• Title/Summary/Keyword: eSports

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Using Fuzzy Logic for Event Detection in Soccer Video

  • Thanh Nguyen Ngoc;Giao Le Ngoc
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.119-121
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    • 2004
  • Video event detection has become an essential application in multimedia computing. For sports video, salient events are usually detected by analyzing video sequence by specific decision rules. However in many kinds of sports video (e.g. soccer), the game contains continuous actions, in which the boundaries of shots, scenes are uncertain. So the conventional analyzing methods using crisp decisions are not efficient. Fuzzy logic is a natural approach that can tackle this problem. In this paper, we present a new approach using fuzzy technique for event detection in soccer video. The experiment shows encouraging results for this method

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Graphical exploratory data analysis for ball games in sports

  • Yi, Seongbaek;Jang, Dae-Heung
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.5
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    • pp.1413-1421
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    • 2016
  • In this paper graphical exploratory data analyses are proposed for ball games in sports. The plot of sequence of scoring points of each team can be used to see how the playing game has been processed until the end of each set or quarter. With the plot of sequential score differences through all the games we can see a dominance of each team and the times of score changes, i.e., turnovers. The ternary plots show the contours of scoring compositions for each player and enable us to compare the scoring patterns of each team if any. Using the score sequence plot we also can see the score pattern distribution of players. For demonstration we use the results of the gold medal match between Russia and Brazil for men's volleyball and between USA and Spain for men's basketball at the London 2012 Summer Olympics.

Design of App for sports damage (스포츠 손상 관리를 위한 팀 닥터 앱에 관한 연구)

  • Ha, Yan;Huh, Jun seok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.145-146
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    • 2014
  • 본 논문에서는 스포츠 경기에서 일어날 수 있는 부상에 대해 올바른 지식과 대처방법을 잘 표현하는 앱을 만드는 것으로, 스포츠 팀에 필요한 팀 탁터 역할을 할 수 있는 앱을 설계한다. 일반적으로 팀 닥터는 일정 규모의 선수단이나 경기에서 상주하면서 선수들이 부상이 발생할 때마다 응급처치 및 병원에서 적절한 치료를 받도록 해준다. 그러나, 아마추어팀이나 학생들이 하는 소규모 그룹에서는 거의 코치나 학생들밖에 없는 경우가 다반사이다. 이럴 경우 팀닥터의 역할을 해주는 앱을 사용하므로써 의료기관을 방문하기 전까지 누구나 쉽게 의료정보를 얻고 응급처치를 할 수 있도록 해준다.

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The Effect of Korean National Image on Chinese Female College Student's Attitude towards Korean Fashion (중국 여대생의 한국에 대한 국가이미지 인지가 한국 패션브랜드 인지도와 구매의도에 미치는 영향)

  • Lim, Hyun-Kyung;Lee, Jung-Woo;Kim, Mi Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.4
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    • pp.439-451
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    • 2013
  • This study used Chinese female college students as subjects to classify the components of the Korean national image as well as understand the recognition difference of country image factors and Korean fashion images; in addition, it examined the differences of the effect of Korean national image factors on the Korean fashion attitudes of Chinese female college students. A SPSS 18.0 statistic program with factor analysis, Cronbach's ${\alpha}$, paired t-test, multiple regression analysis, frequency analysis and ${\chi}^2$-test was used. The results are: First, it was shown that there are six factors: culture-society, economy, products, sports, politics, and technology. Second, the recognition difference on the six factors were significantly higher for products, politics, technology, economy, culture-society, and sports, respectively. Third, the difference of Korean fashion images showed that they recognize design uniqueness and diversity to choose styles preferentially. Fourth, the purchase intention was significant in the order of culture-society, products, politics, and sports, and recognition affects culture-society, sports, and products, respectively. Fifth, they prefer THE E-LAND GROUP, Beaucre Merchandising, and The Basic House the most and show a strong purchase intention. The analysis also showed that other various brands that are also recognized. These study results can provide Korean fashion companies with useful implications for marketing.

