• Title/Summary/Keyword: Sports Information Technology

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Purification process and reduction of heavy metals from industrial wastewater via synthesized nanoparticle for water supply in swimming/water sport

  • Leiming Fu;Junlong Li;Jianming Yang;Yutao Liu;Chunxia He;Yifei Chen
    • Advances in nano research
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    • v.15 no.5
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    • pp.441-449
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    • 2023
  • Heavy metals, widely present in the environment, have become significant pollutants due to their excessive use in industries and technology. Their non-degradable nature poses a persistent environmental problem, leading to potential acute or chronic poisoning from prolonged exposure. Recent research has focused on separating heavy metals, particularly from industrial and mining sources. Industries such as metal plating, mining operations, tanning, wood and chipboard production, industrial paint and textile manufacturing, as well as oil refining, are major contributors of heavy metals in water sources. Therefore, removing heavy metals from water is crucial, especially for safe water supply in swimming and water sports. Iron oxide nanoparticles have proven to be highly effective adsorbents for water contaminants, and efforts have been made to enhance their efficiency and absorption capabilities through surface modifications. Nanoparticles synthesized using plant extracts can effectively bind with heavy metal ions by modifying the nanoparticle surface with plant components, thereby increasing the efficiency of heavy metal removal. This study focuses on removing lead from industrial wastewater using environmentally friendly, cost-effective iron nanoparticles synthesized with Genovese basil extract. The synthesis of nanoparticles is confirmed through analysis using Transmission Electron Microscope (TEM) and X-ray diffraction, validating their spherical shape and nanometer-scale dimensions. The method used in this study has a low detection limit of 0.031 ppm for measuring lead concentration, making it suitable for ensuring water safety in swimming and water sports.

A Study on Perceptual Skill Training for Improving Performance - Focusing on sports cognitive aspects - (경기력 향상을 위한 지각기술훈련에 대한 고찰 - 스포츠 인지적 측면 중심으로-)

  • Song, Young-Hoon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.1
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    • pp.299-305
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    • 2018
  • Perception refers to the process of acquiring all the information about the environment through various sensory organs such as the visual, auditory, tactile, and olfactory senses and integrating and interpreting the information transmitted to the brain. The ability to use these perceptions efficiently is called perceptual skill, and perceptual skill is an important factor for improving performance in the field of sports. As a result, many researchers have developed various perceptual training programs to maximize these perceptual skills while they have also progressed on attempting to verify their effects. The perceptual skill training introduced in this study is a training method that focuses on visual perception and is a training method that is applied in the United States and Europe. to improve sports performance. As a result of carrying out the perceptual skills training based on the kicker's important clue (the kicker's hip - the angle of the body and foot before kicking) to the goalkeeper in the situation of a soccer penalty kick improved the ability of predicting the direction of the ball while even in tennis, carrying out the perceptual skills training based on the server's important clue (position, ball, racket) improved the accuracy of the ability to predict in the direction of serve. Recently, there have been numerous research studies that were carried out on such perceptual skills training, but the number of studies conducted are insufficient, especially in Korea where research studies on perceptual training seem to be in a relatively neglected state. In addition, extensive studies need to be carried out to investigate whether the improvement of perceptual skills in the laboratory situation can be transitioned to an actual performance situation. Therefore, in order to elevate sports performance, researchers need to examine the perceptual training program's extent of necessity as well as the research direction regarding its effects.

Study on Perceptions through Big data Analysis on Gambling related News in Korea (한국 사행산업 관련 뉴스의 빅데이터 분석을 통한 인식 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.438-447
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    • 2017
  • The purpose of this study is to understand the recognition of gambling industry through the semantic analysis of news data on lottery, sports betting, horse racing and casino that was reported between 1990 to 2015 in South Korea. This paper revealed the difference between journalists' intention and public's perception about news by analyzing the frequency and connectivity of news with framing and public's interest through semantic network analysis and explored the policy characteristics and innovation task. The result of analysis, news on lottery game mainly has been reported social issue related with win such as 'winning number', 'prize money', 'suspicion of manipulation' and etc. News on sports betting has been reported mandatory information related with business project and illegal site such as 'bidding', 'illegal site', 'sales target' and etc. News about horse racing has been reported the information about the business advertisement such as 'online race track' and 'promotion'. Lastly, casino related news has been reported 'major information' such as illegality', 'gambling place' and 'foreigner'. As a result of times series analysis, news about casino in the 1990s, news about lottery in the 2000s and news about horse racing in 2010s have been increased. Public's interest also has been moved to 'business scandal', 'winning game', 'citizens' campaign' and etc. Gambling related news has been classified by four types, 1. advertising publicity(horse racing), 2. mandatory information(sports betting), 3. social issue(public agenda, lottery), 4. major information(casino). We could get the insight that news can be formed a public agenda, when news is reported as a social issue with high frequency and public's interest like lottery related news.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

A Study on Digital Video Library Development for Semantic-Sensitive Retrieval (시맨틱 검색을 위한 디지털 비디오 라이브러리 구축에 관한 연구)

  • Jang, Sang-Hyun;Lim, Seok-Jong
    • Journal of Information Management
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    • v.37 no.4
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    • pp.93-104
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    • 2006
  • With the advancement of internet and video compression technology, there has been an increasing demand for video, and producted a large quantity contents of UCC. Therefore, Semantic-sensitive retrieval and construction for digital video library is more in demand than ever. However, it is extremely difficult to categorize and label scenes in any video automatically for searching wanted scene. This study proposes a method to extract certain scenes and analyze the video content, and shows the experimental results after categorizing 5 sports news(soccer, baseball, golf, basketball, and volleyball).

