• Title/Summary/Keyword: Sports ICT

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A Study on Considerations of the Library Policy Establishment to Resolve Digital Divide of Older Adults (노인의 정보격차 해소를 위한 도서관 정책수립의 고려사항)

  • Yoon, Hye-Young
    • Journal of Korean Library and Information Science Society
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    • v.48 no.4
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    • pp.77-105
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    • 2017
  • As our society enters an aged society, it is becoming increasingly important to resolve digital divide of older adults. However, the digital divide of the older adults are generally neglected compared to other information poor. The aim of this study is to propose considerations for library policy development in order to resolve the digital divide of the older adults. The study examined regulation of the Framework Act on National Informatization and the Ministry of Science and ICT, the Ministry of Culture, Sports and Tourism, the Ministry of Health and Welfare, the Ministry of Employment and Labor. Also it investigated guidelines and current status of services to older adults in the library. The study suggested that public libraries should be used as a basic base for the services to resolve the digital divide to older adults across the country, and the services should be organized systematically and sustainably through public libraries.

Disconnected "Gold Medal outside the Arena": A History of the Development of the Information System for Seoul Olympic Games (계승되지 못한 올림픽 "장외금메달" : 서울올림픽 전산시스템 개발사)

  • SHIN, Hyang-Suk
    • Journal of Science and Technology Studies
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    • v.19 no.2
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    • pp.207-249
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    • 2019
  • This study aims to show the dynamics behind official historical descriptions, tracking the development of information system for Seoul Olympic Games. Shortly after the decision was made to host the Seoul Olympics, the South Korean government planned to import a computer system used in the previous Olympics. In response, scientists at Electronic Data Processing Center of KAIST put much effort into persuading the authorities to take the initiative in their own development, and they had to prove their capabilities by developing a computer system that worked safely in the National Sports Festival. With the development of the Olympic information system taking shape, various disputes arose among the host ministries, participating organizations and researchers. As a result, the end product resulted in a modularity of four different systems developed by different agencies, rather than a single system. For this reason, no organization claimed ownership or directly inherited the technical performance of the Olympic computer system, although it was praised as a "gold medal outside the arena." Nevertheless, the technology, hardware and manpower accumulated during the development process have since spread to various areas, laying the groundwork for the development of South Korea's information and communication technology.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • v.17 no.1
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.

A Study on the Development of High Sensitivity Collision Simulation with Digital Twin (디지털 트윈을 적용한 고감도 충돌 시뮬레이션 개발을 위한 연구)

  • Ki, Jae-Sug;Hwang, Kyo-Chan;Choi, Ju-Ho
    • Journal of the Society of Disaster Information
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    • v.16 no.4
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    • pp.813-823
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    • 2020
  • Purpose: In order to maximize the stability and productivity of the work through simulation prior to high-risk facilities and high-cost work such as dismantling the facilities inside the reactor, we intend to use digital twin technology that can be closely controlled by simulating the specifications of the actual control equipment. Motion control errors, which can be caused by the time gap between precision control equipment and simulation in applying digital twin technology, can cause hazards such as collisions between hazardous facilities and control equipment. In order to eliminate and control these situations, prior research is needed. Method: Unity 3D is currently the most popular engine used to develop simulations. However, there are control errors that can be caused by time correction within Unity 3D engines. The error is expected in many environments and may vary depending on the development environment, such as system specifications. To demonstrate this, we develop crash simulations using Unity 3D engines, which conduct collision experiments under various conditions, organize and analyze the resulting results, and derive tolerances for precision control equipment based on them. Result: In experiments with collision experiment simulation, the time correction in 1/1000 seconds of an engine internal function call results in a unit-hour distance error in the movement control of the collision objects and the distance error is proportional to the velocity of the collision. Conclusion: Remote decomposition simulators using digital twin technology are considered to require limitations of the speed of movement according to the required precision of the precision control devices in the hardware and software environment and manual control. In addition, the size of modeling data such as system development environment, hardware specifications and simulations imitated control equipment and facilities must also be taken into account, available and acceptable errors of operational control equipment and the speed required of work.

