• Title/Summary/Keyword: soccer players

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Os Submalleolare in Sports players (스포츠 선수에서 발생한 내과하 부골증)

  • Lee, Kyung-Tai;Young, Ki-Won;Kim, J-Young;Lim, Tai-Kang
    • Journal of Korean Foot and Ankle Society
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    • v.7 no.2
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    • pp.218-222
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    • 2003
  • Purpose: The objective of this study was to define the Os submalleolare as an any ossicles below medial malleolus of tibia and to determine the characteristics of clinical and radiological characteristics and to evaluate results of surgical treatment of Os submalleolare in sports player group. Materials and Methods: Twenty-two patients with Os submalleolare were identified between November, 1, 1998 and June, 30, 2002. Results: The mean age was 18.3 years. All patient were male and soccer players comprised 71%(20 cases). Associated disease were 8 cases(29%) of chronic ankle instabilities, one case(4%) of anterior impingement syndrome and one (4%) of plantar fascitis. The most common clinical symptom was pain during walking and sports activity and sign was tenderness around medial malleolus. Only simple radiograph could reveal presence of ossicle and differentiate with acute fracture. If symptom and sign obscured, Bone scan(7 cases) and MRI(3 cases) identify causes of pain and tenderness. As a surgical treatment, all bony fragment caused symptom and sign were eliminated and medial collateral ligament was reattached meticulously. Associated chronic ankle instability were present, modified Brostrom procedure was done simultaneously. On follow-up, The symptomatic pain were wholly disappeared at average 2.2 months (1-6months) after operation. On one year follow-up, all patients have been daily life without any complaints and have gone back to the game within three months. Conclusion: as submalleolare have relatively rare incidence in sports players and most common clinical symptom and sign is tenderness on medial malleolar area of ankle, can be diagnosed both physical examination and plain X-ray film. As a treatment, Removal of ossicle and reattachment of MCL could obtain excellent or good results.

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Effect of Iron Supplementation and Training on Serum Lipid and Lipoprotein Cholesterol Profile (철분과 운동이 혈청 지질과 지단백 콜레스테롤에 미치는 영향)

  • 김혜영;강형숙
    • Korean Journal of Environmental Biology
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    • v.21 no.2
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    • pp.189-193
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    • 2003
  • This study has been performed to investigate the changes in serum lipid and lipoprotein profiles of the national female soccer players during summer training season. Twenty five Korean national soccer players participated in the study. The mean age of the subjects was 23.3$\pm$2.5 years old. Their mean carrier as soccer player was 11.0 $\pm$2.6 years. Mean height was 164.4$\pm$5.7 cm and mean weight was 57.4$\pm$4.6 kg. Mean body fat percent was 23.9$\pm$3.0% and body mass index was 22.4$\pm$6.0. Mean serum triglyc eride concentration was normal (81.0$\pm$26.3 mg $dl^{-1}$), but total cholesterol (224.3$\pm$58.3 mg $dl^{-1}$) and LDL-cholesterol (162.2$\pm$59.0 mg $dl^{-1}$ were higher than normal range. Hematocrit, hemoglobin and total iron binding capacity were low, but in a normal range. Serum triglyceride concentration was negatively correlated with red blood cell counts (r=-0.448, p<0.05). Meanwhile, HDL-cholesterol was positively correlated with hematocrit percent (r=0.408, p<0.05). Therefore, better iron status was related with better serum lipid profiles of the subjects. Four weeks of iron supplementation had no effect on serum lipid and lipoprotein cholesterol of the subjects.

Effects of High Fat Diet on the Level of Serum Lipids, Glucose and Free-fatty Acid for Soccer Player at the Before and After Game.

  • Han, Sung-Sup;Baek, Yeong-Ho;Yeom, Jong-Woo;Baek, Yeong-Ho
    • Journal of Life Science
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    • v.11 no.2
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    • pp.135-139
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    • 2001
  • The goal of this study was to find out the effective diet prescription for the exercises. To accomplish this purpose, we investigated the effect of free-fatty acid diet (FFAD) on two groups of the K technical high school soccer players; one group with 7 members for normal diet (NORD) and another group with 7 members for high-fat diet (HFD). HFD group was fed far three days before the game. Results were as follows: i) Blood glucose level was increased with statistical significance in HFD group (P<.01) compared to the NORD group. After plying game, the glucose level was increased in the both groups ii) The contents of free-fatty acid (FFA) was significantly increased in HFD group (P<.0001) compared to the NORD group. After playing game, the FFA level was also increased in both groups iii) The levels of T-C, HDL-C and LDL-C were slightly increased in both NORD and HFD groups after playing game, while the TG level was slightly decreased. However, the differences were not significant. These results imply that HFD may not affect the level of seam lipids. Overall, the level of glucose and FFA were increased, but other types of lpids were not changed. From these studies, we observed the increase in the level of glucose and FFA but not other sew lipid. These results indicate that HFD may induce the body energy-utilizing system during long-lasting exercise such as playing soccer game.

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Exploring convergent development of youth soccer league(i-league) (유소년 축구리그(i-리그)의 융합적 발전방향 모색)

  • Jun, Sun-Hye;Lee, Pum-Mook
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.341-349
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    • 2019
  • The purpose of this study is to analyze the problems facing the youth soccer league(i-league) and present their development directions. The study method used focus group interviews. The results of the study are summarized into three: First, promotion and regional league operation were highlighted as problems of i-League and the solution was the unification system of the Korean Olympic Committee(KOC) and the Korea Football Association(KFA), and the operation of each region by itself. Second, issues resulting from the integration of youth club league and i-league were revealed as level differences by teams and leak of the motivation for winning. Operation of the elevating system was proposed as a solution, and such as fare play team award, voluntary activity team award will derive important virtues for youth. Third, KOC and KFA need additional support for various environments and administrative areas such as facility security, training for leaders and officials, and registration of players.

