• Title/Summary/Keyword: Sports Information Technology

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Prediction of League of Legends Using the Deep Neural Network (DNN을 활용한 'League of Legends' 승부 예측)

  • No, Si-Jae;Lee, Hye-Min;Cho, So-Eun;Lee, Doh-Youn;Moon, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.217-218
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    • 2021
  • 본 논문에서는 다층 퍼셉트론을 활용하여 League of Legends 게임의 승패를 예측하는 Deep Neural Network 프로그램을 설계하는 방법을 제안한다. 연구 방법으로 한국 서버의 챌린저 리그에서 행해진 약 26000 경기 데이터 셋을 분석하여, 경기 도중 15분 데이터 중 드래곤 처치 수, 챔피언 레벨, 정령, 타워 처치 수가 게임 결과에 유의미한 영향을 끼치는 것을 확인하였다. 모델 설계는 softmax 함수보다 sigmoid 함수를 사용했을 때 더 높은 정확도를 얻을 수 있었다. 실제 LOL의 프로 게임 16경기를 예측한 결과 93.75%의 정확도를 도출했다. 게임 평균시간이 34분인 것을 고려하였을 때, 게임 중반 정도에 게임의 승패를 예측할 수 있음이 증명되었다. 본 논문에서 설계한 이 프로그램은 전 세계 E-sports 프로리그의 승패예측과 프로팀의 유용한 훈련지표로 활용 가능하다고 사료된다.

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An Empirical Study on Influencing Factors of Mobile Game Satisfaction through Mediating Factors of Self-fulfillment and Flow (자아성취감과 몰입 매개요인을 통한 모바일게임 만족도 영향요인의 실증적 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • Journal of Information Technology Services
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    • v.18 no.2
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    • pp.17-35
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    • 2019
  • The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.

Development of Quiz Solving System using DDR Game (DDR게임을 활용한 퀴즈풀이 학습시스템 개발)

  • Jeon, Hyeon-seo;Yun, Chan-young;Um, Tae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.383-386
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    • 2018
  • Interesting and focused learners are attracting more and more interesting and efficient learning methods. Research on game-based learning that converges information and communication technology in accordance with this trend is being attempted. I want to take advantage of the characteristics of the game that enhance the concentration. However, if you play a game, you may get less exercise. Therefore, in this paper, we have designed and implemented a system that improves fitness and improves the performance by using Dance Dance Revolution (DDR) to fuse games and sports.

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Design of a Heart Rate Measurement System Using a Web Camera

  • Jang, Seung-Ju
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.179-186
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    • 2022
  • In this paper, we design a heart rate measurement system using a web camera. In order to measure the heart rate, face image information is acquired and classified. The face image data is collected from web camera. The heart rate is measured using the collected face image data. We design a function to measure heart rate using input of face information using a web camera in non-contact manner. We design a function that reads face information and estimates heart rate by analyzing face color. An experiment was performed to compare the non-contact heart rate with the actual measured heart rate. The heart rate measurement system using a web camera proposed in this paper is a technology that can be used in various fields. It will be used in sports fields that require heart rate measurement at a low cost.

Hierrachical manner of motion parameters for sports video mosaicking (스포츠 동영상의 모자익을 위한 이동계수의 계층적 향상)

  • Lee, Jae-Cheol;Lee, Soo-Jong;Ko, Young-Hoon;Noh, Heung-Sik;Lee Wan-Ju
    • The Journal of Information Technology
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    • v.7 no.2
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    • pp.93-104
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    • 2004
  • Sports scene is characterized by large amount of global motion due to pan and zoom of camera motion, and includes many small objects moving independently. Some short period of sports games is thrilling to televiewers, and important to producers. At the same time that kinds of scenes exhibit exceptionally dynamic motions and it is very difficult to analyze the motions with conventional algorithms. In this thesis, several algorithms are proposed for global motion analysis on these dynamic scenes. It is shown that proposed algorithms worked well for motion compensation and panorama synthesis. When cascading the inter frame motions, accumulated errors are unavoidable. In order to minimize these errors, interpolation method of motion vectors is introduced. Affined transform or perspective projection transform is regarded as a square matrix, which can be factorized into small amount of motion vectors. To solve factorization problem, we preposed the adaptation of Newton Raphson method into vector and matrix form, which is also computationally efficient. Combining multi frame motion estimation and the corresponding interpolation in hierarchical manner enhancement algorithm of motion parameters is proposed, which is suitable for motion compensation and panorama synthesis. The proposed algorithms are suitable for special effect rendering for broadcast system, video indexing, tracking in complex scenes, and other fields requiring global motion estimation.

