• Title/Summary/Keyword: Sports Video

Search Result 138, Processing Time 0.025 seconds

Analysis on the Leisure Constraint and Index Concentrate Here Improvement's Leisure Activities among the Private Security Agents Applying PPA Technique (PPA기법을 적용한 민간경호경비원의 여가제약과 중점개선 여가활동 참가지수 분석)

  • Kim, Kyong-Sik;Kim, Chan-Sun;Park, Young-Man
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.7
    • /
    • pp.317-325
    • /
    • 2010
  • This study aims to deduct the extensive improvement types of leisure activities of private security agents using PPA technique and to examine the influence of leisure constraint on the index of participation. Through this process, this study consequently will draw the priority list of investment on the policy for improving the welfare status of private security agents. In this study, judgement sampling was applied to 6 security agencies located in Seoul, 2010, and 267 cases were used in the final analysis. Collected data went through factor analysis, reliability analysis, paired t test, PPA analysis, and regression analysis by using SPSSWIN 17.0. The conclusions were drawn as follows. In regard to the reliability, Cronbach's $\alpha$ was over .768. First, there was a difference between the preference rate and the participation rate which are the participation index of the private security agents' leisure activities. concentrate here in leisure types turned out to be fitness activities, walking/jogging, tourism, a day-long travel, and keep up the cood work in leisure types are movies, domestic tourist attractions, dating, eating out, personal relationship, watching sports, reading, karaoke, TV video watching, drinking etc. low priority in leisure types are water sports, hiking, biking, soccer, photography, ball games, sky sports, playing go/janggi, inline skates, and cooking. Second, the leisure constraint affects the participation index of leisure activities. As the personal constraint, and surrounding conscious constraint which are the subordinate factors of the leisure constraint get bigger, the participation index of favored leisure activities become lower. In contrast, when the difficulties such as structural constraint, time and economical constraint are overcome, participation index of leisure activities go on the rise.

The kinematical Evaluation of National Team' s Butterfly Turn Motion (국가대표 접영선수의 방향전환동작 평가)

  • Back, Jin-Ho;Lee, Soon-Ho;Moon, Young-Jin
    • Korean Journal of Applied Biomechanics
    • /
    • v.14 no.1
    • /
    • pp.117-131
    • /
    • 2004
  • The foreign superior players and national team players' turning phase was measured, compared and analyzed to help the representative players improve the skill of turn. The underwater video camera used to analyze and evaluate the representative players' skill of turn in detail and the result is as follows. 1. The record for the phase of turn was similar to the rank of the last record. The improvement of the skill of turn was required because Korean players' record was lower than the foreign players' one. In case of 200m events the 1st turn was the fastest and it took more time as the turn is repeated. 2. It shows that the preparation phase and turing motion cause the difference between the players and within one player. 3. The horizontal movement of center of gravity moves to turning point slowly in the preparation phase, does not move nearly in the turning phase and increase again in the propulsion phase. Good record has short time for turn phase. The result means that the shorten the turning phase is the most important factor. Therefore the preparation for this is required. The vertical movement is maintained or increase a little and then move to from the turning phase. 4. The characteristic of horizontal velocity in center of gravity is that there is any big changes at the preparation phase, the faster velocity is found from the better record and the accelerating time is fast at the propulsion phasen. The wrong motion is made by not using the swimming velocity for fuming and waiting and more time is required by this. 5. The angle of knee when the player touch the turning point is 106.22-135.56 and the maximum angle of knee during the driving after the touch of tuning point is full extension. The size of maximum angle of knee did not match with the required time of propulsion phase. It seems that the individual difference is big when the players touch the turning point the angle of knee and the research for the individual angle which can reveal the maximum power should be carried out. The national team player's skill for the him is behind the foreign players' one and a lot of problems were found. It shows that the players could not practice the skill for turn during the training. The 1st reason for it is the various facilities like underwater window or analyzing equipment like underwater camera with which the coaches can teach and correct the players' detailed skill. It is need to evaluate the players' detailed skill exactly and correct it by objective data to complete the good skill in the future. In this regard, the investment for the facility is necessary.

Analysis of the Female 500m Sprint Starting Motion in Short Track Speed Skating (여자 500m 쇼트트랙 스피드 스케이팅의 스타트 기술분석)

  • Back, Jin-Ho;Kwak, Chang-Soo;Chung, Nam-Ju
    • Korean Journal of Applied Biomechanics
    • /
    • v.14 no.3
    • /
    • pp.285-299
    • /
    • 2004
  • The purpose of this study is to identify female 500m sprint start motion by the center of gravity position in short track speed skating. The center of gravity position ratio was divided into three type(type A front : 80%-back : 20%, type B front : 70%-back 30%, type C front: 50%-back : 50%). Three video cameras were used for 3D motion analysis with DLT method and the results were as follows: The elapsed time in starting motion was appeared that type B was the shortest and type A was the longest. It was appear that the stroke length of type A was longer than that type B and C during starting phase. This result was similar to displacement of center of gravity. It was appeared that skill type of center of gravity position ratio type B' ankle and knee joint angle were lower than that of type A and C. Observing these results it was conclusion that skill type B of center of gravity position ratio was more faster than that of type A and C. But it is important that these skill type needed to verifying more subjects.

