• Title/Summary/Keyword: Sports Information Technology

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A Study on The Leisure Satisfaction of Members of Soccer Sports Club as a Life Sport (생활체육 축구동호인의 여가만족도에 관한 연구)

  • Kim, Seung-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.163-171
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    • 2018
  • The study on the satisfaction of leisure sports and the leisure sports. The subjects of the study were selected and recruited 250 members belonging to each community association as the population of the sports club members. The data sampling method was a simple random sampling method based on the self-administration method and was collected after the questionnaire was prepared. A total of 200 questionnaires were analyzed, except for 50 cases in which the reliability of the questionnaire was doubtful. Factor analysis, ${\chi}^2$, factor analysis, reliability analysis, and one - way ANOVA were used for the data analysis. First, there was a significant difference in leisure satisfaction among the participants in the age group. Second, there was a statistically significant difference in leisure satisfaction among the different education levels of participants. Third, there was no significant difference in leisure satisfaction according to monthly average salary.

Implementation of Fuzzy Comprehensive Evaluation System for Multi-level Decision Making (다층 의사결정을 위한 퍼지 포괄 평가 시스템 구축)

  • Park, Yong Kuk;Lee, Min Goo;Jung, Kyung Kwon;Won, Young-Jin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.7
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    • pp.169-177
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    • 2015
  • This paper described a fuzzy comprehensive evaluation method and implemented assessment system for multi-layer decision making. The proposed method is a assessment before bidding through the key questions using fuzzy comprehensive evaluation method and the entropy weights. The key questions are given by the wider investigation of major sports event organizers. The paper carried out evaluation of single factor and fuzzy comprehensive evaluation from low layer to high layer step by step. In order to verify the effectiveness of proposed method, we built the sports event management service platform (SEMSP) for assessment of applicant city. This method represents a unified one of the quantitative results and the qualitative results based on the judgment of experts.

Differences in the coach's leadership, exercise participation motivation and exercise satisfaction perceived by participants in living sports (생활체육 참여자들이 지각한 지도자의 리더십, 운동참여 동기 및 운동만족의 차이)

  • Kim, Jae-Deung
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.182-193
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    • 2021
  • The purpose of this study was to investigate the differences in coach's leadership, exercise participation motive, and exercise satisfaction according to the demographic characteristics of participants in living sports. In order to achieve the purpose of this study, 194 members(men and women) who have participated regularly in living sports at sports centers in Seoul and Gyeonggi Province were selected as a population, and data were collected by using the scales of leadership, exercise participation motivation, and exercise satisfaction, and then the statistical analysis was performed accordingly. The results of analysis were as follows; first, there were significant differences in leadership, exercise participation motive, and exercise satisfaction according to the gender of the participants in living sports(Willks' Lambda=.864, F=.886, p<.05). Second, there were significant differences in leadership, exercise participation motive, and exercise satisfaction according to the age of the participants in living sports(Willks' Lambda=.706, F=.453, p<.01). Third, there were differences in leadership, exercise participation motive, and exercise satisfaction according to the number of exercise participation of living sports participants(Willks' Lambda=.915, F=.704, p<.01). In conclusion, if differentiated instruction is done in the field of living sports according to the demographic characteristics of participants, it will have positive effects on the practice and exercise satisfaction.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Implement remote video monitoring system to sports coaching for athletes Based of IP-Camera (IP카메라기반의 운동선수 코칭용 원격 영상모니터링 시스템)

  • Park, Cheon-Il;Kim, Kyeong-Tae;Kim, Sang-Gi;Kang, Joon-Sang;Seo, SeungBeom;Lee, Jung-Hoon;Lee, Seung-Youn;Lim, Yun-Sik;Yu, Young-Sik;Kim, Joon-Won;Lee, Jong-Hoon;Lee, Jong-Sung;Lee, Seon-Hee;Cha, Jae-Sang
    • Journal of Satellite, Information and Communications
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    • v.8 no.2
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    • pp.6-11
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    • 2013
  • Recently sports science is various attempts to improve the athletes' performances. Above all they collect a results for the data and analyze the movement of the players after the game. Based on this, they are utilized to complement the vulnerability and how to improve. However, this way is not able to understand the movement a player and the flow of the game in real time. Because they are analyzed to match results based on the data. Therefore it is possible to managed for performance enhancement used to IT technology during the game in real-time.