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Disconnected "Gold Medal outside the Arena": A History of the Development of the Information System for Seoul Olympic Games (계승되지 못한 올림픽 "장외금메달" : 서울올림픽 전산시스템 개발사)

  • SHIN, Hyang-Suk
    • Journal of Science and Technology Studies
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    • v.19 no.2
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    • pp.207-249
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    • 2019
  • This study aims to show the dynamics behind official historical descriptions, tracking the development of information system for Seoul Olympic Games. Shortly after the decision was made to host the Seoul Olympics, the South Korean government planned to import a computer system used in the previous Olympics. In response, scientists at Electronic Data Processing Center of KAIST put much effort into persuading the authorities to take the initiative in their own development, and they had to prove their capabilities by developing a computer system that worked safely in the National Sports Festival. With the development of the Olympic information system taking shape, various disputes arose among the host ministries, participating organizations and researchers. As a result, the end product resulted in a modularity of four different systems developed by different agencies, rather than a single system. For this reason, no organization claimed ownership or directly inherited the technical performance of the Olympic computer system, although it was praised as a "gold medal outside the arena." Nevertheless, the technology, hardware and manpower accumulated during the development process have since spread to various areas, laying the groundwork for the development of South Korea's information and communication technology.

Application Method of Information Technology for Local Culture Sharing and Environmental Protection (지역문화 공유 및 환경보호를 위한 정보기술 적용 방안)

  • Kim, Ho Jin;Kim, Chang Soo;Jung, Gun Ju;Kim, Jin Soo;Kim, Tae Gyu
    • Journal of the Society of Disaster Information
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    • v.16 no.2
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    • pp.364-373
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    • 2020
  • Purpose: Each local government has a variety of cultural spaces. However, users do not know exactly about cultural information or location. Therefore, information technology application methods are needed to effectively communicate the necessary information to local residents as well as to outsiders. In this paper, we studied the voluntary production of information for the sharing of local culture, and the methods for protecting the environment of the users themselves. Method: For this, information technology such as QR code, big data analysis, and interactive homepage based on SNS was used. Result: As a result, we derived a method of community creation by users, and the personal information protection from such activities. Conclusion: This research will contribute to the development of local culture by encouraging users to understand the local culture more and to participate in autonomous environmental improvement.

A Plan for Activating Elderly Sports to Promote Health in the COVID-19 Era (코로나19 시대 건강증진을 위한 노인체육 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.141-160
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    • 2020
  • The purpose of this study was to devise a specific plan for activating sports to promote health in old age against the prolonged COVID-19 pandemic. Through literature review, it also analyzed the association between health status and COVID-19 in old age, suggested health promotion policies and projects for elderly people, and presented a plan for activating sport to promote health in old age against COVID-19 era. First, it is necessary to revise the relevant laws, including the Sport Promotion Act and the Elderly Welfare Act, partially or entirely, make developmental and convergent legislations for elderly health and sports, and establish an institutional device as needed. Second, it is necessary to build an integrated digital platform for the elderly and make a supporting system that links facilities, programs, information, and job creation as part of a New Deal program in the field of sports on the basis of the Korean New Deal. Third, it is necessary to train elderly welfare professionals. Efforts should be made to establish more departments related to elderly sports in universities and make it compulsory to place elderly sports instructors at elderly leisure and welfare facilities. Fourth, it is necessary to develop contents related to health in old age. This means performing diverse movements by manipulating them through a virtual reality (VR) simulation. Fifth, it is necessary to make a greater investment in research and development related to elderly sports and relevant fields. This means the need to conduct constant research on healthy and active aging in a systematic and practical way through multidisciplinary cooperation. Sixth, it is necessary to establish and operate an elderly management agency (elderly health agency) under the influence of the Office of the Prime Minister. This means the need to secure independence in implementing the functions related to health promotion in old age and make comprehensive operation, which involves all the issues of health promotion in old age, daily function maintenance and rehabilitation, social adjustment, and long-term care, by establishing an elderly management agency in an effort to give lifelong health management to the elderly and cope with the untact, New Normal age.

Smart Flying-Disc Monitoring System with IoT Technology (IoT 기술이 적용된 스마트 플라잉 디스크 모니터링 시스템 구축)

  • Lee, Jung-Chul;Jang, Young-Jong;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.5
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    • pp.991-1000
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    • 2019
  • The flying-disc game has started since 1940. It has been spreading rapidly in Korea since 2007, mainly in elementary schools. Additionally, as sports science has been developed, research on flying discs has been continued to build a monitoring system for technological improvement and efficiency. In this paper, we acquire information on the user's flying-disc using 9-axis motion sensor and GPS. Then we propose a method for wireless transmission using Bluetooth 5.0. Specifically, the HW platform was designed and implemented not only to monitor a real-time data but also to compare and analyze rotational speed, flight trajectory, and a count of disc rotation through post-processing.

A Study on the Customization of Shoes Design Characteristics with 3D Printing Technology (3D 프린팅 기술을 적용한 맞춤형 슈즈디자인 특성에 관한 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.516-517
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    • 2019
  • 3D printing technology has been receiving attention as a key technology in that it can output 3D printed designs that are either virtual or flat. This study analyzed the general manufacturing process by first compiling the concept of shoes, presented the 3D printed shoe manufacturing process, and studied custom manufacturing techniques by dividing the produced shoe cases by brand (sports brand, designer brand). Through case analysis, 4 design manufacturing techniques of 3D printed shoes were derived. Therefore, this study is expected to provide a basis for more advanced creative ideas in the shoe design area using 3D printing.

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