Factors Related to Smartphone Dependence among Adults in Their 20s (20대 성인의 스마트폰 의존 관련 요인)

  • Park, Jeong-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.195-204
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    • 2020
  • The purpose of this study was to explore factors associated with smartphone dependence among adults in their 20s. The data were derived from the 2017 Survey on Smartphone Over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. There were 3,684 participants. The data were analyzed by frequency, percentage, mean, standard deviation, independent t-test, Pearson's correlation coefficient, and weighted hierarchical multiple regression analysis. For the results, factors related with higher smartphone dependence of participants were duration (β=.18, p=.000) and frequency (β=.04, p=.000) of usage, gaming (β=.15, p=.000), watching videos (β=.09, p=.000), mobile shopping (β=.05, p=.000), working (β=.05, p=.010), e-mailing (β=.13, p=.000), and sports betting (β=.07, p=.000). Music (β=-.07, p=.000) and adult content (β=-.07, p=.000) significantly reduced their smartphone dependence. SNS (Social Networking Services) (β=.01, p=.358) and instant messengers (β=-.02, p=.330) were not factors related to smartphone dependence. However, instant messengers were the most used by participants and had a strong correlation with working (r=.55, p=.000). This study shows that smartphone usage patterns related with smartphone dependence among adults in their 20s are different from those of children and adolescents. These results could be used to more deeply understand smartphone dependence among adults in their 20s and plan early detection and prevention and care of dependence.

The Difference of Awareness Level on Positive and Negative Effects of Permitting Online Gambling's Expansion: Focused on Gambling Users, Gambling Addicts, and General Population (온라인베팅 확대허용 및 불법 온라인베팅 축소방안에 관한 인식 차이: 이용자, 중독자 및 일반인의 인식 비교)

  • Kim, Ju-Yeon;Choi, Hyun-Joo;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.426-435
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    • 2017
  • Since online betting occurs on online where anybody can access through internet, thus, the online gambling market has been expanding. Domestic illegal gambling market size is 4 times bigger than that of legal gambling market, and illegal online betting market is rapidly growing as well. Currently online gambling does exist domestically in form of Sports promotion voting rights, also known as, Toto and Proto and internet lottery. However, the need for other types of online gambling to be permitted, expanded and managed has been suggested. This research has analyzed online gambling users, online gambling addicts and general population's awareness on expansion and operation of online gambling, contraction measures of illegal online gambling and operation measures in case of permitted expansion of online gambling. The result of this research's analysis showed that each group has significantly different awareness level on positive and negative effects of permitting online gambling's expansion. Also, it showed that each group has significantly different awareness on permitting expansion of racing betting as a legal gambling item. Since it is the proven fact that illegal online gambling users could turn into legal users and that users could use the service more positively if online gambling is legalized through allowance and expansion process; one could expect the positive effects from permitting expansion of online gambling.

A Study on the Measurement of Respiratory Rate Using Image Alignment and Statistical Pattern Classification (영상 정합 및 통계학적 패턴 분류를 이용한 호흡률 측정에 관한 연구)

  • Moon, Sujin;Lee, Eui Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.63-70
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    • 2018
  • Biomedical signal measurement technology using images has been developed, and researches on respiration signal measurement technology for maintaining life have been continuously carried out. The existing technology measured respiratory signals through a thermal imaging camera that measures heat emitted from a person's body. In addition, research was conducted to measure respiration rate by analyzing human chest movement in real time. However, the image processing using the infrared thermal image may be difficult to detect the respiratory organ due to the external environmental factors (temperature change, noise, etc.), and thus the accuracy of the measurement of the respiration rate is low.In this study, the images were acquired using visible light and infrared thermal camera to enhance the area of the respiratory tract. Then, based on the two images, features of the respiratory tract region are extracted through processes such as face recognition and image matching. The pattern of the respiratory signal is classified through the k-nearest neighbor classifier, which is one of the statistical classification methods. The respiration rate was calculated according to the characteristics of the classified patterns and the possibility of breathing rate measurement was verified by analyzing the measured respiration rate with the actual respiration rate.