• Title/Summary/Keyword: Sports Information Technology

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Trends of Intellectual Property on Musculoskeletal Disorder, Motion Capture Technology and Ergonomics

  • Yoon, Sang-Young;Jung, Myung-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.437-445
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    • 2015
  • Objective: The aims of this study are to investigate the trends of intellectual property in order to identify the ergonomic approaches on musculoskeletal disorders, harmful factors of musculoskeletal disorders, and to find the potential applicability of motion capture technology. Background: Ergonomic posture assessment tools often showed interrater variance, though the usage is easy and practical in industrial fields. Moreover new technologies such as motion capture showed the potential applicability in posture assessment. So ergonomists and practitioners became interested in the intellectual properties on musculoskeletal disorder and motion capture technology. Method: Intellectual properties were collected with the combination of keywords such as ergonomic, musculoskeletal disorder, and motion capture using the KIPRIS (Korea Intellectual Property Rights Information Service). Collected intellectual properties were classified into ergonomic area and non-ergonomic area, except unexamined intellectual properties. This study investigated the trend of application of intellectual properties and the probability of using motion capture technology. Results: Few intellectual properties with ergonomic approach on musculoskeletal disorders were founded, despite many products for rehabilitation and sports. One hundred twenty five patents in 1105 patents on musculoskeletal disorders and 138 patents in 1908 patents on motion capture technology were classified into the patents that ergonomic approach can be applied. The patents related to ergonomics area are rapidly increasing after 2010, and there are good opportunities for ergonomists to apply the patents. Conclusion: This study found opportunities on novel methodology in detecting the harmful factors of musculoskeletal disorders, and that the motion capture technology is applicable in ergonomic posture assessment. Application: The results of this study can help ergonomists prepare the ergonomic patents, and can show the potential use of motion capture technology in detecting the harmful posture of musculoskeletal disorders.

Demand Analysis of Services and Infrastructure for Rural Welfare and Culture by Importance-Performance Analysis(IPA) (IPA 분석을 통한 농촌 복지·문화 서비스 및 인프라 수요 분석)

  • Bae, Seung-Jong;Kim, Dae-Sik;Kim, Soo-Jin;Kim, Seong-Pil;Lee, Yoo-Jick;Kim, Young-Joo;Shin, Ji-Hoon;Jung, Nam-Su;Choi, Young-Wan;Park, Joo-Seok;Shin, Min-Ji;Lee, Da-Young;Im, Sang-Bong
    • Journal of Korean Society of Rural Planning
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    • v.25 no.1
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    • pp.113-125
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    • 2019
  • The purpose of this study is to provide the demand information about services (S/W) and infrastructure (H/W) for rural welfare and culture. The survey was conducted on the overall satisfaction level, the condition change, the importance-satisfaction level of each field and the top priority items for administrative agencies and rural residents. In the overall satisfaction level, administrative agencies responded more than 'normal' to all fields, but the overall satisfaction level was lower than 'normal' in the fields excluding the healthcare field in the case of rural residents. In terms of condition changes compared to the past five years, both administrative institutions and local residents evaluated the improvement. IPA analysis was conducted to identify the priority ranking of each field and it was found that emergency medical facilities in the healthcare field, infant day care facilities in the social welfare field, movie theaters in the culture field, lifelong education institutions and academy facilities in the education field and private sports facilities in the leisure and sports field were most needed, respectively. The results of this study are expected to be helpful in increasing the efficiency and presenting the improvement direction about the development policy of the rural culture and welfare.

Trends of healthcare industry research institutes (보건산업부문 기업부설 연구소의 동향)

  • Hong Sang-Jin;Kang Tak-Lim
    • Journal of Society of Preventive Korean Medicine
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    • v.6 no.1
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    • pp.36-50
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    • 2002
  • Health industry, a knowledge based high value-added industry, is being considered as a strategic area for the 21C and many advanced countries are making every endeavors for the promotion of health industry along with information technology, new materials, and mechatronics. Korean health industry, however, has been excluded from the governmental supports as well as bound by strict regulation so far, and there is a significant gap in technology compared with advanced countries. In 21C, technology is the main factor of national competitiveness and that is why the role of R&D institutes are so important in the high level of competition to cope with the technology protection policies of advanced countries. In this article, with Directory of Korean R&D Institutes published by Korea Industry Technology Association, I reviewed the trends of R&D institute of health industry. Main findings of the research can be summarized as follows. The portion of health industry R&D institute is 3.6% of total R&D institute but the amount of R&D investment is over than 5% This means health industry are knowledge based and R&D intensified industry, meanwhile the variations of same industry R&D institutes of health industry is huge in R&D investments and other activities. Regional distributions of health industry institutes show some kind of different patterns in each industry areas. Medical devices and Medical informatics's preference of metropolitan region are distinguished with other industry areas. Many of the institutes are located in same site of it's company rather than operating separate building for R&D specific uses. It is better for transforming ideas to products and close cooperation of research body with product lines, but it is a handicap for networking and communicating with other research institutions too. It takes 18.4yrs for bearing R&D institute on the average. For a long times 'copy products' or 'me too products' policies were easy way to maintain business entities. But recently, it is recognized that research activities are essential component of sustaining it's own business firms. This means technology itself is leading power of corporation itself in the high level of competition.

