• 제목/요약/키워드: Sports Product

검색결과 161건 처리시간 0.03초

인체보호용 헬멧의 구조 및 기술 (Structure and Technology of Personal Protection Helmets)

  • 황재형;정원영
    • 한국의류학회지
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    • 제41권4호
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    • pp.771-781
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    • 2017
  • The helmet is an imperative personal protective equipment. This protective device must be able to guard the human head against potential risks. Helmets are classified according into the purpose of use; therefore, the required performance and specifications depend on the type of products. Military helmets are intended to protect the wearer's head from bullets and shrapnel. Generally, lightweight super fibers and fiber reinforced composite materials are used as helmet shell materials, and NIJ STD of U.S. Department of Justice is most widely used as international standard related to bulletproof helmets. Safety helmets are widely used for industrial application and sports leisure. In general, the performance of shock absorption must be ensured, and various lining systems are applied in material, design, and combination methods. Evaluation standards have also been classified and strictly controlled for each purpose; therefore, it is difficult to certify with the existing standards such as the recently developed convergence helmets. However, it is possible to launch the product through a separate national integrated certification procedure.

Football match intelligent editing system based on deep learning

  • Wang, Bin;Shen, Wei;Chen, FanSheng;Zeng, Dan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권10호
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    • pp.5130-5143
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    • 2019
  • Football (soccer) is one of the most popular sports in the world. A huge number of people watch live football matches by TV or Internet. A football match takes 90 minutes, but viewers may only want to watch a few highlights to save their time. As far as we know, there is no such a product that can be put into use to achieve intelligent highlight extraction from live football matches. In this paper, we propose an intelligent editing system for live football matches. Our system can automatically extract a series of highlights, such as goal, shoot, corner kick, red yellow card and the appearance of star players, from the live stream of a football match. Our system has been integrated into live streaming platforms during the 2018 FIFA World Cup and performed fairly well.

소셜큐레이션과 광고 - 버티컬 SNS에서 표현된 패션브랜드 이미지의 메시지 전략 - (Social curation as an advertising tool - Message strategy of fashion brand images on vertical SNS -)

  • 신인준;이규혜
    • 복식문화연구
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    • 제23권3호
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    • pp.498-511
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    • 2015
  • This paper examines advertising images of fashion brands in vertical social network site (SNS) from the viewpoints of message strategies. Vertical social network sites are types of social curation systems applied to social networking, where information is selected, organized, and maintained. Fashion brands communicate with consumers by presenting images on vertical SNSs, anticipating improvements in brand image, popularity, and loyalty. Those images portray content for particular brands and seasonal concepts, thus creating paths for product sales information. Marketing via SNSs corresponds to relationship marketing, which refers to long-term interrelationship and value augmentation between the company and consumer, and viral advertising, which relies on word of mouth distribution via social network platforms. Taylor's six-segment message strategy wheel, often used for analyzing viral ads, was applied to conduct a content analysis of the images. A total of 2,656 images of fashion brands advertised on Instagram were selected and analyzed. Results indicated that brand values were somewhat related to the number of followers. Follower rankings and comment rankings were also correlated. In general, fashion brands projected sensory messages most often. Acute need and rational messages were less common than other messages. Sports brands and luxury brands presented sensory messages, whereas fast fashion brands projected routine images most often. Fashion brands promoted on vertical SNSs should portray advertising images that combine message strategies

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

컴퓨터 편기를 사용한 철화자기 문양의 편성에 관한 연구 (Study on Computer Knitting for Patterns on Porcelain of Underglaze Iron)

  • 김지현
    • 한국의상디자인학회지
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    • 제10권2호
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    • pp.91-103
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    • 2008
  • Because of comfortable texture and easy treatment, more and more knit products has been required for leisure such as sports, traveling, hobbies, and various social activities. Therefore, the demand of knit is gradually increasing in the clothing industry. There are, however, several issues, which require solutions, and we must develop higher value-added products, which differentiate from those of developing countries allowing us to compete and win in the world market. The patterns on porcelain of underglaze iron, which had been popular from late-l5th century to mid-16th century, are diverse, unique, and traditional--so valuable patterns of our own. The computer hitting machine enables the designer to conceive new designs and produce samples of fabrics within a few minutes, which allows us to save time for mass production. Therefore, it is an essential tool for the knitting industry. After collecting, analyzing, and choosing various patterns on porcelains of underglaze iron, This study reflects the actual experience of hitting the fabrics with the patterns through the computer knitting machine which is also used to produce patterns after designing the new patterns through Adobe Illustrator and Photoshop, which has several merits. This article compares and analyzes them for production, which uses the patterns that has been designed from the patterns on porcelains of underglaze iron.