Raising Visual Experience of Soccer Video for Mobile Viewers (이동형 단말기 사용자를 위한 축구경기 비디오의 시청경험 향상 방법)

  • Ahn, Il-Koo;Ko, Jae-Seung;Kim, Won-Jun;Kim, Chang-Ick
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.3
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    • pp.165-178
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    • 2007
  • The recent progress in multimedia signal processing and transmission technologies has contributed to the extensive use of multimedia devices to watch sports games with small LCD panel. However, the most of video sequences are captured for normal viewing on standard TV or HDTV, for cost reasons, merely resized and delivered without additional editing. This may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera techniques, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Moreover, it is also difficult to recognize the contents of the scorebox which contains the elapsed time and scores. This renuires intelligent display technique to provide small-display-viewers with better experience. To this end, one of the key technologies is to determine region of interest (ROI) and display the magnified ROI on the screen, where ROI is a part of the scene that viewers pay more attention to than other regions. Examples include a region surrounding a ball in long-shot and a scorebox located in the comer of each frame. In this paper, we propose a scheme for raising viewing experiences of multimedia mobile device users. Instead of taking generic approaches utilizing visually salient features for extraction of ROI in a scene, we take domain-specific approach to exploit unique attributes of the soccer video. The proposed scheme consists of two modules: ROI determination and scorebox extraction. The experimental results show that the proposed scheme offers useful tools for intelligent video display on multimedia mobile devices.

A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.

Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

Mechanism of Injury in the Anterior Cruciate Ligament Tears Sustained in Participation in Soccer (축구 손상에 의한 전방 십자인대 파열 환자의 수상 기전)

  • Cho, Kwang-Hyun;Park, Young-Eun;Choi, Nam-Hong
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.7 no.1
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    • pp.33-36
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    • 2008
  • Purpose: The purpose of this study was to evaluate the mechanism of injury in the anterior cruciate ligament tears sustained in participation in soccer. Materials and methods: 50 patients whose knees were injured during playing soccer were enrolled in this study. The mean age was 27 years old, 47 were male and 3 female. 15 of them were either professional or amateur soccer players, the rest were non-professional. The injury mechanism was investigated by evaluation of the medical records or by telephone interview. Results: The injury mechanism involved contact injuries in 17 patients and non-contact in 33. 41 patients were bearing weight on the involved side at the time of injury, and 9 patients were not. In cases of contact injury, 9 of the 17 patients had sustained a valgus force to the knee, and 5 patients had varus force, 11 patients had their foot planted, and 6 did not. Among those patients with a planted foot, 3 patients were injured by the rotation of the thigh, 1 patient was injured by hyperextension, and there were no deceleration mechanism injuries. In non-contact injuries, 30 out of 33 patients had their foot planted at time of injury and only 3 patients did not. Of these 30 patients, 16 were injured by the rotation of thigh, 6 sustained a varus force on the knee joint and 5 had a valgus force, 5 were injured by hyperextension, and 2 by deceleration. 3 patients, who did not have their foot planted, were injured while kicking with the involved leg. Conclusions: For soccer players in this series, the most common mechanisms resulting in anterior cruciate ligament tears were non-contact, most often by rotation of the torso over a planted foot. In contact injuries, the most common mechanism was the application of valgus force by tackle.

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Application Development for Players' Evaluation in Soccer Game using Smartphone Sensors (스마트폰 센서를 이용한 축구선수 평가 어플리케이션 개발)

  • You, Gwang-Ho;Kim, Kyeong-Rok;Kim, Min-Goo;Kim, Hak-Young;Kim, Jin-Il
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.581-583
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    • 2017
  • 스마트폰에 내장된 중력 센서, 가속도 센서, 자이로 센서, GPS 등을 이용해 행동 패턴을 학습시킨다. 이로부터 축구 경기를 하는 이용자의 행동을 분석하여 선수의 경기에 대한 평점과 알맞은 포지션을 추천해주는 스마트폰 어플리케이션을 개발한다. 본 연구는 전문 장비 없이 선수들이 자신의 경기를 분석할 수 있도록 개발되었으며, 실험결과 원하는 정보들을 산출할 수 있었다.

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A Statistical Study on Relationship between Running Distance of Players and Strike Rate in A Soccer Game (축구 경기에서 선수의 이동 거리와 경기 승율과의 관련성에 관한 통계적 연구)

  • Oh, Kyung-Seok;Choi, Yoo-Joo;Yang, Janghoon
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1577-1578
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    • 2015
  • 다양한 객체 추적 기술들이 스포츠 분야에 활용이 되면서, 방송이나 경기력 분석에 많이 사용되고 있다. 이 연구에서는 2014년도 K리그 경기중 승패가 결정된 17경기를 동영상 경기 분석 프로그램으로 처리된 데이터를 활용하여 뛴 거리와 경기 승패와의 관련성에 대해서 통계적으로 분석한다. 뛴거리는 총 뛴거리, 점유시 뛴거리, 비점유시 뛴거리로 나누어 분석하고, 그 결과 비점유시 뛴거리의 차이가 경기의 승패에 영향을 준다는 것을 카이검정을 통해 확인하였다.