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Effects of Gym Ball Stabilization Exercises on the Physical Functions of Elementary School Baseball Players

  • Kim, Se-Hun;Park, Jea-Cheol
    • The Journal of Korean Physical Therapy
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    • v.34 no.2
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    • pp.51-56
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    • 2022
  • Purpose: This study examined the effects of gym ball stabilization exercises on the physical functions of elementary school baseball players. Methods: The elementary school baseball players were assigned to an experimental group (n=21). The group performed gym ball stabilization exercises and the changes in the physical functions were measured using the visual response speed test, functional movements, physical balance ability, and pulmonary function. Results: The results of the visual response speed test showed changes in the time response speed. There was a significant change in the number of touches in 15 seconds in the upper arms and left and right legs (p<0.05) after 10 weeks. Also, there was a significant change in the reaction times of the left and right legs after 10 weeks (p<0.05). Further, there were significant differences in functional movements involving rotational stability and the total functional scores after 10 weeks (p<0.05). The player's body balance ability showed a significant difference after 10 weeks in the posterior-lateral and posterior-medial composite scores of the left and right legs (p<0.05). There was a significant change in the forced lung capacity and forced expiratory volume in 1 second after 10 weeks (p<0.05). Conclusion: These results show that the gym ball stabilization exercises effectively improved the visual response speed and functional movements, balance, and vital capacity of elementary school baseball players.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Study on the validity of PEAS for analyzing doping attitude and disposition of Korean elite player through Rasch model (엘리트 선수의 도핑 사고성향 분석을 위한 한국형 PEAS의 타당도 검증: Rasch 모형 적용)

  • Kim, Tae Gyu;Kim, Sae Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.3
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    • pp.567-578
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    • 2014
  • PEAS (performance enhancement attitude scale) has been used to measure attitude and disposition toward doping in elite athlete. It is constructed of 17-item, 6-point scale. The purpose of this study was to verify validity of the PEAS for Korean elite player through Rasch model. The scale was administered to 438 Korean elite players. Principal component analysis was used to verify unidimensionality using SPSS program. Rasch measurement computer program, WISTEPS, was used to estimate goodness-of-fit of items and category structure. Differenctial item functioning by gender was also estimated by the WINSTEPS program. All alpha level was set at 0.05. First, principal component analysis showed that unidimensionality is satisfied as over 20.0% of variance of eigenvalue. Second, category probabilities curve showed 5-point scale was better than 6-point scaled statistically. Third, seven items (1, 9, 10, 12, 13, 14, 17) in the 17-item were not good model fit and three items (3, 12, 13) were estimated as the differential item functioning. This study showed that 9-item, 5-point scale is better PEAS to Korean elite player.

Implementation of Wireless Multiple Integrated Laser Engagement System using ZigBee-based Persinal Area Network (ZigBee기반 개인영역망을 사용한 무선 다중 통합 레이저 교전 시스템의 구현)

  • Ki, Hyeon-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.85-90
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    • 2014
  • We realized a wireless multiple integrated laser engagement system composed of personal area network using Zigbee. The wireless laser detector had function of analog signal processor, decoder and wireless communication. However, it should consume low power and be small and light in order to be attached to a soldier's body. The decoder was realized in software to be small and light. We induced low power consumption as reducing the load of system using a narrow band optical filter. The fabricated wireless laser detector functioned well in optically noisy environment. Although the communication to the player unit through the wireless personal area network was dependent on the attachment place it was perfectly worked with transmission power of -40.2dBm or more.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.89-100
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    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

Arthroscopic Assisted Reduction and Internal Fixation of Lateral Femoral Epiphyseal Injury in Old Adolescent Soccer Player - Report of 1 Case - (청소년기 축구선수에서 원위 대퇴외과 성장판 손상의 관절경하 정복 및 내고정 - 1례 보고-)

  • Lee, Yong-Seuk;Jung, Jae-Kyoung;Kong, Chae-Kwan;Shin, Yoon-Chang
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.6 no.1
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    • pp.66-69
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    • 2007
  • Sports-related knee injuries frequently occur in adolescent period and fractures are more common than ligamentous Injuries in this age group because of physiologic characteristics. We operated an adolescent soccer player with lateral femoral epiphyseal injury using arthroscopic assisted reduction and infernal fixation. In $2^{nd}$ look arthroscopy and metal removal at postoperative 2 years, articular cartilage was healed with good congruity and lower extremity entire long film showed normal axial alignment without residual deformity.

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Pattern Development of Figure Skating Wear for Schoolgirls (학령기 여아를 위한 경기용 피겨 스케이팅복 패턴 설계에 관한 연구)

  • Park, Sanghee
    • Journal of Fashion Business
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    • v.18 no.2
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    • pp.54-65
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    • 2014
  • This study developed basic pattern for competition figure skating wear for school girls. Figure skating wears are difficult for making basic patterns based on standard size chart, because girls' body size are slimmer and more slender compared to the general girl's and the competition wears such as, swim suit with sleeves are, closely in contact with the player's body. The competition wears for school girl was made with consideration of changing of the body shape, physical exercises, and various specificities according to stretch material. To raise artistic effect while doing beautiful motions, and to assist in facile technique motions, competition wears need to have enough ease on the side line from waist to armpit, from armpit to wrist, and in trunk girth including crotch girth. Also, to stand out in beauty, a costume designing has a proper skirt position, length, flare width, and a tight bodice according to the player's body proportion. Most of the customers are displeased at the high price, unfitness of size, insufficient design, and difficulty in access, since they are not sold in sporting goods store. Therefore, a competition wear's basic pattern was made through scientific and emotional process including concerns on material properties, room for activities, and ideal body proportion. Systemizing the basic patterns of production method will solve high repairing expenses, unsuitable sizing, and improve accessibility for purchase.