• Title/Summary/Keyword: e-Sport

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Interactive storytelling of e-Sports (e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로-)

  • Lim, Ha-Na
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.576-581
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    • 2008
  • For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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Effects of Combined Exercise on Injury Risk Factors of Lower Extremity during Landing (아동의 복합운동이 착지 시 하지 손상요인에 미치는 영향)

  • Ha, Sung-He;Yoo, Si-Hyun;Kim, Joo-Nyeon;Gil, Ho-Jong;Ryu, Ji-Seon;Yoon, Suk-Hoon;Park, Sang-Kyoon
    • Korean Journal of Applied Biomechanics
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    • v.24 no.2
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    • pp.173-180
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    • 2014
  • The purpose of this study was to investigate the effect of combined exercise on injury risk factors of lower extremity during landing. Ten sports talented athletes participated in this study. Sports talented athletes participated in a combined exercise (sports talented exercise, coordination) for 16 weeks. A three-dimensional motion analysis was performed using eight infrared cameras (sampling rate of 100 Hz), one force plate, and electromyography system (sampling rate of 1000 Hz) during landing. Kinetic, and kinematics analysis including average impulsive force, angle of lower extremity, vertical stiffness, onset of muscle activation were calculated by Matlab2009a software. Paired t-test was performed at alpha=.05. The average impulsive force in landing phase was not statistically significant (t=-.748, p=.474). The hip joint angle was more decreased in post test compared to pre test (E1: t=2.682, p=.025, E2: t=5.609, p=.000, E3: t=2.538, p=.032). The knee joint (E1: t=-.343, p=.739, E2: t=1.319, p=.220, E3: t=.589, p=.570) and ankle joint (E1: t=.081, p=.937, E2: t=.784, p=.453, E3: t=.392, p=.704) angle were tended to decrease after combined exercise. The vertical stiffness was tended to decrease after combined exercise (t=1.972, p=.080). Onset of quadriceps femoris (t=.698, p=.503) and medial gastocnemius (t=1.858, p=.096) were tended to be faster than biceps femoris (t=-.333, p=.747) after combined exercise. Although thses findings were not statistically significant except on a hip joint angle, risk factors of lower extremity such as joint angle, vertical stiffness and onset of quadriceps femoris, medial gastrocnemius were positively changed after the combined exercise but an additional training for improved onset of biceps femoris would be required in the future.

Successful Factor Analysis of 540° Dwihuryeochagi to Apply Free Style Poomsae of Taekwondo (태권도 자유 품새에 적용하기 위한 540° 뒤후려차기의 성공요인 분석)

  • Yoo, Si-Hyun;Ryu, Ji-Seon;Park, Sang-Kyoon;Yoon, Suk-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.23 no.4
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    • pp.285-294
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    • 2013
  • The purpose of this study was to provide fundamental information for success factors of techniques through kinematic analysis including coordination of lower extremities and landing stability according to the success and failure of $540^{\circ}$ Dwihuryeochagi in Taekwondo. Twenty Taekwondo athletes: ten success group (S, age: $22.3{\pm}1.8$ yrs, height: $172.1{\pm}5.4$ cm, body mass: $64.4{\pm}4.2$ kg) and ten failure group (F, age: $22.3{\pm}1.8$ yrs, height: $172.1{\pm}5.4$ cm, body mass: $64.4{\pm}4.2$ kg) participated in this study. Three-dimensional motion analysis using a system of 3 video cameras with a sampling of 60 fields/s was performed during the competition of $540^{\circ}$ Dwihuryeochagi. Motions were divided into five events: pivot foot landing (E1), pivot foot toe off (E2), COM max height (E3), kick impact (E4) and landing (E5). At E1, the stride width was greater for S than for F (p<.05) while the time was greater for S than for F during P4 (p<.05). At E4, knee angle was greater for S than for F (p<.05). At E5, hip angle was greater for S than for F (p<.05) while kick distance was greater for S than for F (p<.05). Furthermore, at P3, the time would be related to kicking velocity (p<.05), while at P4, the time, range of hip angle and knee angle would be related to kick distance (p<.05). At P1, COM horizontal velocity would be related to COM vertical velocity of P1 and P2 (p<.05). Based on the findings, success factors of $540^{\circ}\acute{y}$ Dwihuryeochagi were COM horizontal velocity of P1, COM vertical velocity of P2, the time, kick distance, velocity, angle of lower extremities and coordination of P3-P4.