Relationship Based Customer Satisfaction by the Development of Information Technology in Sports Industry (정보기술 발전에 의한 관계 기반 고객 만족도 개발을 위한 연구)

  • Yum, Jihwan
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.207-219
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    • 2013
  • The study examined relational marketing in terms of transaction specific satisfaction and cumulative satisfaction in the professional sport industry. The study evaluated the motivation of spectators visiting professional baseball games in 2012 and the satisfaction factors of relationship marketing. In this study, the satisfactions were considered in terms of single satisfaction associated with transaction and gradual satisfaction associated with customer loyalty. The relationship marketing was established considering each factor of marketing strategies, facility, game performance and entertainment. The study categorized the factors for customers to visit games as facility, game performance and entertainment with marketing strategies. The study found out that the customer satisfaction was related with both transaction specific satisfaction and cumulative satisfaction where cumulative one is longer term related. Moreover, cumulative satisfaction will be more related with the long term team financial performance.

Study on the shouting breathing pattern while jogging wearing a mask

  • Tian, Zhixing;Bae, Myung-Jin
    • International Journal of Advanced Culture Technology
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    • v.9 no.2
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    • pp.130-135
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    • 2021
  • Because of the COVID-19 epidemic, many countries have made the obligation to wear masks normal. Wearing masks in public places has become a must. At present, wearing a mask to participate in sports makes it very common. People seek to gain health through exercise but ignore the potential respirato-ry health threat. That is, wearing a mask will cause a decrease in oxygen content in the body. This neg-ative impact becomes more prominent as the wear-ing time and oxygen consumption increase. To pro-tect people from viruses and enjoy a healthy life. This paper proposes a breathing pattern that im-proves blood oxygen saturation while wearing a jogging mask and walking. Namely, shouting breathing pattern. Use a pulse oximeter to measure the blood oxygen saturation of running at different speeds and compare the normal breathing pattern and the shouting breathing pattern. The results show that the shouting breathing pattern has a sig-nificant improvement in the blood oxygen satura-tion of low-speed walking and medium-speed jog-ging.

A Design and Implementation of Smartphone-Based AAC System (스마트폰 기반 보완 의사 대체 시스템의 설계와 구현)

  • Ghatkamble, Rajlakshmi;Son, JinHan;Park, DongGyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1895-1903
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    • 2014
  • Smartphone have become the very important devices in our daily life and provide various roles on impairment and communications of developmental disabilities, acquired neurogenic disorders and autisms. Due to the growth of the technology, an Augmentative and Alternative Communication (AAC) also meets needs and wants, including user customization, configurable layouts and registration of new core vocabulary for individual users. This paper describes the research conducted to design the smartphone-based AAC system. This AAC comprises of a form of communication types such as picture communication boards and sophisticated computer and mobile based devices that can speak in the phrases and sentences for their users. We deployed our AAC system on various sports situations using smartphone systems and also provided user customization method for AAC user's disability levels.

A Study on the Usage of Korean Human Information (한국인의 인체정보의 활용사례에 관한 연구)

  • Lee, seung-bock;Lee, sang-ho;Shin, jin-seob;Ahn, bu-young
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.294-300
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    • 2008
  • The human information is considered as the national information infrastructure that could be used in the field of medical, sports, safety, military, game etc. The KISTI(Korea Institute of Science and Technology Information) start to produce the Korean human information since 2000 and continue to produce these data at present. These data involve visible Korean crosssectional images, digital Korean crosssectional bone images, human bone properties, 3-dimensional human bone models etc. The KISTI spread these data to professors, researchers and companies in domestic and abroad for promoting the usage of these data. On this study, we introduce the foreign case study of the human information usage at first, and we also show the investigation result of Korean human information usage that contains the detailed contents of usage, characteristics, and suggestions.

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Automatic Offside Judgement System based on Position Information in a Soccer Game

  • Park, Taejun;Park, Jinho
    • International Journal of Advanced Culture Technology
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    • v.6 no.3
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    • pp.216-225
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    • 2018
  • Strangely enough, there has not been much effort in applying the latest technologies to help referees make accurate calls in a soccer game compared to other sports. Modern soccer tries to apply VAR (Video Assistant Referee) technology to correct inaccurate calls such as an offside, but this is being put off due to the fact that real time decision-making cannot be carried out by using this technology. This has led this study to decide developing a device that will accurately identify offsides on a real time basis using various latest sensors and related technologies. This device will aid referees in calling offsides in a soccer match.