A Study on an Infrared Illumination Stabilization Method in a Head Mounted Eye Tracking System for Sport Applications (착용형 시선 추적 장치의 스포츠 분야 적용을 위한 적외선 조명 변화 최소화에 관한 연구)

  • Lee, Sang-Cheol
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.15 no.3
    • /
    • pp.265-272
    • /
    • 2009
  • In this paper, a simple optical method that uses an infrared(IR) cut filter is proposed to minimize variation of eye image by external infrared(IR) sources in a video based head mounted eye tracking system that is used in the field of sports. For this, the IR cut filter is attached to a head mount of the eye tracking system, and the camera with an IR LED is located between the IR cut filter and eye. In this structure, external IR is blocked by the IR cut filter, and the IR intensity on the eye can be controlled by the IR LED. Therefore, the illumination condition of the camera to capture the eye can be stable without being affected by external IR illuminations. To verify the proposed idea, variation of the eye image and intensity of the IR with/without the IR cut filter is measured under various illumination conditions. The measured data show that the IR cut filter method can block external IR effectively, and complex pupil detection algorithms can be replaced by a simple binarized method.

Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.11-18
    • /
    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

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

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
    • /
    • v.18 no.2
    • /
    • pp.1-21
    • /
    • 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.

The Kinematic Analysis of Fouette A La Second in Cheerleading (치어리딩의 푸에떼 아라스공드 (Fouette A La Second) 동작의 운동학적 분석)

  • Yeon, Eun-Jung;Ryu, Jae-Kyun
    • Korean Journal of Applied Biomechanics
    • /
    • v.22 no.2
    • /
    • pp.173-181
    • /
    • 2012
  • The purpose of this study was to research on the movement of Fouette A La Second which was a type of turning movements on cheerleading. This research was conducted for helping cheerleaders to improve their overall skills. The three cheerleading national team members were participated in this research and the movements of Fouette A La Second were recorded with 6 digital motion master 60 video cameras, operating at a sampling frequency of 60 fields/sec. Six out of ten turning motion data were collected and analyzed with Kwon3D XP. The results were as follow: 1) The subject A's Releve motion was not executed precisely because of the COG's unstability. So she was required to improve the balancing ability. 2) The subject B could not execute the precise A La Second motion because of subject B's large hip angle. By tracing the projection of B's right toe on x-y plane, the subject made an elliptical orbit. Because B did not have a proper turning skills she needed to improve the muscle power and flexibility. She also needed to move quickly from Releve to Plie movement. 3) The subject C could not execute the Plie movement precisely, so she could not turn her body correctly around a certain spot. The subject C needed to decrease the knee angle at the Plie motion.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.11
    • /
    • pp.5512-5526
    • /
    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Difference of Product Interest and Relation to Innate Innovativeness, and Perceptive Construct of Products according to Consumers' Gender (소비자 성별에 따른 상품 유형별 관심도 차이, 내재적 혁신성과의 상관관계 및 상품 지각 구조 분석)

  • Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.39 no.4
    • /
    • pp.505-516
    • /
    • 2015
  • This study investigated difference of product interest and its relation to consumers' innate innovativeness according to gender as well as compared the perceptive construct of products between male and female consumers. A survey involving male and female college students was conducted in the Daegu and Gyeongbuk areas in December 2013. Subsequently, 400 responses were analyzed using descriptive statistics, correlations, independent sample t-test, reliability analysis, ANCOVA, and multidimensional scaling. Among 45 products, male respondents showed a significantly high degree of interest over 12 categories such as watches, desktop computers, cars, sports products, and video games compared to females. The female sample showed a significantly high degree of interest for 29 product categories such as clothing, movies, skin care shops, cosmetics, eating-out, teeth whitening, coffee, cameras, and performances compared to males. Innovative male consumers were interested in traveling, movies, clothing, eating-out, running shoes, and wallets; however, female consumers' innovativeness was significantly related to previously determined items of interest. Two dimensions explaining the male consumers' products perception construct were 'hard versus soft' and 'usual versus special'. Instead, female consumers' were 'special versus usual' and 'expressive versus functional'.

The Development of A Basic Golf Swing Analysis Algorithm using a Motion Analysis System (동작분석 시스템을 이용한 골프 스윙 분석 기초 알고리즘 개발)

  • Seo, Jae-Moon;Lee, Hae-Dong;Lee, Sung-Cheol
    • Korean Journal of Applied Biomechanics
    • /
    • v.21 no.1
    • /
    • pp.85-95
    • /
    • 2011
  • Three-dimensional(3D) motion analysis is a useful tool for analyzing sports performance. During the last few decades, advances in motion analysis equipment have enabled us to perform more and more complicated biomechanical analyses. Nevertheless, considering the complexity of biomechanical models and the amount of data recorded from the motion analysis system, subsequent processing of these data is required for event-specific motion analysis. The purpose of this study was to develop a basic golf swing analysis algorithm using a state-of-the-art VICON motion analysis system. The algorithm was developed to facilitate golf swing analysis, with special emphasis on 3D motion analysis and high-speed motion capture, which are not easily available from typical video camera systems. Furthermore, the developed algorithm generates golf swing-specific kinematic and kinetic variables that can easily be used by golfers and coaches who do not have advanced biomechanical knowledge. We provide a basic algorithm to convert massive and complicated VICON data to common golf swing-related variables. Future development is necessary for more practical and efficient golf swing analysis.