• Title/Summary/Keyword: eSports

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The effects of the playing exercise program for 10 weeks on body composition and physical fitness in the mentally handicapped (지적장애인에 대한 10주간 놀이운동처치가 신체구성과 건강관련체력에 미치는 효과)

  • Son, Won-Il;Jo, Seng-Hak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1548-1556
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    • 2014
  • The study was conducted to analyze the effect of Playing Exercise Program on body composition and physical fitness on mentally handicapped. The subjects participated research were 12 male and 7 female who were mentally handicapped. P.E.P. was applied once a week for 120 minutes in total for 10 weeks. Pre-Post test for body composition (weight, body fat percentage, body fat mass, muscle mass, cell mass) and Physical Fitness (muscular endurance, strength; hand strength, back strength, flexibility; trunk flexion forward) were conducted to analyze the effects. For obtaining the statistics, SPSS 18.0 was used and mean and standard deviation were calculated. T-test was performed to differentiate performance ability and to compare the effect of P.E.P. on body composition and physical fitness for 10 weeks and the statistical level of significance was set to p<.05. The result obtained showed significant difference for only muscle mass in body composition variable. Moreover when analyzing physical fitness variable, there were significant differences in back strength, grasping left and right hand, trunk flexion forward and muscular endurance. Therefore, it can be concluded that the P.E.P. was effective for mentally handicapped. And the program can be utilized as effective energy consumption program and can contribute to preventing adult diseases.

Influence of Electronic-cigarette Smoke on Cardiac Autonomic Nerve Responses in Comparison with Conventional-cigarette Smoke (전자담배흡연이 심장자율신경조절에 미치는 반응: 궐련담배와의 비교 검증)

  • Kim, Choun Sub;Kim, Maeng Kyu
    • Journal of Life Science
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    • v.28 no.5
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    • pp.587-596
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    • 2018
  • This study aims to observe changes in heart-rate variability (HRV) indices induced by e-cigarette and conventional-cigarette smoking and to compare the differences in acute cardiac autonomic regulation. All participants (n=41) were exposed to both e-cigarette smoke (ES) and conventional cigarette smoke (CS) in a randomized crossover trial. HRV analysis was performed during each smoking session based on a recorded r-r interval 10 minutes before smoking and at specified recovery periods (REC1, 0-5 min; REC2, 5-10 min; REC3, 10-15 min; REC4, 15-20 min; REC5, 20-25 min; and REC6, 25-30 min). ES led to a significantly increased cardiac sympathetic index (LF/HF ratio) compared with the baseline, and it shifted the sympathovagal balance toward sympathetic predominance, including reduction in the complexity of the interbeat interval (SampEn). In REC1 after ES, only decreases of parasympathetic indices such as rMSSD, pNN50, HF, and SD1 were indicated. CS sessions produced not only an increased LF/HF ratio during smoking and recovery periods (REC1 and REC4) but also enhanced sympathetic predominance on autonomic balance during smoking and recovery periods (REC1, REC2, and REC4). In the CS trials, parasympathetic indices of time and non-linear analysis (rMSSD, pNN50, and SD1) were decreased during smoking and in REC1 to REC5. SampEn was also reduced during smoking and REC1 to REC4. Acute sympathoexcitatory effects induced by e-cigarette use produced statistically significant results. Parasympathetic withdrawal after smoking suggests that e-cigarettes may cause increased cardiovascular risk.

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.2
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    • pp.61-68
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    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

Low Intensity Resistance Exercise Training with Blood Flow Restriction: Insight into Cardiovascular Function, and Skeletal Muscle Hypertrophy in Humans

  • Park, Song-Young;Kwak, Yi Sub;Harveson, Andrew;Weavil, Joshua C.;Seo, Kook E.
    • The Korean Journal of Physiology and Pharmacology
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    • v.19 no.3
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    • pp.191-196
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    • 2015
  • Attenuated functional exercise capacity in elderly and diseased populations is a common problem, and stems primarily from physical inactivity. Decreased function and exercise capacity can be restored by maintaining muscular strength and mass, which are key factors in an independent and healthy life. Resistance exercise has been used to prevent muscle loss and improve muscular strength and mass. However, the intensities necessary for traditional resistance training to increase muscular strength and mass may be contraindicated for some at risk populations, such as diseased populations and the elderly. Therefore, an alternative exercise modality is required. Recently, blood flow restriction (BFR) with low intensity resistance exercise (LIRE) has been used for such special populations to improve their function and exercise capacity. Although BFR+LIRE has been intensively studied for a decade, a comprehensive review detailing the effects of BFR+LIRE on both skeletal muscle and vascular function is not available. Therefore, the purpose of this review is to discuss previous studies documenting the effects of BFR+LIRE on hormonal and transcriptional factors in muscle hypertrophy and vascular function, including changes in hemodynamics, and endothelial function.

