• 제목/요약/키워드: professional sport

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Use of Multimedia Technologies in the Training of Physical Culture and Sports Specialists

  • Shevchenko, Olha;Bahinska, Olha;Markova, Olena;Broiakovskyi, Oleksandr;Bielkova, Tetyana;Honcharenko, Ivan;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • 제22권7호
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    • pp.245-251
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    • 2022
  • Educational reform in Ukraine encourages the use of multimedia technologies in the training of specialists in Physical Education and Sports, which is one of the promising directions of education development. Therefore, the article specifies the content of the terms "innovation" and "technology". For modern society, the introduction of multimedia technologies in education is not so much theoretical as pragmatic, since under condition of globalization it concerns its historical development and prospects associated with the so-called "high technologies".Our goal is to improve the training of Physical Education and Sports specialists by means of multimedia technologies. All of innovative technologies can be divided into four groups, depending on the appropriate form of educational activity for their use. The development of multimedia technologies in the training of specialists in Physical Education and Sport at the present stage of education development should be carried out in accordance with the criteria of manufacturability, which are presented in the article: scientism, to rely on the theoretical provisions of pedagogical science and methods of teaching the discipline, socially recognized educational goals, prospects for modernization of Education; consistency, which provides for the interaction of parts and the whole in the organization of the study environment, as a result of which the physical development of the young generation is an integral entity; guarantee, that is, the error between the planned and obtained results should be minimal; manageability, that is, full management of the stages of work of the teacher and students, which make up the completed cycle of actions; mass participation, for the purpose of applying the technology does not depend on the physical training of students, the pedagogical skill of the teacher and the type of educational institutions. The article presents the theory and method of organizing sports events and circuses in the training of specialists in Physical Education and Sports by means of multimedia technologies. In order to increase the level of physical development of a person, physical fitness and the state of health of students, which has a clear trend to constant deterioration, it is necessary to instill love for sports, carry out high-quality training and organize sports events using multimedia technologies. In the process of sports activities, the participants' mental education is carried out. There are two types of communication here: direct and indirect, which are described in the article.In games and sports competitions, there are many opportunities for forming rules of collective behavior. The main issues of the organization of sports activities by means of multimedia technologies have been clarified. During sports competitions, the tasks presented in Physical Education and sports classes are improved, which ensure the improvement of physical and theoretical training of the individual. The pleasure of sports, bright, emotional spectacles, confirmed by multimedia technologies, arises from the participation of the viewer in them.

도농지역 사회복지형 문화재생 공간의 신체활동 치유 프로그램 참여자의 인식 및 수요분석 - 김천시를 대상으로 - (Awareness and Demand Analysis of Participants in Physical Activity Therapy Program of Social-welfare Type Cultural Regeneration Spaces in Urban-rural Region - The Case of Kimcheon -)

  • 박상균;;오윤지;김대식;이왕록
    • 농촌계획
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    • 제28권1호
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    • pp.81-87
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    • 2022
  • This study analyzed the awareness and demand of participants in a physical activity therapy program(PATP) of a social welfare-type cultural regeneration space in urban and rural areas. As a result of analyzing the demographic characteristics, the female(68.4%) were more than the male, and 30-39 years old(53.3%) were the most generation in the PATP participants. As a result of frequency analysis by all subjects, gender and age, 78.4% of the respondents had never participated in PATP before. The most duration of the PATP was 30 to 60 minutes(24.6%). 73.5% of the respondents answered that it was not feeling difficult at all to the intensity of PATP, and 94.8% of the respondents were satisfied with the intensity of PATP. The most respondents preferred to participate again with if the new PATP starts(97.2%) and to join the new PATP with his or her family members(85.7%). In addition, the participants under the age of 39(24.3%) perceived that the effect of improving physical fitness by PATP was higher than over 40 years of age(11.9%). As a result of logistic regression analysis, it was found that only the age had a significant effect(p<.01) on intensity of PATP. It means that the perceived intensity of PATP was different between the older and young generation. However, the PATP was not designed to meet the participants age and fitness levels, and even the general exercise prescription guidelines based on professional scientific data such as exercise frequency, exercise intensity, exercise time, exercise type, and characteristics of the participants in the spaces. In conclusion, to encourage and promote the participants motivation and health-related fitness level in the spaces for the future. The various type of PATP that include a few different intensities for all genders and age groups, and a customized program based on systematic and scientific exercise prescription guidelines.