Motivation for following College Sports Teams' Social Media Accounts (대학스포츠팀 소셜미디어의 이용동기)

  • Park, Jae-Ahm;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6547-6555
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    • 2014
  • This study attempted to verify what motivates fans to follow college sports teams' social media and identify the motivational factors that can best predict fans' social media consumption. Confirmatory Factor Analysis (CFA) indicated that previously identified seven motives for online consumption, i.e., information, diversion, socialization, pass-time, fanship, team support, and technical knowledge, are compatible with the use of college sports teams' social media. In addition, a results of multiple regression found diversion, socialization, fanship, team support, and technical knowledge to significantly predict the level of social media consumption while information and pass-time did not significantly affect social media consumption. In particular, socialization had the greatest influence on social media consumption.

The Development of Rhythmic Balance Training Equipment and its Effect on Performance for Elderly

  • Park, Da Won;Won, Cho Rong;Lee, Sung Ro;Park, Yang Sun
    • Korean Journal of Applied Biomechanics
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    • v.26 no.3
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    • pp.323-331
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    • 2016
  • Objective: The aims of this study were 1) to develop easy-to-use rhythmic balance training equipment for the elderly and 2) to investigate the effect of training with the equipment on balance and physical function. Method: Twenty-one elderly individuals (age: $75.4{\pm}3.34yrs$, height: $152.07{\pm}4.81cm$, weight: $58.35{\pm}8.34kg$) participated in this study. Each participant underwent balance and physical function testing before and after 12 weeks of training with the equipment. Y-balance (i.e. dynamic balance) and one leg static balance tests were used for balance testing, and timed up- and-down-stairs and five times sit-to-stand tests were used for physical function testing. A paired t test was used to determine whether there was a significant pre- and post-training difference. Results: The rhythmic balance training equipment provided a fun and motivating training program with age-friendly music, dance movements for lower extremity strength training, and touch screen controls with simple features. Post-training left foot dynamic balance was significantly greater (p<.05), and static balance with eyes open was significantly improved (p<.05) compared to pre-training. Completion of the timed up-and-down-stairs and the five times sit-to-stand tests was significantly shorter (p<.05) compared to pre-training. Conclusion: Training using the equipment developed in this study improved balance and physical function in elderly participants.

Effects of Sports Drink Including the Extract from Prunus mume on the Changes of Respiratory Variables, Heart Rate, and Blood Lactate Concentration in Submaximal Exercise (매실함유 음료섭취가 장시간 운동시 심박수, 호흡가스 변인 및 혈중 젖산농도 변화에 미치는 영향)

  • 김기진;배지현
    • Journal of the East Asian Society of Dietary Life
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    • v.9 no.2
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    • pp.177-187
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    • 1999
  • This study was designed to investigate the effects of sports drink including the extract from Prunus mume on the changes of oxygen uptake, minute ventilaton, heart rate, and blood lactate concentration during 1 hour treadmill running exercise corresponding to 75%VO$_2$max. Subjects were 16 male athletes(long distance runners and tennis players). The changing patterns of oxygen uptake and minute ventilation showed no significnat difference among all types of sports drink, but the minute vetilation of the placebo group showed a higher value than type I group during submaximal exercise. Although the changing patterns of heart rate and blood lactate concentration showed no significnat difference among all types of sports drink, but type E group showed a lower heart rate compared to Placebo group. And blood lactate concentration of placebo group showed a higher value compared to the value corresponding to lactate threshold during submaimal exercise. but the other types of sports drink showed a lower value of blood lactate concentration. Especially blood lactate threshold of type D and E groups showed a lower value (range from 1.44 to 2.00mM) during submaximal exercise. In these results, the sports drink including the extract from Prunus mume showed no significant effects to the changes of oxygen uptake, minute ventilaton, heart rate, and blood lactate concentration during 1 hour treadmill runnuing exercise corresponding to 75%VO$_2$max. But it could be suggested the positive effects of the intake of sports drink including the extract from Prunus mume on the inhibition of exercise-induced fatigue during submaximal exercise, because of the lower changing Patterns of heart rate, blood lactate concentration, and ventilation efficiency in this results.

