• Title/Summary/Keyword: Sports vision

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The Effects of Sports Vision Training on Baseball Player's Visual Performance and Baseball Records (스포츠비젼 트레이닝이 시기능 및 야구성적에 미치는 영향)

  • Lee, Min-A;Oh, Jae-Man;Jeong, Ju-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.1
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    • pp.87-97
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    • 2010
  • Purpose: The purpose of this study is to investigate the effects of sports vision training on baseball player's visual performance and baseball records. Methods: All subjects were 21 males of high school baseball players, and they participated on eight weeks of sports vision training program. Pre- and post- test results were obtained for static and dynamic visual acuity, static and dynamic stereo acuity, distance and near phoria, fusional reserves, near point of convergence, contrast sensitivity, visual-reaction time. Results: Statical analysis indicated significant improvement in most of mentioned visual variables and baseball records (p<0.001). Conclusions: It can be concluded that the sports vision training program improves visual skills of baseball players, which could lead to improvement in the baseball records. Vison training will be a promotor for baseball player to enhance their performance if proper test instruments and training course is supplied.

Development of Posture Evaluation System through Digital Recognition Method (디지털 영상인식 방법을 통한 자세평가 및 운동가동범위 측정시스템 개발)

  • Moon, Young-Jin;Lee, Soon-Ho;Back, Jin-Ho;Lee, Jong-Gak;Lee, Gun-Bum
    • Korean Journal of Applied Biomechanics
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    • v.14 no.3
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    • pp.49-65
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    • 2004
  • The purpose of this study is development of posture evaluation and Range of Motion(ROM) system by using digital vision analysis method. The results of this study are as follows. First, Scoliosis evaluation through this research measurement system represent 3mm error in 7 cervical point and deepest lumbar point, 0.7mm error in other point. This mean this research measurement system have a reliability for scoliosis evaluation. Second, for spine line evaluation on high fat subject, we need reconstrection spine line after measurement for fat thickness in 7 cervical point and deepest lumbar point. Third, In pedioscope error test, it present 0.01848cm in X axis and 0.01757cm in Y axis. This results mean pedioscope have a reliability foot evaluation. Forth, Posture evaluation and Range of Motion measurement system by using digital vision analysis method can fast measure in range of motion and foot evaluation and posture. therefore we can expect this system application in young people posture clinic center and hospital and so on.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Tracking Players in Broadcast Sports

  • Sudeep, Kandregula Manikanta;Amarnath, Voddapally;Pamaar, Angoth Rahul;De, Kanjar;Saini, Rajkumar;Roy, Partha Pratim
    • Journal of Multimedia Information System
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    • v.5 no.4
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    • pp.257-264
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    • 2018
  • Over the years application of computer vision techniques in sports videos for analysis have garnered interest among researchers. Videos of sports games like basketball, football are available in plenty due to heavy popularity and coverage. The goal of the researchers is to extract information from sports videos for analytics which requires the tracking of the players. In this paper, we explore use of deep learning networks for player spotting and propose an algorithm for tracking using Kalman filters. We also propose an algorithm for finding distance covered by players. Experiments on sports video datasets have shown promising results when compared with standard techniques like mean shift filters.

A Study on Knowledge Management Vision and Implications of Ministry of Culture, Sports and Tourism (문화체육관광부의 지식관리 비전과 시사점에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.29-36
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    • 2019
  • In this study, we analyzed knowledge management cases of the Ministry of Culture, Sports and Tourism and examined knowledge management vision, promotion organization and knowledge management activity system. This study aims to clarify implications for successful knowledge management in government sector. In the case of the Ministry of Culture, Sports and Tourism, which was the subject of the study, it was evaluated as having performed well in the management activities of the government department in the evaluation of "Knowledge Target for 2018" jointly hosted by Maeil Economic Daily and the Ministry of Public Administration and Security. In this study, we conducted an in - depth interview with the knowledge management staff of the Ministry of Culture and Tourism and analyzed the success factors of knowledge management in the government sector. First, the vision of knowledge management and the role of dedicated organization were very important. In addition, knowledge management system was used to effectively acquire, share, and accumulate knowledge and utilize it. In addition, appropriate compensation systems for knowledge management activities are also important success factors. Therefore, in order to encourage knowledge management activities, it is necessary for public institutions to establish an incentive system such as an economic compensation system for personnel sharing activities and HR personnel.