The remediation strategy of e-sports (e-sports 의 재매개 전략)

  • Lee, Jong-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.713-719
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    • 2007
  • 한 미디어를 다른 미디어에서 표상하는 것을 재매개 remediation (이재현, 2006)라고 한다. 보통 재매개는 원 소스 멀티 유즈 혹은 재목적화 repurposing로 알려져 있다. 한 미디어가 다른 미디어를 통해 표상된다는 사실은 한가지 컨텐츠를 다양한 창구 혹은 채널을 통해 내보냄으로써 해당 컨텐츠의 가치를 극대화한다는 경영학적 의미뿐만 아니라, 미학적 사회학적 의미를 가진다. 특정한 미디어를 통해 보여지는 컨텐츠가 이질적인 다른 미디어를 통해 표상되면, 컨텐츠 뿐만 아니라 표상되는 미디어도 쉽게 인식하게 되면서 미학적 의미를 갖는다. 가령 액자 속에 들어있는 풍경화를 보는 순간, 액자라는 창을 넘어서 그림이 표상하는 풍경을 보려고 하지만, 액자 속의 퐁경화를 텔레비전을 통해 보게 되면, 시청자는 그림을 둘러싼 액자 혹은 그 그림이 위치한 미술관을 인식하기 마련이다. 또한 새롭게 등장하는 미디어와 그 종사자는 기존 미디어 혹은 종사자들의 사회적 지위를 표상하면서 기존 미디어의 지위를 이어받으려고 하면서 사회적 의미를 갖는다. 컴퓨터 게임이라는 미디어가 텔레비전을 통해 방송되는 e-sports는 디지털 컨텐츠의 전형적 재매개의 예가 될 수 있다. e-sports중계는 컴퓨터 게임 화면만을 보여주지 않는다. 게이머의 표정, 게임의 제반 정보를 나타내는 게임 화면의 세부 창들, 관중들의 반응, 해설자의 해설, 리플레이 화면 등을 동시 혹은 선형적으로 보여줌으로써, 시청자로 하여금 끊임없이 컴퓨터 게임이라는 미디어를 인식하게 한다. 또한 e-sports는 이름에서도 드러나듯이, sports의 사회적 지위를 표상한다. e-sports 플레이어들이 선수로 불리고, 이들이 프로 게임단을 조직해 활동한다. e-sports(스타크래프트의 경우)는 상설 경기장에서, 종종 체육관에서 대규모 관중들 앞에서 보여짐으로써 기존 sports 경기를 표상한다. 재매개는 새로운 미디어가 등장하면서 자연스럽게 취하는 전략이다. 새로운 미디어가 쏟아지는 디지털 미디어 시대, e-sports의 재매개 전략을 살펴봄으로써 새로운 미디어가 미학적, 사회적으로 자리잡을 수 있는 함의를 얻을 수 있다.

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The Kinematic Analysis of Upper Extremities for Badminton Smash and Drop Motions depends on the Player's Level (배드민턴 스매시와 드롭 동작 시 선수의 기량 차이에 따른 상지 동작의 운동학적 비교 분석)

