• 제목/요약/키워드: Sports Information Technology

검색결과 201건 처리시간 0.021초

무선인터넷서비스 수용의 영향요인 분석: 플로우이론을 가미한 기술수용모델의 확장 (Factors Influencing Mobile Internet Service Acceptance: Extension of Technology Acceptance Model Using The Flow Theory)

  • 장정무;김종욱;김태웅
    • Asia pacific journal of information systems
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    • 제14권3호
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    • pp.93-120
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    • 2004
  • The current study investigates major factors which influence the acceptance of mobile internet services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This research extended the Davis' TAM model(1989) by including the flow concept as another major factor towards the intention to use the mobile device in order to explain the acceptance of divers mobile services. According to the marketing studies(Ghani & Desphande, 1994; Novak, Hoffman & Yung, 2000), flow is regarded a psychological state in which one is absorbed in something he or she is doing, and is known to be widely adopted in explaining one's acceptance in the area of game, sports, and even hobby. This study developed a research model to explain the use of mobile services employing usefulness, ease of use and flow as major research variables, and collected 221 survey responses from the high school students who had experiences with such mobile services as game and audio file download. The results of the current research indicates that usefulness and flow influence the intension to use mobile services, but the effect of ease of use did not appear significant to the intention to use. It was also found that flow affects both usefulness and ease of use, and then ease of use next influences usefulness.

근전도 신호를 이용한 운동 처방 장치 개발 (Development of a Excercise Prescription Device using EMG Signal)

  • 김호준;이준
    • 한국정보전자통신기술학회논문지
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    • 제5권3호
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    • pp.152-157
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    • 2012
  • 본 논문은 인체 근육의 생체 전기 분석을 통한 근육 운동 처방 시스템을 개발하고 그 처방법을 제시한 것이다. 이 시스템은 근전도(EMG)를 통한 개인별 몸 상태를 우선 진단한 후 이를 근거로 운동형태, 운동 강도, 운동시간, 운동 빈도 등을 포함하는 정확한 운동처방이 이루어지도록 설계되었다. 이에 따라 사용자가 최적의 운동 상태를 유지할 수 있도록 하여 과사용 증후군과 같은 부작용을 없애 각종 의료사고 예방하고, 틀어진 자세 측정, 근육의 근력, 근육의 경직상태, 근육의 피로한 상태, 근육의 밸런스 측정 등 여러 방법으로 활용이 가능하도록 한다. 또한, 편리한 사용방법으로 전문 의료기관이 아닌 헬스장, 스포츠센터, 복지관, 보건소, 학교, 유치원 등에서도 누구나 손쉽게 활용할 수 있도록 한 것이다.

근전기록장치의 신호처리 소프트웨어 개발 (Development of Signal Process Software for Electromyograph(EMG))

  • 이상식;박원엽;이충호
    • 한국정보전자통신기술학회논문지
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    • 제2권3호
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    • pp.17-22
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    • 2009
  • 본 연구의 목적은 운동역학 및 정형외과 등에서 많이 사용하는 근전기록장치의 범용 신호처리 소프트웨어를 개발하는 것이다. 개발한 신호처리 소프트웨어는 임상, 재활, 인간공학 및 스포츠 등에서 많이 사용하는 근전기록장치에 범용적으로 사용 가능하다. 모니터링, 주파수 분석, 제로 크로싱 및 비교 분석 등의 신호처리가 자동으로 처리 가능한 각각의 모듈을 개발하였다. 그리고 연속적인 모니터링, 분석이 쉬운 출력물, 사용이 쉬운 UI가 가능하도록 개발하였다. 개발된 신호처리 소프트웨어는 임상, 재활, 인간공학 및 스포츠 등의 여러 분야에 사용 가능하도록 개발하였고, 작동 실험 결과에서 볼 수 있듯이 측정된 근전신호는 좋은 특성 결과를 보였다. 본 연구에서 개발된 신호처리 소프트웨어는 신경외과 및 정형외과 등에서 사용하는 근전기록장치의 소프트웨어로 적용 가능할 것으로 판단된다.