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

  • 박준홍;이준상
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.516-517
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    • 2019
  • 3D 프린팅 기술은 가상 혹은 평면에 설계된 디자인을 입체적으로 출력이 가능하다는 점에서 핵심적 기술로 주목받아 오고 있다. 본 연구는 슈즈에 관한 개념을 1차적으로 정리하여 일반적 제조과정을 분석하고, 3D 프린팅이 적용된 슈즈제작과정을 제시하고, 생산되는 슈즈 사례들을 브랜드별(스포츠 브랜드, 디자이너 브랜드)로 구분하여 맞춤형 제작 특성을 연구하였다. 사례 분석을 통해 3D 프린팅 슈즈의 4가지 디자인 제작 특성을 도출했다. 따라서 본 연구는 향후 3D 프린팅을 활용한 슈즈디자인 영역에서 보다 심화된 창조적 발상의 근거를 제시할 것으로 사료된다.

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피트니스센터의 확장된 마케팅믹스 요인이 이용객의 만족도, 추천 의도, 재구매 의도에 미치는 영향 (The Effect of Extended Marketing Mix Factors of Fitness Center on User's Satisfaction, Recommendation Intention, and Repurchase Intention)

  • 하채원;김병민
    • 한국프랜차이즈경영연구
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    • 제14권2호
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    • pp.1-17
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    • 2023
  • Purpose: Due to the COVID-19 and inflation, participation sports companies, including fitness centers, are facing challenges. Since a fitness center must simultaneously manage facilities and operate services, both factors must be considered when developing a marketing strategy. Therefore, this study examines the effects of expanded marketing mix factors (price, physical evidence, place, people, product, and promotion) including facilities and services on the consumption behavior (satisfaction, recommendation intention, repurchase intention) of fitness center customers. Research design, data, and methodology: The data were collected from sample of 323 fitness club members in Seoul and analyzed with SPSS Win Ver.28.0 program. Result: The specific results of the study were as follows; First, extended marketing mix factors had significant positive (+) effect on satisfaction. Second, extended marketing mix factors had significant positive (+) effect on recommendation intention. Third, extended marketing mix factors had significant positive (+) effect on repurchase intention. Fourth, satisfaction had significant positive (+) effect on recommendation intention and repurchase intention. Conclusions: To encourage consumption behavior, it is necessary to convert existing customers into loyal ones by increasing satisfaction and establishing a virtuous cycle structure that recommends them to others while also improving repurchase intention.

패션전공 교육 개발을 위한 부산 의류제조 산업체 요구도 조사 ( A survey on the needs of the garment manufacturing industry in Busan for the development of fashion major education program)

  • 백경자
    • 복식문화연구
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    • 제31권2호
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    • pp.213-227
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    • 2023
  • To analyze the status and needs of the small- and medium-sized garment manufacturing industry in Busan, this study comprised an online survey of companies and interviews with 14 representatives of the 98 companies. The results are as follows: Approximately 34.7% of the garment manufacturers were located in Geumjeong-gu, Busan. The most common type of work was the contracting factory type. Daily production output was between 100pcs and 300pcs. Production materials comprised 42.9% woven and 24.8% knitted fabrics. Main products were menswear, uniforms, womenswear, casual wear, sports and leisure wear, protective clothes, and children's clothing. The main clients were uniform companies, main factories, wholesale markets, online shopping malls and promotion companies, exporters, and department stores. As a result of a survey on industrial needs with company representatives, their satisfaction with company employees was 57.2%, and the most important factor when hiring employees was job-related competencies, among which the ability to understand the sewing process was the most necessary. In terms of computer software literacy, illustrations and pattern CAD/CAM are required. They thought industry-university cooperation is crucial for advantage for advantage research and product development, as it allows for the sharing knowledge, resources, and especially human resources. The greatest administrative issue were human resources and funding.