Combined training improves body composition, balance, and muscle function in sarcopenia elderly

  • Jung, Won Sang;Moon, Hwang Woon
    • Journal of Sport and Applied Science
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    • v.5 no.4
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    • pp.1-8
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    • 2021
  • Purpose: Sarcopenia is defined as a decrease in muscle mass, strength, and function with age that affects overall body function. We aimed to investigate the effect of combined training on body composition, balance, and muscle function in sarcopenia elderly. Research design, data, and methodology: Twenty-eight sarcopenia elderly (age 74.9±4.5 years) were randomly assigned to an exercise, EG (n=14), or a control, CG (n=14), group. The EG performed an intervention consisting of combined exercise training (60-75 min) for a total of 12 weeks, three times a week. The CG maintained their usual daily lifestyle during the intervention period. We measured body weight, body mass index (BMI), % body fat, free fat mass, balance ability, peak torque in shoulder, knee, and lumbar joints normalized for bodyweight in one second. Results: The EG showed improved body composition (i.e., BMI, fat-free body mass, fat mass; all p < 0.031, η2 > 0.179), balance (i.e., right and left of static and dynamic balance and fast 10 m walk; all p < 0.049, η2 > 0.152), and muscular function (i.e., 90°/sec and 180°/sec peak power per kg bodyweight, 90°/sec average power per kg bodyweight, 180°/sec total work, and 180°/sec endurance ratio; all p < 0.045, η2 > 0.158). Conclusions: Combined exercise training improves muscle mass and strength, body composition, balance, and muscle function in sarcopenia elderly.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Improvement Direction of Middle & High School Exercise in the Morning by IPA (IPA 분석을 통한 중·고등학교의 아침운동 개선방안)

  • Lee, Keun-Mo;Lim, Soo-Woen;Lee, Hyuck-Gi;Kim, In-Hyung
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.35-46
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    • 2016
  • This study aims to observe the operation aspect of physical education during before class and further, to search for the utmost improvement direction using IPA (Importance-Performance Analysis). 500 middle & high school students have chosen through a purposeful sampling method, and 430 was used for analysis. The results were as follows. The quadrant I is "the keep up the good work" part. And the quadrant I includes "de-stress", "the pleasure of school life", "improvement in performance", "peer relationship", "help for P.E.", "health promotion", "sport facility surroundings", "rules", "teacher leadership", "passionate coaching", "fair coaching", "improvement in exercise ability", "understanding P.E." The quadrant II is "the concentrate here" part. And the quadrant II includes "develop talent", "excercise time", "safety management for exercise facility", "new sports event", "consider needs and interests", "consider level" "consider gender". The quadrant III is "the low priority" part. And the quadrant III includes "change of personality", "ability to do various sports event", "develope thinking ability". "communication with peer" "an intelligible explanation" In order to improve the quality of before classes, first, "safety connected program" second, "emotional and intellectual development program", third, "divided classes per level and gender", and the last, "professional manpower for developing the quality of class" are needed.

Strong Attachment toward Human Brand and Its Implication for Life-Satisfaction and Self-efficacy: Hero versus Celebrity

