-stage random tournament in terms of equal probabilities. We also formulate the influence factor of a specific referee under some specific conditions.

Development of Fitness Avatar Model for Increasing Physical Activity in Individual with Spinal Cord Injury (척수장애인 신체활동 증가를 위한 피트니스 아바타 모형 개발)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.14 no.3_1
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    • pp.65-70
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    • 2014
  • The aim of this study is to suggest the fitness Avatar model for increasing physical activities in individuals with SCI(spinal cord injury). With the increasing of the disable, the ratio of individuals with SCI is also increasing. Avatar is a movable image that represents a person in a virtual reality environment or in cyberspace. With the expansion of new technology, such as video games and virtual reality, there has been an increase in the interest of using virtual reality in therapy. It is not easy for individuals with SCI to access tho sports facilities due to paraplegia. The increasing physical activities based on virtual reality will be the most innovative and future-oriented approach. First, building a system and establishing a comprehensive support system is essential to activate and spread variety of physical activities for individuals with SCI. Second, providing a appropriate feedback and identifying the effect of intervention will be considered.

Longitudinal Kinematical Analysis of Kip to Swallow Motion in Rings (링 운동 차오르며 Swallow 동작 처치 전.후의 기술분석)

  • Back, Jin-Ho;Park, Jong-Hoon;Lee, Yong-Sik
    • Korean Journal of Applied Biomechanics
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    • v.16 no.3
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    • pp.173-181
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    • 2006
  • The purpose of this study is grasp the problem of the gymnast, Kim, Dong-Hwa's Kip to Swallow Motion in Rings, and make up for the weak points to help him to perform a better performance. Therefore, two tryouts for $28^{th}$ Athens Olympic Games were filmed using video camera then finalized with Kinematical Analysis using 3D motion analysis program followings are the form of conclusions. 1. In the very first tryout, when he was doing a Swallow Support Scale, his CM position was high and arm slope was deduction because when he was doing Kip, the ascent velocity was low and he tried excessively to pull him on rings due to relying upon angular movement of shoulder joint. 2. When he was doing drop, he let his hip angle bend only little bit and let fall so making shoulder angle wider and maintain the level horizontally occurs strong drop motion when vertical descent is happening. 3. As a result, lowering the direction of a kick makes CM's movement path lower, increase vertical ascent velocity, and it helps to do the Swallow Support motion in short period of time. 4. After a strong drop motion, which is deep and fast, would make rope of ring shake so there is a defect that the body moves to forward area. However, it does not effect in Swallow Support Scale motion. 5. In the second tryout, trunk rotation angle and arm slope was fixed decrease while doing rotary motion. When rotary motion was happening, before the body was going under the rings, maintained his arm slope horizontally so his Swallow Support Scale motion was nearly perfect.