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Injuries of the Elite Taekwondo Players in the International Tournament Performance - Analysis of the 2011 Gyeongju World Taekwondo Championship - (엘리트 태권도 선수의 국제 대회 경기 중의 손상 - 2011 경주 세계 태권도 선수권 대회의 분석 -)

  • Kim, Jong Pil;Chung, Phil Hyun;Kang, Suk;Kim, Young Sung;Lee, Ho Min;Choi, Young Hwa
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.10 no.2
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    • pp.86-93
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    • 2011
  • Purpose: The purpose of this study was to analyze the characteristics of the injuries of the national elite Taekwondo players with the best performance in the international championship competition. Materials and Methods: Fifty-two athletes who got the injury in the 2011 Gyeongju World Taekwondo Championship competition were included in this sturdy. 950 members of national team of 146 countries participated in this game, 1,063 matches were performed. We analyzed the characteristics of the injuries such as injury rate by gender, age, weight class, injured region and injury type. Results: Fifty-two athletes of 950 athletes in 1,063 matches got injured and injury rate was 5.47 per 100 participants and 24.47/1,000 athlete-exposures. Injury rate of female athletes was higher than mail, but there was no significant statistical difference (p=0.512). Injury rate of over 30 years old was 17.39 per 100 participants, and injury rate of over 87 kg in male weight class and 68 to 73kg in female weight class were highest than other groups, but there was no significant statistical difference (p=0.838). Overall injury rate of the lower extremity was 13.17/1,000 A-E, higher than upper extremity or head and neck or trunk, but injury rate of the hand was 5.17/1,000 A-E, highest as a specific injured region, followed by the knee, 4.70/1,000 A-E (p=0.714). Injury rate of the sprain was 10.81/1,000 A-E, highest as an injury type, the second most common injury type was the fracture, 5.40/1,000 A-E in men, and was the contusion, 9.63/1,000 A-E in women (p=0.033). As one of the most serious injury, 4 of 8 fractures were occurred in hand. Conclusion: Overall injury rate of the elite Taekwondo players in 2011 Gyeongju World Taekwondo Championship was 5.47 per 100 participants and 24.46 per 1,000 athlete exposures. Although the most common type of injury was the sprain of the knee and ankle, the fractures were more commonly occurred in hand.

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Urinary Mercury Levels Among Workers in E-waste Shops in Nakhon Si Thammarat Province, Thailand

  • Decharat, Somsiri
    • Journal of Preventive Medicine and Public Health
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    • v.51 no.4
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    • pp.196-204
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    • 2018
  • Objectives: To determine urinary mercury levels in e-waste workers in Southern Thailand and the airborne mercury levels in the e-waste shops where they worked, to describe the associations between urinary and airborne mercury levels, and to evaluate the prevalence of mercury exposure-related health effects among e-waste workers. Methods: A cross-sectional study was conducted by interviewing 79 workers in 25 e-waste shops who lived in Nakhon Si Thammarat Province, Thailand. Information on general and occupational characteristics, personal protective equipment use, and personal hygiene was collected by questionnaire. Urine samples were collected to determine mercury levels using a cold-vapor atomic absorption spectrometer mercury analyzer. Results: The e-waste workers' urinary mercury levels were $11.60{\mu}5.23{\mu}g/g$ creatinine (range, 2.00 to $26.00{\mu}g/g$ creatinine) and the mean airborne mercury levels were $17.00{\mu}0.50{\mu}g/m^3$ (range, 3.00 to $29.00{\mu}g/m^3$). The urinary and airborne mercury levels were significantly correlated (r=0.552, p<0.001). The prevalence of self-reported symptoms was 46.8% for insomnia, 36.7% for muscle atrophy, 24.1% for weakness, and 20.3% for headaches. Conclusions: Personal hygiene was found to be an important protective factor, and should therefore be stressed in educational programs. Employers should implement engineering measures to reduce urinary mercury levels and the prevalence of associated health symptoms among e-waste workers.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.