• Title/Summary/Keyword: Sports broadcasting

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Effect of Forest Road Types on Salivary Cortisol, Blood Lactate and Heart Rate during Walking Exercise

  • JaeHeon Son;Junwon Min;KiHong Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.386-394
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    • 2023
  • This study investigated changes in salivary cortisol, lactic acid, and heart rate along the route during walking exercise in a forest environment for the purpose of reducing stress. Walking exercise in a forest environment was conducted on a Hill Type (Distance: 800m, Average slope 25°, Altitude 112m) and Step Type (Distance: 800m, Average slope 25°, Altitude 114m) routes for 10 female college students in their 20s. The subjects were asked to walk at a speed of 60 bpm. The resulting changes in salivary cortisol, lactate, and average heart rate during exercise were compared and analyzed using Repeated Measurement two-way ANOVA, and the maximum heart rate during exercise and average heart rate at rest were compared and analyzed using paired t-test, and the following results were obtained. First, there was no significant difference in salivary cortisol depending on the type and period of the forest, but it tended to gradually decrease. Second, there was a significant difference in lactic acid depending on the type and period, and it was higher in Step Type. Third, there was a significant difference in the average heart rate during exercise, and it was higher in Step Type. Fourth, there was a significant difference in maximum heart rate during exercise, and it was higher in Step Type. Fifth, there was no significant difference in average heart rate during rest. In summary, walking exercise in a forest environment can be effective for stress reduction for female college students in their 20s, but it appears that forest routes should be selected according to physical strength level, and walking exercise in a forest environment for long periods of time is not recommended. For this purpose, it is suggested that it is appropriate to select the Hill Type route.

A Free Agent Algorithm for Min-Cut Problem (최소절단 문제의 자유계약 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.4
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    • pp.27-33
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    • 2019
  • The min-cut problem that decides the maximum flow in a complex network flows from source(s) to sink(t) is known as a hard problem. The augmenting path algorithm divides into single path and decides the bottleneck point(edge), but the min-cut section to be decide additionally. This paper suggests O(n) time complexity heuristic greedy algorithm for the number of vertices n that applies free agent system in a pro-sports field. The free agent method assumes $N_G(S),N_G(T)$vertices among $v{\in}V{\backslash}\{s,t\}$to free agent players, and this players transfer into the team that suggest more annual income. As a result of various networks, this algorithm can be finds all of min-cut sections and min-cut value for whole cases.

A Study on Futsal Video Analysis System Using Object Tracking (객체 추적을 이용한 풋살 영상 분석 시스템에 관한 연구)

  • Jung, Halim;Kwon, Hangil;Lee, Gilhyeong;Jung, Soogyung;Ko, Dongbeom;Jeon, GwangIl;Park, Jeongmin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.201-210
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    • 2021
  • This paper introduces the futsal video analysis system consisting of an analysis program using object tracking technology and a web server that visualizes and provides analyzed data. In this paper, small and medium-sized organizations and amateur players are unable to provide game analysis services, so they propose a system that can solve this problem through this paper. Existing analytical systems use special devices or high-cost cameras, making them difficult for users to use. Thus, in this paper, a system is designed and developed to analyze the competitors' competitions and visualize the data using flat images only. Track an object and calculate the accumulated values to obtain the distance per pixel of the object and extract speed-related data and distance-based data based on it. Converts extracted data to graphs and images through a visualization library, making it convenient to use through web pages. Through this analysis system, we improve the problems of the existing analysis system and make data-based scientific and efficient analysis available.

Comparison of Number of Repetitions and Repetition Rate in 5 Sets of 65%1RM Bench Press and Biceps Curl Exercise

  • Kim, Ki Hong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.163-172
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    • 2022
  • The purpose of this study is to investigate the changes in the number of repetitions and the repetition rate according to the exercise mode when performing 65%1RM resistance exercise at the 1-minute rest interval and the 3-minute rest interval. Sixteen healthy male subjects were treated with Bench press and Biceps curl of 65%1RM intensity at 1 and 3 minute rest intervals. The number of repetitions for each set of 1 minute rest interval showed a significant decrease from 1set to 5set in bench press. biceps curl showed a significant decrease from 1set to 4set. The repetition rate according to the exercise mode with a 1-minute rest interval showed a significant difference from 2sets to 4sets. In the repetition rate for each set, bench press showed a significant decrease from 1set to 5set. biceps curl showed a significant decrease from set 1 to set 4. The number of repetitions according to the exercise mode with a 3-minute rest interval showed a significant difference from 2sets to 5sets. In the number of repetitions for each set, bench press showed a significant decrease from 1set to 5set. biceps curl showed a significant decrease from 1set to 4set. The repetition rate according to the exercise mode with a 3-minute rest interval showed a significant difference from 2sets to 5sets. In the repetition rate for each set, bench press showed a significant decrease from 1 set to 5 sets. biceps curl showed a significant decrease from 1set to 4set. In summary, the decrease in the number of repetitions according to the set progression in the resistance exercise of the endurance depends on the exercise mode, and the increase of the rest interval or the decrease of the weight-intensity should be considered when aiming for more exercise.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