  • Jo, A-Ra;Yoo, Si-Hyun;Yoon, Suk-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.23 no.3
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    • pp.201-208
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    • 2013
  • The aim of this study was to investigate badminton smash and drop motion depends on player's level. To perform this study, ten male badminton players were participated: five skilled players (SG, age: $21.6{\pm}1.1$ yrs, height: $181.4{\pm}6.8$ cm, body mass: $72.4{\pm}5.7$ kg, career: $11.2{\pm}1.1$ yrs) and five less-skilled players (LSG, age: $21.2{\pm}1.1$ yrs, height: $180.2{\pm}5.6$ cm, body mass: $73.6{\pm}6.7$ kg, career: $10.6{\pm}0.9$ yrs). Three-dimensional motion analysis with 7 infrared cameras was performed with a sampling frequency as 200 Hz. Player's swing motion was divided into four events: starting motion (E1), backswing (E2), impact (E3), following (E4). For all upper joints, LSG showed greater angle differences between drop and smash motions than that of SG at E3 (p<.05). For all upper joints, greater angular velocities were found in SG than that of LSG. For both groups, significantly smaller angular velocities were found in drop motion than that of smash motion (p<.05). The greater sequential angular velocities (proximal to distal) were found in SG than LSG during smash motion. Based on our findings, performing the same motion between drop and smash would be related to enhance performance at badminton competition. It is expected that these results will be useful in developing a training program for enhancing performance of badminton athletes.

A Research on the Nature of Working of the Employees in e-Sport Industry (e-스포츠 산업 종사자의 노동자성에 관한 연구)

  • Ahn, Sun-Young;Shim, Jae-Woong
    • Korean journal of communication and information
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    • v.62
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    • pp.264-285
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    • 2013
  • The goal of the study is to analyze some structural issues of e-sport industry which has rapidly developed since 2000. Most of the previous studies regarding e-sport dealt with e-sport in terms of industrial prospect and economic values. In this study, we attempted to focus on employees of the field using in-depth interview method. Research findings show that there were several reasons for younger workers to early enter into the industry such as individualized labor market of post-modern era, growth of IT industry, and diversion of related occupational categories. The development of e-sport industry was possible with the youth' passion for the industry. However, their labor so called "professional" is vulnerable without systematic structure for them. This indicates that industrial prospect of e-sport industry and business models are not healthy. In addition, some implications of the findings were discussed.

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Kinematic Variables Comparison of Setter Toss Motion on Volleyball According to Toss Types (배구경기 세터 토스 동작의 운동학적 비교분석)

  • Chung, Nam-Ju;Kim, Jae-Pil
    • Korean Journal of Applied Biomechanics
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    • v.25 no.1
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    • pp.57-64
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    • 2015
  • Purpose : The purpose of this study was to analyze setter toss motion kinematically according to toss types. Method : Dependent variables were elapsed time, vertical displacement of the body center, the projected speed of the ball, and differences of the joint angle to the target for four setters positioning. Result : There was no significant difference in the time but the ball contact time was shorter when the toss distance of P3 was longer. There was significant difference in the vertical displacement of COM (p<.05). The vertical displacement of COM showed that the vertical movement gradually decreased when the quick distance was longer. The vertical displacement of COM was difference (p<.05), also there was difference of the ball speed (p<.001) at the Release point(E4). There was significant difference in the knee joint angle at a certain moment among the Release(E4) and Landing point(E5)(p<.05). The hip joint was significant difference among the Apex(E2), Ball Touch(E3), Release(E4), and the Landing point(E5) on the surface(E2, E3, E4 p<.05; E5 p<.005). The shoulder angle was significant difference among the Ball Touch(E3), Release(E4) and the Landing point(E5) on the surface(E3, E4 p<.05; E5 p<.001). The elbow was significant difference in the Apex(E2) (p<.05). The wrist was significant difference in the Release(E4) (p<.05). Conclusion : If we find the clue to expect the direction of the setter's ball, we have to fine the clues in the Apex(E2) that hip join and elbow, Ball Touch(E3) that hip joint and shoulder joint, Release(E4) that wrist, elbow, hip joint, and knee joint.

