• Title/Summary/Keyword: Sports Immersion

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The Relationship of flow Experience, Self-esteem, Exercise adherence Intention in Youth Sports Club Participant (청소년 스포츠클럽 참여자의 몰입경험, 자아존중감, 운동지속의도 간의 관계)

  • Lee, Gun-Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.368-376
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    • 2018
  • The purpose of this research is to investigate the relationship of flow experience on self-esteem and exercise adherence through intention in youth sports club so that youths can continue to exercise. A non-probabilistic sampling method was used as a convenience sampling method with 257 questionnaires being analyzed by frequency, factor analysis, correlation analysis, and multiple regression analysis using the SPSS 21.0 version statistical program for Windows. The results of this study are as follows. First, cognitive flow showed a negative relationship with negative self-esteem, a positive relationship with positive self-esteem, and a positive relationship with tendency and possibility in interrelation. Behavioral flow showed a positive relationship with tendency, possibility, and reinforcement. Second, positive and negative self-esteem showed positive relationships with behavioral flow and did not show any relation. Third, reinforcement showed a positive relationship and tendency and possibility did not affect behavioral flow. It is possible to enhance self-esteem and improve physical fitness through continuous physical activities and to live a lively school life by understanding the immersion experiences of the adolescents' participation in sports clubs and by providing more appropriate physical activity information to adolescents.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Design of Smart Bike Studio for Sportainment (스포테인먼트를 위한 스마트 바이크 스튜디오 설계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.89-102
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    • 2017
  • With the increase in interest in health in the society, a variety of fusion studies have been conducted by ICT to sports. This study develops a smart bicycle that is run only when a rider maintains balance, and proposes an interface of studio space where the smart bicycle can be experienced. The studio consists of interactive smart bike, a geodesic dome for immersion of content for a single person, and virtual reality content that is implemented to enjoy various sceneries in real space. This study contributes to attempts of design and production of studio that is optimized to interactive space of smart bike for single person. This studio has a scalable interface, which can be applicable to various other interactive contents for sportainmnet.

Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.39-52
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    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

A Study on the Planning Direction of the Large Sports Facilities in Korea - Based on the Servicescape Korea·U.S.A·Japan Baseball Stadium- (국내 대규모 스포츠시설의 계획방향에 대한 연구 - 서비스스케이프에 따른 한미일 야구장을 중심으로-)

  • Baek, Song-Min;Lee, Kyung-Min;Seo, Myeong-Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.819-829
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    • 2022
  • Professional baseball is one of the spectator sports that has been loved for a long time by the citizens as a recreational activity since its establishment in 1982, and has been playing pivotal role as a national sport. However, there has been decline in the number of audiences since 2019. Hence, this research paper aimed to provide strategic direction for planning and improvement of professional baseball stadiums by applying the concept of servicescape. In this research, five key factors of servicescape that affects players performance and the level of immersion of spectators were derived through literature review, and based on these key factors, case study analysis were carried out for 51 domestic and foreign baseball stadiums while focusing on the factors derived. Domestic baseball stadiums highly concentrate on spectatorship without effectively responding to change in spectators demand and its effective use of space rather than baseball games. As in foreign cases, it is critical to modify mangement process and planning direction, and improve policies while perceiving baseball stadium as recreational and cultural space.

The Effects of Disability and Academic Stress on High School Students' Commitment to Integrated Physical Education Classes (고등학생들의 장애인식과 학업스트레스가 통합체육 수업 몰입에 미치는 영향)

  • Bae, Kwang-Youl
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.93-102
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    • 2020
  • The purpose of this study is to analyze the effects of high school students' disability and academic stress on the participation of integrated physical education class. The result of this study is to examine the correlation between disability, academic stress and integrated physical education. There were negative correlations between parent stress and self stress among the subvariables. There was a positive correlation with the integrated physical education commitment and all the sub variables were positive. There was a negative correlation between academic stress and integrated physical education involvement, and all sub variables were negative.We examined the differences in the general characteristics of how disability and academic stress affect active commitment in the integrated physical education class. You can do it.

Motivation and Meaning of the Elderly Women's Line Dance Experience (여성 노인의 라인댄스 체험 동기와 의미 탐색)

  • Kim, Young-Mee;Oh, Jin-Sook
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.471-479
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    • 2021
  • The purpose of this study is to find out what meanings would be brought to the old females' lives, who took part in the line dance as programs for senior's health. 6 the old females were selected. Research materials were gathered from in-depth interviews and observations by researcher. As a result of content analysis, the following conclusions were drawn. First, elderly's motives for participation in line dance were found to be solicitation of the surroundings, recovery and maintenance of health, and participation in pursuit of happiness. Second, the elderly's line dance experience was changed the perception of dance. Third, line dance improved interest and confidence in the body and appearance. Fourth, the line dance experience provides a space for making new friends. Fifth, the line dance experience improved a sense of accomplishment and immersion through dance. Sixth, the support and praise of the family increased self-esteem and improved overall life satisfaction and happiness.

The Influence of Chinese University Student Track and Field Athletes on the Immersion and Performance (중국 대학생 육상 선수의 운동몰입과 경기력에 미치는 영향)

  • Duan, Mingtao;Hu, Liqin;Cheng, Jingwei
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.331-337
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    • 2022
  • This study is to investigate the effect of Chinese university track and field athletes on their athletic commitment and performance. The men and women aged 19 or older were selected as a population for athletes from Hanam University, Jeongju University, and Hanam Normal University, and 1400 questionnaires were distributed using the Convenience sampling method. The results obtained by performing data processing are as follows. First, all factors had a statistically significant effect on performance in the effect of sub-factors of exercise commitment (cognitive commitment, behavioral commitment). Second, all factors had a statistically significant effect on the performance of the sub-factors of exercise commitment (cognitive commitment, behavioral commitment). Third, all factors had a statistically significant effect on the effect of sub-factors of exercise commitment (cognitive commitment, behavioral commitment) on concentration.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.