Soccer Video Highlight Building Algorithm using Structural Characteristics of Broadcasted Sports Video (스포츠 중계 방송의 구조적 특성을 이용한 축구동영상 하이라이트 생성 알고리즘)

  • 김재홍;낭종호;하명환;정병희;김경수
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.727-743
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    • 2003
  • This paper proposes an automatic highlight building algorithm for soccer video by using the structural characteristics of broadcasted sports video that an interesting (or important) event (such as goal or foul) in sports video has a continuous replay shot surrounded by gradual shot change effect like wipe. This shot editing rule is used in this paper to analyze the structure of broadcated soccer video and extracts shot involving the important events to build a highlight. It first uses the spatial-temporal image of video to detect wipe transition effects and zoom out/in shot changes. They are used to detect the replay shot. However, using spatial-temporal image alone to detect the wipe transition effect requires too much computational resources and need to change algorithm if the wipe pattern is changed. For solving these problems, a two-pass detection algorithm and a pixel sub-sampling technique are proposed in this paper. Furthermore, to detect the zoom out/in shot change and replay shots more precisely, the green-area-ratio and the motion energy are also computed in the proposed scheme. Finally, highlight shots composed of event and player shot are extracted by using these pre-detected replay shot and zoom out/in shot change point. Proposed algorithm will be useful for web services or broadcasting services requiring abstracted soccer video.

Examining News Report Research Trends Using Keyword Network Analyses (국내 뉴스 보도 연구 동향에 관한 주제어 연결망 분석)

  • Cho, Yiyoung;Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.278-291
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    • 2016
  • This study examined research trends via network analyses of keywords appeared in academic research articles about news reports in South Korea during the last 10 years from 2006 to 2015. Keyword network analyses of 4410 keywords from 1108 articles suggested that framing, agenda setting, third-person effect, selective exposure, and uses and gratification were main theories but most studies used framing theory. Research areas included news reports on politics, economics, science, world issues, or tour. However, research on news reports covering culture, sports or daily life were not identified. In terms of media, research on both traditional and emerging media were ample. Research on broadcasting new, online news, and social media were frequently observed.

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
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    • v.18 no.2
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    • pp.1-21
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    • 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.

Implement of Realtime Character Recognition System for Numeric Region of Sportscast (스포츠 중계 화면 내 숫자영역에 대한 실시간 문자인식 시스템 구현)

  • 성시훈;전우성
    • Proceedings of the IEEK Conference
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    • 2001.06d
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    • pp.5-8
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    • 2001
  • We propose a realtime numeric caption recognition algorithm that automatically recognizes the numeric caption generated by computer graphics (CG) and displays the modified caption using the recognized resource only when a valuable numeric caption appears in the aimed specific region of the live sportscast scene produced by other broadcasting stations. We extract the mesh feature from the enhanced binary image as a feature vector after acquiring the sports broadcast scenes using a frame grabber in realtime and then recover the valuable resource from just a numeric image by perceiving the character using the neural network. Finally, the result is verified by the knowledge-based rule set designed for more stable and reliable output and is displayed on a screen as the converted CC caption serving our purpose. At present, we have actually provided the realtime automatic mile-to-kilometer caption conversion system taking up our algorithm f3r the regular Major League Baseball (MLB) program being broadcasted live throughout Korea over our nationwide network. This caption conversion system is able to automatically convert the caption in mile universally used in the United States into that in kilometer in realtime, which is familiar to almost Koreans, and makes us get a favorable criticism from the TV audience.

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Multiple GPU Scheduling for Improved Acquisition of Real-Time 360 VR Game Video (실시간 360 VR 스테레오 게임 영상 획득 성능 개선을 위한 다중 GPU 스케줄링에 관한 연구)

  • Lee, Junsuk;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.974-982
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    • 2019
  • Real-time 360 VR (Virtual Reality) stereo image acquisition technique based on game engine was proposed. However, GPU (Graphics Processing Unit) resource is not fully utilized due to bottlenecks. In this paper, we propose an improved GPU scheduling technique to solve the bottleneck of the existing technique and measure the performance of the proposed technique using the sample games of the commercial game engine. As a result, proposed technique showed an improvement of performance up to 70% and usage of GPU resources more evenly compared existing technique.