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Ice Hockey Research Data Platform from Official Records Data and Verification

  • Jin, Seung-kyo;Jang, Ji-hyun;Kim, Hye-young;Kim, Sun-tae
    • International Journal of Knowledge Content Development & Technology
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    • 제9권4호
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    • pp.31-45
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    • 2019
  • In this study, a database was established by analyzing the record data research produced in ice hockey sports. The deployed data verification with Ice hockey reference service was demonstrated with ice hockey officials and players. This research utilized the data stored in the KNSU Datanest data repository and developed PDF parsers for batch processing of records. Among the types of records, the game summary, team roster, team statistics, and player statistics files were collected, and tables were extracted from the records. PDF records were converted to text in CSV format which are converted to DataFrame and loaded into the database. Out of the total 22 types of records, 4 types were constructed with OO data parsed as element values. Data verification has found no problems with the quality of the data deployed, showing a high satisfaction with providing 66 factors against the 30 factors provided by the service previously used.

가상현실과 증강현실 기반의 산업용 공정에 필요한 세부 제어 기술에 관한 연구 (Detailed Control Technology required for industrial processes based on virtual reality and augmented reality)

  • 이석희
    • 한국정보통신학회논문지
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    • 제25권9호
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    • pp.1214-1219
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    • 2021
  • 가상증강현실 기술은 하드웨어와 소프트웨어 기술의 발전으로 급속도로 성장하고 있는 실정이다. 이러한 가상증강현실을 활용한 산업적인 기술의 적용에 대한 관점은 초창기에 해당한다. 국내에서는 엔터테인먼트적인 요소로 시작하여 현재에는 교육, 문화, 광관 및 체육, 예술, 의료, 재난, 국방 분야에서도 많은 요구와 수요가 발생하고 있다. 본 논문에서는 향후 산업적 가상현실 기술과 증강현실 기술의 적용을 위한 공정의 활용에 관한 연구와 구체적인 공정을 대상으로 필요한 여러 가지 조작에 따른 기술의 설계에 관한 연구를 통하여 실제 산업적인 전반에 필요한 공정의 방법들을 가상현실과 증강현실기술을 통해서 훈련과 실제 공정에 필요한 서비스를 제공하기 위한 연구 결과를 담고 있다. 이를 통해서 향후 많은 산업적 응용이 가능할 수 있도록 제안하였다.

일본의 초등학교 컴퓨터 교육과정에 대한 연구 (A Study on Elementary Computer Education Curriculum in Japan)

  • 신승기;배영권
    • 정보교육학회논문지
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    • 제18권4호
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    • pp.595-604
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    • 2014
  • 일본 문부과학성에는 21세기를 이끌어갈 어린이들에게 필요한 것을 '사는 힘'이라고 정의하였으며, 이를 위해 '신 학습지도 요령'을 개발하여 2011년부터 초등학교에 적용하고 있다. 변화하는 교육현장에 대응하기 위해 정보교육과 관련하여 2010년에는 '신 성장 전략 회의'를 실시하였으며, '교육 정보화에 관한 지침서'를 공표하였고, 2011년에는 '교육에서 ICT를 활용하기 위한 방향'이라는 연구를 통해 내용체계가 구성되었다. 특히 초등학교에서는 각 교과에서 정보교육을 통합하여 필수내용으로 실시되고 있으며, 이는 중등교육에서 본격적으로 시작되는 정보교육을 준비하기 위한 과정이라고 하였다. 이와 같은 초, 중, 고등학교가 연계된 정보교육의 일원화된 교수 학습방법과 정보과학적 사고를 토대로 이루어진 정보교육이 우리나라의 정보교육의 방향에 미치는 시사점이 크다고 할 수 있다.

