• Title/Summary/Keyword: sports data analysis

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Effect of Individualized Exercise Program for Preventing Metabolic Syndrome among IT Company Office Workers (IT 기업 사무직 근로자의 대사증후군 예방을 위한 맞춤형 운동프로그램의 효과)

  • Kyungun Bae;Sung Hyun You;Dabi Shin;Yuncheol Ha;Hongmin Kim;Byungchan Pak;Hyosang Kim;Shinae Park
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.34 no.1
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    • pp.77-84
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    • 2024
  • Objectives: Interventions promoting physical exercise and healthy habits in workplaces have been shown to be effective in reducing risk factors for metabolic syndrome. This study was conducted to examine the effects of an individualized conditioning exercise program of IT company office workers with or at higher risk of metabolic syndrome. Methods: A total of 444 IT company office workers with or at higher risk of metabolic syndrome participated in a 3-month conditioning exercise program. Body composition data using bioelectrical impedance analysis and cardiopulmonary data using cardiopulmonary exercise testing from 53 individuals (mean age: 34.8 ± 7.1 years, sex : 21% female, height : 170.4 ± 6.8 cm, weight : 75.2±12.2 kg, body mass index : 25.8±3.3 kg/m2) who have successfully completed pre-test, intervention, and post-test were analyzed. The 12 weeks intervention encompassed: (1) health counseling (2) supervised exercise(endurance-based, aerobic exercise, or circuit training once a week for 50 minutes at heart rate reserve(HRR) of 77-95%) (3) self-directed exercise and biweekly health screening checks. Results: The results indicated a significant decrease in body weight, body fat mass and body mass index, respectively. Moreover, VO2peak, AT VO2 and AT Time significantly improved, respectively. Resting blood pressure(SBP/DBP) showed positive changes but were not statistically significant. We observed the correlation between characteristics of participants and rate of changes in cardiopulmonary outcomes of participants, there are no significant correlation. These results indicate positive changes in body composition and cardiorespiratory fitness parameters following individualized conditioning exercise program. Conclusions: Individualized workplace exercise program for preventing metabolic syndrome can lead to improvements in body composition and cardiorespiratory fitness.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Kinematics and Grip Forces of Professionals, Amateurs and Novices during Golf Putting (퍼팅 시 프로와 아마추어, 초보 골퍼사이의 운동학적 변인과 그립 악력 비교)

  • Choi, Jin-Seung;Kim, Hyung-Sik;Kang, Dong-Won;Kim, Han-Su;Oh, Ho-Sang;Seo, Jeong-Woo;Yi, Jeong-Han;Lim, Young-Tae;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.21 no.4
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    • pp.405-410
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    • 2011
  • The purpose of this study was to compare the differences in kinematic variables and grip forces among professionals(PG), amateurs(AG), and novice group(NG) during golf putting. The participants consisted of 3 groups based on their playing ability: 8 professional golfers (handicap<5), 8 amateurs (handicap<18) and 8 novice. Each subject attempted 2.1m putts from the hole. 3D motion analysis system(Motion analysis Corp., USA) with 6 high speed cameras and grip force measurement system(Kim et al., 2007) were used to acquired kinematic and force data, respectively. To compare differences among groups, joint angles of upper limbs, trajectory and smoothness by jerk cost function(JC) of putter head and grip forces were used in this study. Results showed that there were significant differences among groups in most of variables such as joint angles, trajectory & smoothness of putter head, and distribution of grip force in both hands. In brief, we confirmed that putting stroke in PG was more accurate and smooth than that in other groups, especially NG, due to their well-controlled upper limbs and keeping grip forces constant in both hands. It can be concluded that due to skilled levels, fundamental differences of putting movement could be identified and these differences might be helpful for improving one's putting skills.