프로야구의 상품마케팅에 대한 인식 및 선호도 조사 (A study of current awareness and preference on Korean professional baseball team's promotion for products)

  • 박승환
    • 한국산학기술학회논문지
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    • 제13권3호
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    • pp.1238-1245
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    • 2012
  • 본 연구는 프로야구 관람자들을 대상으로 프로야구의 상품마케팅에 대한 인식 및 선호도를 규명함으로써 프로야구 관람에 참여하고 있는 관람자들에게 보다 효과적인 프로야구 관람에 대한 정보를 제공하는데 연구의 목적이 있다. 첫째, 인구사회학적 특성 중에서 성별에 따라서 프로야구 구단의 상품마케팅에 대한 인식(프로구단에 대한 인식, 상품마케팅 전략에 대한 인식), 그리고 상품마케팅의 선호도(상품가치, 상품가격, 상품종류)에 따른 차이를 비교한 결과, 통계적으로 유의한 차이를 보이지 않았다. 둘째, 인구사회학적 특성 중에서 연령에 따른 프로야구 구단의 상품마케팅에 대한 인식(프로구단에 대한 인식, 상품마케팅 전략에 대한 인식), 그리고 상품마케팅의 선호도(상품가치, 상품가격, 상품종류)에 따른 차이를 비교한 결과, 프로야구 구단의 상품마케팅에 대한 인식에는 통계적으로 유의한 차이를 보이지 않았으나, 상품마케팅의 선호도 중 상품가치와 상품가격에 대한 선호도에서는 통계적으로 유의한 차이를 나타냈다(p<.05). 특히, 상품가치의 경우, 20대와 30대 간, 20대와 40대간, 30대와 40대 간 비교에서 모두 통계적으로 유의한 차이를 나타냈다(p<.05). 셋째, 인구사회학적 특성 중에서 연간수입에 따른 프로야구 구단의 상품마케팅에 대한 인식(프로구단에 대한 인식, 상품마케팅 전략에 대한 인식), 그리고 상품마케팅의 선호도(상품가치, 상품가격, 상품종류)에 따른 차이를 비교한 결과, 프로야구 구단의 상품마케팅에 대한 인식에서는 통계적으로 유의한 차이를 보이지 않았다. 하지만, 상품마케팅의 선호도 중에서 상품가격에 대해서는 통계적으로 유의한 차이를 보였다(p<.05). 특히, 2000-2500만원미만, 그리고 2500-3000만원미만의 집단과 4000만원 이상의 수입을 얻고 있는 집단 간의 차이에서 통계적으로 유의한 차이를 나타냈다(p<.05).

담배 흡연에서 가열담배 사용으로의 단기간 전환에 따른 심장 자율신경 반응 (Short-term Effects of Switching from Cigarette Smoking to Using Heated Tobacco Products on Cardiac Autonomic Regulation)

  • 김동규;김맹규
    • 생명과학회지
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    • 제33권8호
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    • pp.639-650
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    • 2023
  • 가열담배(heated tobacco products, HTPs) 에어로졸 내 유해 성분들의 수준은 담배 연기와 비교해 현저히 낮은 것으로 보고되었지만, HTPs 사용이 담배 흡연과 연관된 심혈관 위험을 완화할 수 있는지는 불분명하다. 현재 연구는 습관성 흡연자들을 대상으로 담배 흡연에서 HTPs 사용으로의 단기간 전환이 심장 자율신경조절(cardiac autonomic regulation, CAR)에 미치는 영향을 탐색하기 위한 목적으로 수행되었다. 건강한 20대 남성 흡연자 7명은 5일 동안 담배 흡연(cigaette smoking, CS), 3가지 서로 다른 HTPs 사용(IQOS use, IQ; lil SOLID use, LS; lil HYBID use, LH) 혹은 흡연 중단(non-smoking, NS)으로 구성된 개방표지, 무작위 교차설계 시험을 완료했다. 각 세션은 1주의 세척 기간으로 분리되었으며, 세션당 할당된 제품 사용 전과 사용 후 24, 48, 72, 96 및 120시간에서 생체 이물[CO (carbon monoxide) and COHb (carboxyhemoglobin)], 혈류역학적 변인(systolic and diastolic blood pressure) 및 CAR 조절을 반영하는 HRV (heart rate variability) 지표들의 수준이 평가되었다. 호기 CO 및 COHb 수준은 NS에서만 통계적으로 유의하게 감소했다. 모든 세션 내 혈류역학적 변인에서 통계적 변화는 없었다. 그러나r HRV 스펙트럼 분석에서 lnHF (log-transformed high frequency, lnHF)는 NS를 포함한 IQ와 LS에서 유의하게 증가하였으며, HFnu (normalized HF)는 NS와 LH에서 통계적으로 증가하였다. lnHF와 HFnu는 각각 세션 간 시간에 따른 유의한 상호작용효과를 나타냈다. 현재 연구는 습관성 흡연자들에게서 HTPs 사용으로의 단기간 전환이 담배 흡연에 의한 심장 미주신경 긴장도 저하를 개선하여 CAR에 영향을 미칠 수 있음을 시사한다.