The Effects of Utilizing a Videoconferencing System for International Discussions on Global Issues at a Japanese High School

  • NAGATA, Shigefumi;HIRAKAWA, Yukiko;IWAMOTO, Mitsuhiko;MORI, Hajime;KOUHATA, Masahiro
    • Educational Technology International
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    • 제7권2호
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    • pp.45-68
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    • 2006
  • Living in the Information Age, schools and teachers are expected to utilize new information technology in education to make teaching more effective. In Japan, the Ministry of Education, Culture, Sports, Science and Technology (MEXT) has been strongly implementing policies to promote information education (IE) in schools since 1988. According to a survey in 2005 (Japan MEXT, 2005), 100% of high schools in Japan at present have computers and the Internet connections. However, videoconferencing systems have only been introduced only in a small number of schools. This paper is the result of a pilot research to see the effects of using a videoconferencing system in a Japanese high school. The purpose of the research was to clarify the effects of introducing videoconferencing system in a Japanese high school and of utilizing it for conferences with other schools abroad on the studies of global issues. The target students were in the 12th Grade in the year 2006. The counterpart school was an Australian high school in Sydney and the conferences were held in English. International discussions on global warming were conducted between the Japanese and Australian students. Affective competence and cognitive competence were measured using questionnaires and worksheets given to students both before and after the videoconferences. The results showed that both cognitive and affective competences rose after each videoconference. Not only the students who actively participated in the conference but also those who were in the audience showed positive effects. In the field of international cooperation on global issues, especially, the effects were large. These results suggest that in order to teach global issues in which international effort and cooperation are needed, direct contacts with foreign students are effective in increasing student cognitive and affective competences. On the other hand, as English was the main communication tool in the conferences, Japanese students faced a certain difficulty in communication. Also, teachers, especially English teachers, were required to make great efforts to assist students in preparing for the conferences. The effectiveness of an international videoconference depends largely on students' English skills and teachers' efforts.

ARTIK 플랫폼을 활용한 IoT 야외운동기구 연구 (A Study on IoT Outdoor Exercise Equipment using ARTIK Platform)

  • 서정현;신훈;이민우;조용훈;김동식;노광현
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2018년도 제58차 하계학술대회논문집 26권2호
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    • pp.513-514
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    • 2018
  • Recently, IoT(Internet of Things) technology is being actively used to develop smart products and services. This paper proposes the architecture and major functionalities of IoT outdoor exercise equipment using ARTIK IoT Platform. It provides an exerciser with date&time, weather information, the amount of exercise. The amount of exercise and a user's ID are sent to a service server by LTE-M modem and the server provides the exercise history by web or smartphone app. As additional functionalities, a fine dust alarm light and an emergency alarm button are embedded. The proposed system has been exhibited on CHINA SPORT SHOW 2018 held on Shanghai, China.

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융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

동작인식 스마트 의류제품의 특징적 유형 분석 (The analysis of the characteristic types of motion recognition smart clothing products)

  • 임효빈;고현진
    • 복식문화연구
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    • 제25권4호
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    • pp.529-542
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    • 2017
  • The purpose of this study is to utilize technology as basic data for smart clothing product research and development. This technology can recognize user's motion according to characteristics types and functions of wearable smart clothing products. In order to analyze the case of motion recognition products, we searched for previous research data and cases referred to as major keywords in leading search engines, Google and Naver. Among the searched cases, information on the characteristics and major functions of the 42 final products selected on the market are examined in detail. Motion recognition for smart clothing products is classified into four body types: head & face, body, arms & hands, and legs & feet. Smart clothing products was developed with various items, such as hats, glasses, bras, shirts, pants, bracelets, rings, socks, shoes, etc., It was divided into four functions health care type for prevention of injuries, health monitor, posture correction, sports type for heartbeat and exercise monitor, exercise coaching, posture correction, convenience for smart controller and security and entertainment type for pleasure. The function of the motion recognition smart clothing product discussed in this study will be a useful reference when designing a motion recognition smart clothing product that is blended with IT technology.