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Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Market trends and business opportunities of the smart insole technology (스마트인솔기술의 시장동향 및 사업화 기회)

  • Park, Jae-Sue;Park, Jung-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1389-1397
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    • 2016
  • This study was to evaluate opportunities for the commercialization of smart insole. smart technology is evolving to Insole. Pressure-sensitive sensor or an acceleration sensor is applied to create a balance of the feet and body, is also evolving for entertainment (sports, entertainment, etc.) and health care. Moreover, smart insole can fix an incorrect walking habit by sending a weight value measured by the sensor on a smartphone and during the movement, smart insole helps to correct body balance by measuring the center of gravity moving condition. However, smart tendency of the insole has yet to create a clear boundary in the entertainment and healthcare markets. This is because the fitness band, smart socks, smart shoes can also replace the benefits of a smart insole. Interestingly, the business opportunities are appearing more frequently in health care solution service of electrocardiogram, body temperature, blood pressure, etc., rather than smart devices.

A Study on the Promotion for Convention Industry in Korea (국내 컨벤션산업의 육성전략에 관한 연구)

  • 신현대
    • The Journal of Information Technology
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    • v.3 no.4
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    • pp.107-128
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    • 2000
  • Many Countries in the world are struggling to foster the industry of international convention while attracting various international convention on the politics, economy society, culture, religion and sports. The needs of international conventiones are increasing now becourse of the expansion of international visitors exchanges and it affect on the promotion of national economy development of tour industry internal and overseas public relation of the countries. The important point in this situation is to make a consensus between public organization in eluding goverment related civil industry and academic society and set up and process the long term and short-term strategy basis on the consensus. First related facilities should be enlarged and inproved and maketing activities to hold the conventions that are propec to their facilities should be fostered. Second it is imporment to try to hold the international convention through in troducing our related abilities and facilies if the world and through Positive public realations and marketing activities in the world. Third to perform the inducde international conventions successfully the gualities of related personnel should be improved and the experts such as conventions Planner and simultaneous interprefec should be nurtured. Fourth related enterpries should be supported step by step by goverment level to foster their activifies on holding and operating the international conventions. Fifth the tourism effect can b promoted by harmonizing the tourism and international convention through building large scale convention centers in the cities. Therefore to develop the international conventions industry more positively and effectively publicity work and activity to hold of the goverment posifive and creative effort of related enterprise and people's active participation are all needed.

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Personalized Advertising Techniques on the Internet for Electronic Newspaper Provider (전자신문 제공업자를 위한 인터넷 상에서의 개인화된 광고 기법)

  • 하성호
    • Journal of Information Technology Application
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    • v.3 no.1
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    • pp.1-21
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    • 2001
  • The explosive growth of the Internet and the increasing popularity of the World Wide Web have generated significant interest in the development of electronic commerce in a global online marketplace. The rapid adoption of the Internet as a commercial medium is rapidly expanding the necessity of Web advertisement as a new communication channel. if proper Web advertisement could be suggested to the right user, then effectiveness of Web advertisement will be raised and it will help company to earn more profit. So, this article describes a personalized advertisement technique as a part of intelligent customer services for an electronic newspaper provide. Based on customers history of navigation on the electronic newspapers pages, which are divided into several sections such as politics, economics, sports, culture, and so on, appropriate advertisements (especially, banner ads) are chosen and displayed with the aid of machine learning techniques, when customers visit to the site. To verify feasibility of the technique, an application will be made to one of the most popular e-newspaper publishing company in Korea.

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Different of Physical Activity Using Visual Stimulation Smart Device on Children's Athletic Ability and Attention Concentration (시각자극 스마트기기를 활용한 체육활동에 따른 유아의 운동능력과 주의 집중력의 차이)

  • Lim, DONG-HO;LEE, SO-MI
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.415-420
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    • 2018
  • The purpose of this study was to examine the effects of physical activity using visual stimulation smart devices on the athletic performance and attention - The conclusion is as follows. The physical activity using visual stimulation smart device was applied to the infant. The pre - and post - experiment results showed that the infants of the experimental group were higher than those of the control group. Specifically, the ability of the infant to participate in physical activity using the visual stimulation smart device was improved by sit-up bending and centering ability. Also, physical activity using visual stimulation smart device helped to improve attention of infants. In other words, it was confirmed that information and communication technology (ICT) and physical activity affect both physical and cognitive development of infants. Therefore, in order to improve the athletic ability and concentration of children more effectively, it is possible to maximize the educational effect by teaching the contents using various contents that can motivate the infant rather than the same teaching method.

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.

Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.