Evaluation of Thermal Physiological Responses and Comfort in Vitamin E Fabric (비타민 E 소재의 인체생리반응 및 쾌적성 평가)

  • Im Soon;Chung Myung-Hee
    • The Research Journal of the Costume Culture
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    • v.13 no.3 s.56
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    • pp.406-413
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    • 2005
  • This study performed the evaluation of skin temperature, heart rate, temperature and relative humidity of microclimate, and subjective sensation, such as thermal sensation, wet sensation and comfort sensation to estimate physiological responses of the human body and its comfortable feeling to the vitamin E fabric. Experiments were performed on the five healthy adult women whose average age was 21, at climate chamber in which temperature, relative humidity and air current were set up below $30{\pm}\;1^{\circ}C$, $50{\pm}\;15\%$ and 0.2m/s, respectively. Two kinds of clothes were used for experiments: unfinished sports clothes, with the same form and the same size, of short-sleeved knit shirt and long trousers made with $100\%$ cotton, and finished sports clothes printed with the vitamin E solution of the level of $0.88\%$. Exercises of walking (about 105 steps/minute) with the exercise intensity of 2.5 were performed for 20 minutes using treadmill. In result, the study showed significant difference (p<0.01) in average skin temperature between unfinished and finished sport clothes, and represented higher value with having unfinished sport clothes in wear than with finished one. The study also showed significant difference (p<0.01) in heart rate only during the period of exercise, and represented higher value generally with unfinished sport clothes than with finished one. There were significant differences not only in temperature of microclimate (p<0.01) but also in humidity of microclimate (p<0.05) between two sport clothes. As for the evaluation of subjective sensation, the study showed significant difference (p<0.05) in thermal sensation between the two kinds of sport clothes, significant difference in wet sensation only during the period of exercise, and significant difference (p<0.05) in comfort sensation only during the period of recovery.

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The Biomechanical Analysis of the First Hurdling in Men's 110m Hurdle between Skilled and Less-Skilled Hurdle Players (110 m 허들경기의 제 1허들에 대한 우수선수와 비우수선수의 운동역학적 요인 비교)

  • Gil, Ho-Jong;Yoon, Sukhoon
    • Korean Journal of Applied Biomechanics
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    • v.23 no.1
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    • pp.11-17
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    • 2013
  • The purpose of this study was to provide a fundamental information for enhancing 110m hurdlers' performance through conducting comparative biomechanical analysis between Skilled Group(SG) and Less-Skilled Group(LSG) those who are not in the first section of 110m hurdles. To persue the purpose of this study, total of 10 hurdlers participated. Then they were divided into two groups; SG: five hurdlers who have won awards with 14-second range at 2010 national track and field event, and LSG: five hudlers who did not win any awards with 15-second range. Three-dimensional motion analysis with 12 infrared cameras(Oqus 300, Qualisys) and 1 force plate(Type 9286AA, Kistler) was performed. From this study following conclusions were obtained. 1) For the overall runtime, SG revealed faster elapsed time than that of LSG. 2) At E4, LSG showed greater trunk angle than that of SG. 3) At E3 LSG revealed higher angular velocities than that of SG. 4) No significant differences was found for AP GRF between groups but LSG showed greater VGRF than that of SG.

A Kinematical Analysis of the Kenmotsu on the Parallel Bars (평행봉 Kenmotsu 동작의 운동학적 분석)

  • Kong, Tae-Ung;Kim, Young-Sun;Yoon, Chang-Sun
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.61-70
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    • 2005
  • The purpose of study was to investigate the kinematic variables of Kenmotsu motion in Parallel bars. To this study, by 3 dimensional kinematical analysis of 4 male national gymnasts participants in the 28th Athens Olympic Game in 2004, kinematic data collected using video camera. Coordinate data were smoothed by using a fourth-order Butterworth low pass digital filter with cutoff frequency of 6Hz. The conclusions were as follows. 1. In P2, because the constrained swing movement made the movement of a rising back difficult7, the movements of Reg. were performed at low position after Air phase. 2. In E5 event, for the shake of a stable handstand and applied techniques like a Belle(E-value), a Belle Piked(super E-value), a vertical velocity in E2, a horizontal velocity in E3 and a vertical velocity in E4 were necessary for high velocities. 3. In E4 event, it was appeared that for a flexible body's movement of a vertical up-flight, the large angle of the shoulder joint and the flexion & extension of the hip joint were necessary in Air phase and a long flight time and vertical displacement made Reg. movements stable at the high position.