Design of Mixed Integer Linear Programming Model for Transportation Planning (혼합 정수 선형 계획법을 이용한 수송 계획 모델 설계)

  • Park, Yong Kuk;Lee, Min Goo;Jung, Kyung Kwon;Won, Young-Jin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.11
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    • pp.166-174
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    • 2016
  • In this paper, we developed a mixed-integer linear programming model for transportation planning of athletes in sports events. The transportation planning of athletes involves finding the lowest-cost and fastest-time plan for distributing athletes from multiple accommodation to stadium. The decision variables associate with the number of driving events, and the total transportation cost is the objective function that needs to be minimized. The proposed method uses mixed integer linear programming to solve transportation problem, thus the global optimality is guaranteed. In order to verify the effectiveness of proposed method, we performed simulation and built the sports event management service platform (SEMSP) for transportation planning.

Skeletal Joint Correction Method based on Body Area Information for Climber Posture Recognition (클라이머 자세인식을 위한 신체영역 기반 스켈레톤 보정)

  • Chung, Daniel;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.133-142
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    • 2017
  • Recently, screen climbing contents such as sports climbing learning program and screen climbing games. Especially, there are many researches on screen climbing games. In this paper, we propose the skeleton correction method based on the body area of a climber to improve the posture recognition accuracy. The correction method consists of the modified skeletal frame normalization with abnormal skeleton joint filtering, the classification of body area into joint parts, and the final skeleton joint correction. The skeletal information obtained by the proposed method can be used to compare the climber's posture and the ideal climbing posture.

Effect of Organic Soil Amendments on Establishment Vigor, Seedling Emergence, and Top Growth in Kentucky Bluegrass

  • Kim, Kyoung-Nam
    • Horticultural Science & Technology
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    • v.32 no.2
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    • pp.133-141
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    • 2014
  • Due to limited supplies and expensive importing costs, it is a goal to replace overseas peat with local soil amendments in turf industry of Korea. The study was initiated to compare the performances of five domestic and imported organic soil amendments (OSAs) on establishment characteristics and to provide basic information for root zone composition on sports turf design and construction. The study was conducted in Kentucky bluegrass (Poa pratensis L., KB) under greenhouse conditions from March to June in 2008. A total of 25 treatments of OSA + sand were prepared. These amendments were Berger Peat (OMA), Eco-Peat (OMB), G1-Soil (OMC), Premier Peat (OMD), and Supersoil I (OME). Significant differences were observed in establishment vigor, seedling emergence, and top growth. Results varied depending upon the type of OSAs and their rates in rootzone mixtures. OMA reached over 70% in establishment vigor in 5 WAS (weeks after seeding). OMC produced a maximum vigor of approximately 60% in 6 WAS. The OME amendment, however, showed poor performance lower than 30% in establishing KB turf until 8 WAS. There were considerable variations of top growth, being 3.8 to 14.5 cm. Greater differences in top growth resulted from OME mixtures. Shoot growth orientation in KB is also influenced by OSAs. In general, optimum mixing rate was considered as 10 to 20% for establishment vigor and 20 to 40% for top growth. Considering overall responses to establishment vigor, seedling emergence, and shoot growth, both local OMC and overseas OMD are considered as the useful soil amendments applicable for sports turfs. Domestic OME amendment would be applied for a low maintenance turfs such as rough and utility areas due to greater shoot growth. Information on these amendments would be of practical use for sports turf design and construction. Repeated experiments and field performance test are required to evaluate these OSA effect on other major turfgrass species and also to determine local OSA as imported peat substitute.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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Design of Baseball Simulation Game Development Using Sensor Technology (센서기술을 활용한 야구시뮬레이션 게임 개발을 위한 설계)

  • Kim, Do-Goan;Nam, Soo-tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.199-201
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    • 2013
  • 'Sportainment' like Golfzon, which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcome many limitations such as time and place in real sports. For ultimately developing baseball simulation game as 'sportainment', this paper as the early stage suggests the system which can analyze pitching and swing. Unlike speed-gun measurement for moving ball, it uses sensor technology to take information of ball speed and movement and reproduces graphic screen based on the information collected from sensors with graphic technology. Hitter's swing and hit-ball can be measured in the similar way. This baseball simulation game is expected to develop as one of successful indoor spotainment businesses such as Golfzon.

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