Landscape Design for the National Athlete Training Camp (국가대표 선수 훈련원 마스터플랜 설계경기 조경계획)

  • Kim Ah-Yeon;Yoo Seon-Keun;Oh Hyung-Seok
    • Journal of the Korean Institute of Landscape Architecture
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    • v.33 no.6 s.113
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    • pp.109-126
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    • 2006
  • As the national interest in sports has been increased over time, sports facilities and sports complex are considered more than just physical environments for training athletes or watching games. Sports facilities now become symbolic spatial devices to represent the national and cultural pride of any countries. The existing national training camp located in Taenung, Seoul is gotting outdated and degraded. The polluted air in the city risks athletes' health condition. The government planned to construct the second training camp at Jincheon, Chungbuk at the area of $2,171,910m^2$. The Korea Sports Council called for proposals to envision the future training camp, and they held a design competition from August to November, 2005. The first phase was to present the masterplan for the entire site including training buildings, outdoor training facilities, dormitories, a visitor center, a research center, education and administration buildings. Considering the size of the site, the planning process required a strong relationship between landscape and architecture. This study tries to provide general explanations on the winning proposal focused on the landscape-related issues. It also attempts to have reference points for contemporary planning and design issues to situate the project in the stream of continuing design effort to avoid the dichotomy between nature and culture. The landscape proposal for the new national taming camp suggests four main strategies; 1) The camp has two intersecting and interweaving parks which represent the natural and urban order. 2) The entire site is organized and networked by the flow of landscape called landscape ribbon in terms of topography, vegetation, and water flow. 3) The landscape is choreographed through the time and process. 4) The ecological process and the digital contents are juxtaposed in the landscape. This winning proposal is the first step to portray the national vision for the sustainable environment coexisting with sports industry. Landscape in this proposal is an active agent to network various parts of the site which enables landscape to be infrastructure. Landscape design in this proposal should be considered open-ended strategies rather than determined concrete forms and its engaging further development will be tested in following Design-Build phase.

EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

A Development of Mobile based Information Sharing and Shopping Platform in Marine Leasure Sports (모바일 기반 해양레저스포츠 정보 공유 및 쇼핑 플랫폼 개발)

  • Lee, Seok-In;Jeong, Yon-Su
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.99-100
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    • 2016
  • 2020년 우리나라의 바다낚시 인구는 481만 여명으로 10년 전에 비해 46% 증가가 예상된다. 스마트 디바이스의 보급이 확대됨에 따라 모바일 기반의 바다낚시 앱(App)의 필요성도 커지고 있다. 기존의 바다낚시 앱들은 정보 제공 커뮤니티 기능이 대부분이고 예약서비스를 제공하거나 낚시 용품 쇼핑 기능을 제공하는 앱들은 전무한 실정이다. 이에 본 연구에서는 기존의 경쟁 앱 분석, 낚시 경험자 대상 설문조사, 선주 대상 인터뷰 등을 통해 사용자 요구 맞춤형 앱을 개발하고자 노력하였다. 이를 통해 이를 통해 바다낚시 정보 공유 확대 및 거래의 투명성 향상에 기여할 것으로 사료된다.

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Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

Monocular Vision-Based Guidance and Control for a Formation Flight

  • Cheon, Bong-kyu;Kim, Jeong-ho;Min, Chan-oh;Han, Dong-in;Cho, Kyeum-rae;Lee, Dae-woo;Seong, kie-jeong
    • International Journal of Aeronautical and Space Sciences
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    • v.16 no.4
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    • pp.581-589
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    • 2015
  • This paper describes a monocular vision-based formation flight technology using two fixed wing unmanned aerial vehicles. To measuring relative position and attitude of a leader aircraft, a monocular camera installed in the front of the follower aircraft captures an image of the leader, and position and attitude are measured from the image using the KLT feature point tracker and POSIT algorithm. To verify the feasibility of this vision processing algorithm, a field test was performed using two light sports aircraft, and our experimental results show that the proposed monocular vision-based measurement algorithm is feasible. Performance verification for the proposed formation flight technology was carried out using the X-Plane flight simulator. The formation flight simulation system consists of two PCs playing the role of leader and follower. When the leader flies by the command of user, the follower aircraft tracks the leader by designed guidance and a PI control law, and all the information about leader was measured using monocular vision. This simulation shows that guidance using relative attitude information tracks the leader aircraft better than not using attitude information. This simulation shows absolute average errors for the relative position as follows: X-axis: 2.88 m, Y-axis: 2.09 m, and Z-axis: 0.44 m.