프로야구 활성화를 위한 구단과 관중의 정서적 연대에 관한 연구 (A Study on the Emotional Solidarity of the Club and the Spectators for the Activation of Professional Baseball)

  • 김진국;양성철
    • 한국엔터테인먼트산업학회논문지
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    • 제13권7호
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    • pp.261-272
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    • 2019
  • 본 연구는 프로야구 관중의 구단과 자아이미지 일치성이 구단 충성도에 미치는 영향에서 정서적 유대감의 조절효과를 규명하여 구단과 관중의 정서적 유대감의 효과성을 제고하고, 구단의 브랜드 마케팅 전략 수립에 시사점을 제시하는 데 그 목적이 있다. 이를 위해 프로야구 관람객 500명을 대상으로 설문조사를 수행하였고, 450부의 수집된 자료를 기초로 SPSS 21.0을 이용하여 상관관계분석, 단계적 회귀분석 및 위계적 회귀분석을 실시한 결과는 다음과 같다. 첫째, 프로야구 관중과 구단의 자아이미지 중 현실적 자아이미지 요인이 구단 충성도에 유의미한 영향을 주는 것으로 나타났다. 둘째, 현실적 자아이미지 일치성이 구단 충성도에 미치는 영향에서 현실적 자아이미지 일치성이 조절되는 것으로 확인되었다. 이러한 결과는 정서적 유대감 형성이 이상적 자아이미지 일치성에는 영향력이 없고, 현재 구단이 보여주고 있는 현실적 자아이미지와 관련이 있음을 실증하였기 때문에 이러한 점들을 고려하여 보다 이러한 효과가 부각될 수 있는 마케팅 전략 수립이 필요할 것으로 판단된다.

빅카인즈 분석을 활용한 플로깅 문화와 프로스포츠 분야의 동향 분석 (Analysis on Trends in Plogging Culture and Professional Sports Using BIG KINDS Analysis)

  • 나규민;오경아
    • 한국응용과학기술학회지
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    • 제40권5호
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    • pp.1072-1080
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    • 2023
  • 본 연구의 목적은 스포츠분야 '플로깅'에 관한 주요 키워드와 사회현상을 분석하고 중요 정보를 도출하는 것이다. 이러한 목적을 달성하기 위해 한국언론진흥재단에서 제공하는 뉴스분석시스템 빅카인즈(BIG Kinds)를 활용하여 분석하였다. 분석기간은 2018년부터 2022년이며, 수집된 뉴스 5,148건 중 스포츠분야에 해당하는 42건을 최종적으로 사용하여 분석하였다. 분석방법은 빈도분석, 관계도분석, 연관어분석을 실시하였으며 결과는 다음과 같다. 첫째, 스포츠분야 '플로깅' 관련 빈도 분석 결과, '제주', '선수들', '구국제마라톤대회', 'SSG', '이봉주 선수' 등의 키워드를 확인할 수 있었다. 둘째, 스포츠분야 '플로깅' 관련 관계도분석 결과, '코로나19', '국가대표', '엘리트', '마스터즈', '코로나' 등의 키워드를 확인할 수 있었다. 셋째, 스포츠분야 '플로깅' 관련 연관어분석 결과, '합성어', '봉사활동', '마스터즈 비대면', '제주', '선수들' 등의 키워드를 확인할 수 있었다. 국내 프로스포츠 분야의 플로깅은 국제 스포츠기구의 탄소중립실천을 위한 환경 활동 참여와 프로구단의 홍보를 목적으로 적극 활용하는 것으로 나타났다.

남자 고등학교 사이클 선수의 하반신 유형 분류에 따른 선수용 사이클복 하의 치수설정에 관한 연구 (A Study on Sizing System of Cycle Tights for Athlete depending on Lower Body Type for High School Boys Cyclist)

  • 박현정;도월희
    • 한국의류산업학회지
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    • 제19권3호
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    • pp.320-330
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    • 2017
  • People have recently became interested in eco-friendly cycling that attracted further attention as a sport activity. The number of high school cyclists has increased due to the popularity of cycling; however, high school cyclists have trouble choosing cycling suits because there is no professional cycling suit for high school cyclists in Korea. Therefore, it is necessary to develop a professional cycling suit for high school cyclists because sportswear for athletes is an important means to improve performance. This study suggests a standard sizing system for high school student athletes' cycle tights. The subjects were 111 high school cyclists. The 3 clusters were categorized by cluster analysis, and the sizing system was classified according to three lower body types. The size intervals of waist girth, hip girth and height were 5cm, respectively. The most frequent sizes were 75-100-175 in figure type 1, 70-90-170 and 75-95-170 in figure type 2, 70-90-175 and 70-90-180 in figure type 3. The sizing system, which had frequencies more than 3.6%, was classified into 9 cases, 8 cases, and 5 cases, respectively by lower body types. The results will contribute to the development of athletic performance cycle wear for high school cyclists.