  • Jun, Mina;Kim, Chung K.;Han, Jeongsoo;Kim, Miyea;Kim, Joshua Y.
    • Asia Marketing Journal
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    • v.16 no.1
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    • pp.101-116
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    • 2014
  • In the year 2013, Warren Buffett was named one of the most influential people of the year by TIME magazine. When people are exposed to such news, they show strong interest in who the influential people are and how those people became so successful. Likewise, people show strong attachment to other prominent figures as well. This social phenomenon indicates that people perceive well-known persona like business leaders, TV stars or sports stars etc. as human brands of intangible assets. As the role of these human brands is becoming more important, people tend to develop stronger attachment toward them. Another notable modern social phenomenon is people's pursuit of life-satisfaction and social well-being. People desire to increase their quality of life by having quality time with family and friends, and also by building attachment towards celebrities, sports stars, and so on. The main objective of this study is to examine how attachment toward human brands affects quality of life. While existing studies on human brands examined antecedents of attachment, e.g., some needs fulfillment such as A-R-C needs (autonomy, relatedness and competence needs) fulfillment, this study focuses on the outcome variables of attachment, e.g., how attachment toward human brands affects stress relief and life satisfaction through self-efficacy. Based on previous research, we divided human brands into two types: heroes and celebrities. Heroes are defined as people who have considerable and lasting importance on both societal and individual levels, and celebrities are defined as people who are well-known but have little or no short-term impact on society and individual levels. This study focuses on how attachment toward each type of human brands, celebrities and heroes, affects the quality of life or well-being. This study focuses on three important outcome variables; stress relief, life satisfaction, and self-efficacy, (three variables) which have been recently gaining importance, especially in the domain of positive psychology. Major findings from the present study show that although celebrities draw attachment from people by providing fun and entertainment or providing stress relief, they have weak influences on the wellbeing or efficacy of individuals at a deeper level. In contrast, attachment toward heroes helps people live better by providing meaning and positively influencing life satisfaction through self-efficacy (Frankl 1997). These results are consistent with the main tenet of 'positive psychology' which seeks "to find and nurture genius and talent and to make normal life more fulfilling" (Seligman and Csikszentmihalyi 2000). Considering the fact that certain celebrities are perceived as heroes to some, we can conclude that celebrities can become heroes if they provide meaning and value to the lives of people. This study contributes to the research stream of human brands since the most current leading research (e.g., Thomson 2006) indicated the need to look at the resulting effect of attachment on life satisfaction through self-efficacy. Another important contribution is that we empirically documented the different effects of celebrities and heroes. As expected, this study shows that heroes more deeply influence the lives of individuals in the long term while celebrities do so rather shallowly in the short term. The issues of the influence of heroes on the individuals' lives need to be further investigated in relation with the perspective of positive psychology.

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The Relationship between the Distance and Kinematical Parameters of Javelin in Korean Male Javelin Throwers (한국 남자 창던지기 선수들의 창의 운동학적 요인과 기록과의 관계)

  • Kim, Woo-Jin
    • Korean Journal of Applied Biomechanics
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    • v.24 no.3
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    • pp.217-227
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    • 2014
  • The purpose of this study was to investigate the relationship between distance and factors of javelin in korean male's javelin throwing. To accomplish this purpose, the analyzed trail selected total 29 trails (subjects 9) recorded more than 65 m in the 93rd National Sports Festival. The Kwon3D 3.1 version was used to obtain the three dimensional coordinates about the top, grip, end of javelin. And the kinematic data such as projection factors and direction angle of javelin calculated using Matlab2009a program. The statical analysis on the records (n=29) were used to Pearson's product moment correlation coefficient. There was a statistically positive relationship between the records and horizontal velocity (r=.866, ${\rho}$<.01), height (r=.541, ${\rho}$ <.001), height rate (r=.373, ${\rho}$ <.05) and horizontal displacement of javelin (r=.749, ${\rho}$ <.01), but the medial/lateral velocity showed a negative relationship to r=-.663 (${\rho}$ <.01). The attack and yaw angle showed not a significant relationship between the records, but the medial-lateral tilt (E1:r =-.557 [p<.01)] E2:r=-.629 [${\rho}$<.01], E3:r=-.528 [${\rho}$ <.01]) and attitude angle (E2:r=-.629 [[${\rho}$<.01], E3:r=-.619 [${\rho}$ <.01]) of javelin showed a negative relationship between the records, as well as the projection angle of javelin (r=-.419, ${\rho}$ <.05) showed a negative relationship between the records.

Subdivision Ensemble Model for Highlight Detection (하이라이트 검출을 위한 구간 분할 앙상블 모델)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.620-628
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    • 2020
  • Automatically predicting video highlight is an important task for media industry and streaming platform providers to save time and cost of manual video editing process. We propose a new ensemble model that combines multiple highlight detectors with each focusing on different parts of highlight events. Therefore, our model can capture more information-rich sections of events. Furthermore, the proposed model can extract improved features for highlight detection particularly when the train video set is small. We evaluate our model on e-sports and baseball videos.