The Effect of Professional Sport Spectator's Experience Economy Factors on Satisfaction: Focused on Mediating Effects of Attachment and a Sense of Community

  • LEE, Hyuk-Jin;JUNG, Sam-Kwon;SEONG, Myeong-Hee
    • The Journal of Asian Finance, Economics and Business
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    • 제6권3호
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    • pp.269-282
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    • 2019
  • The purpose of this study is to investigate the relationship between the spectator experience and satisfaction with a focus on attachment and a sense of community. The survey was given to random spectators who watched KBO (The Korea Baseball Organization) games in 2018. With 189 surveyed participants, this study used exploratory factor analysis and reliability analysis to verify the reliability and validity of the measured variables. The hierarchical multiple regression correlation was employed as a statistical method for the hypotheses of this study. The findings showed that spectators' experiences have influences on satisfaction. Among the experience factors, education and entertainment affect attachment, and education has the only significant influence on a sense of community. In addition, spectators' attachment and a sense of community positively influence satisfaction. Attachment and a sense of community have a relatively mediated effect on spectators' experiences and satisfaction. This study confirmed the need for various spectator experiences at KBO games, and the importance of place attachment or a sense of community.

베이징 올림픽 대한민국 선수단의 물리치료 이용 실태 (The Use on Physical Therapies of Korean Delegation in the 2008 Beijing Olympic Games)

  • 안승헌;이제훈
    • 대한물리의학회지
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    • 제5권3호
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    • pp.341-350
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    • 2010
  • Purpose : To provide information and data about the physical therapy service for planning future Olympic and other mass gatherings. Methods : To document the injuries sustained during the 2008 Beijing Olympic Games in a sample of patients visiting the physical therapy department of the Korean Olympic Committee. Athletes visited the physical therapy department in 2008 Beijing Olympic Korean delegation from 1 August through 22 August. Results : The sex ratio of athletes who visited physical therapy room was male 27.5%, female 72.5% and that number of case sports were higher Handball (26.2%), hockey (15.8%), archery (10.4%). The most prevalent injury of body parts was shoulder (15.1%), followed by the lumbar(14.2%), and the cervical spine (10.5%). Treatment modality had manual therapy(891), electrical therapy (584), ultrasound (461) and the number of taping were handball (47.8%), hocky (23.8%), judo (8.2%). Ankle (31.4%) was the most body parts of taping. Conclusion : Physical therapy in sport as a professional sports event to get their players to injury prevention and treatment. These results can be of help to optimize the strategies to prevent injuries and to treatment the injured athletes.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권11호
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Application of Digital Human Modeling for Design of Yacht

  • Kim, Dong-Joon;Ko, Chan Gil;Lee, Yujeong;Chang, Seong Rok
    • 대한인간공학회지
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    • 제32권5호
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    • pp.475-480
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    • 2013
  • Objective: In this study, virtual reality was adopted to consider ergonomic factors in yacht design. Virtual human which is the same actual human was created in virtual environment using Digital Human Modeling which has been used in the manufacturing communities to design better workplaces and maximize the safety of workers. Background: During the past 40 years yachting has expanded from being, generally speaking, a minority sport - too expensive for the large majority of people - into a major recreational activity practiced by millions all over the world. Many new yacht designs have appeared and number of professional, as well as amateur designers has increased steadily. But they had not considered ergonomic factors in yacht design. Method: Worker's posture, traffic line and workload had been analyzed in sailing yacht. After the caution level was evaluated, we pointed out clues which had high workload and interference. To reduce workload, we applied ergonomic principles for improving working conditions and environments in Digital Human Model. Results: We found the space problems and workload of postures. Conclusion: (1) Unnatural posture of crews was sustained. (2) Workload that occurs in the human body was overloaded. (3) Crew's work space was very narrow. Application: This study will be applied the new ergonomic design of yacht.

Managing Relationship Marketing between Football Club Organization, Players, and the Fans Club Community

  • Hidayat, Z.;Bagastara, Ian;Irawan, Rahmat Edi
    • Journal of Sport and Applied Science
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    • 제6권2호
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    • pp.9-18
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    • 2022
  • Purpose: This research aims to analyze the relationship marketing between football club organizations, players, and the fans club community. Research design, data, and methodology: An ethnographic approach was used to observe for eight months in the community, interviews, and documents analysis in Bonek Mania community fans club and Persebaya, a football club management in Surabaya, Indonesia. Results: The results show that the management of the football club has maintained the football high-end brand image in the national league. Stakeholders have endeavored to build the values and shared meaning with the public and cohesively with Bonek Mania. The struggles and achievements are intended to maintain the local collective memory of Surabaya's patriotism as the "city of heroes." Sustainable relationships were built by professional football club managers, players, and the fans club to foster the spirit, economic resources, and sustainable development. Conclusions: This research implies that it can provide direction for the management of football clubs by paying attention to relationship marketing, developing unique local values to build the customers' loyalty. Further implications were discussed.