Biomechanical Analysisz of Varying Backpack Loads on the Lower Limb Moving during Downhill Walking (내림 경사로 보행시 배낭 무게에 따른 하지 움직임의 운동역학적 분석)

  • Chae, Woen-Sik;Lee, Haeng-Seob;Jung, Jae-Hu;Kim, Dong-Soo
    • Korean Journal of Applied Biomechanics
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    • v.25 no.2
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    • pp.191-198
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    • 2015
  • Objective : The purpose of this study was to conduct biomechanical analysis of varying backpack loads on the lower limb movements during downhill walking over $-20^{\circ}$ ramp. Method : Thirteen male university students (age: $23.5{\pm}2.1yrs$, height: $175.7{\pm}4.6cm$, weight: $651.9{\pm}55.5N$) who have no musculoskeletal disorder were recruited as the subjects. Each subject walked over $20^{\circ}$ ramp with four different backpack weights (0%, 10%, 20% and 30% of body weight) in random order at a speed of $1.0{\pm}0.1m/s$. Five digital camcorders and two force plates were used to obtain 3-d data and kinetics of the lower extremity. For each trial being analyzed, five critical instants were identified from the video recordings. Ground reaction force, loading rate, decay rate, and resultant joint moment of the ankle and the knee were determined by the inverse dynamics analysis. For each dependent variable, one-way ANOVA with repeated measures was used to determine whether there were significant differences among four different backpack weight conditions (p<.05). When a significant difference was found, post hoc analyses were performed using the contrast procedure. Results : The results of this study showed that the medio-lateral GRFs at RHC in 20% and 30% body weight were significantly greater than the corresponding value in 0% of body weight. A consistent increase in the vertical GRFs as backpack loads increased was observed. The valgus joint movement of the knee at RTO in 30% body weight was significantly greater than the corresponding values in 0% and 10% body weight. The increased valgus moment of 30% body weight observed in this phase was associated with decelerating and stabilizing effects on the knee joint. The results also showed that the extension and valgus joint moments of the knee were systematically affected by the backpack load during downhill walking. Conclusion : Since downhill walking while carrying heavy external loads in a backpack may lead to excessive knee joint moment, damage can occur to the joint structures such as joint capsule and ligaments. Therefore, excessive repetitions of downhill walking should be avoided if the lower extremity is subjected to abnormally high levels of load over an extended period of time.

An Empirical Analysis of the Regulation Effects on Webboard Games using VECM (벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구)

  • Yoo, Byungjoon;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.109-115
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    • 2014
  • Sales of online games companies that began from the small and medium-sized ventures, have grown to billions or hundreds of million dollars to target the global market. The issues related with industrial policies and regulations for game industry gain attentions. In particular, the Korean government has strengthened the relevant regulations of the webboard game service across many departments within the government such as Media Rating Commission, Game Products Administrative Committee, Ministry of Culture, Tourism and Sports, and Ministry of Female and Family. In this study, we analyze the effects of government regulation on webboard games using a VECM(Vector Error Correction Model). We have acquired the Gametrix time-series data during a year since July 2013. Having the co-integration estimated in the analysis process, we attempt to identify the long-term equilibrium relationship within webboard game industry and predict use time in near future. The results show that the use time has decreased to a third to a fourth comparing to the initial value at the beginning point in 2013. Two representative webboard games are exposed to the significant risks to have less or no use time. Additionally, we discuss the issues of the overall game industry influenced by the changes of webboard games.

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An Assessment and Comparative Analysis of Culture and Tourism Festival Service Quality, Satisfaction and Revisit (Focusing on 2013-2014 Cheonan World Dance Festival) (문화관광축제 서비스품질과 만족 및 재방문 평가 비교분석 (2013-2014년 천안흥타령 춤 축제를 대상으로))

  • Lee, Je-Yong;Lee, Kwang-Ok
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.649-661
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    • 2016
  • It was intended to enhance the quality of festival and contribute as image of refined local festival by making an empirical and cross-sectional analysis of effect that the overall quality of service provided in the local festival had on users' satisfaction and revisit intention by using 2013-2014 two-year data for visitors who had enjoyed "Cheonan Heungtaryeong Dance Festival", best festival designated by Ministry of Culture, Sports and Tourism after 2012. The results of analyzing a difference for 2 years are as follows. 1) Among social quality factors, both cultural effect and image effect showed a significant difference with p=.001 and p=.004. 2) Among process quality factors, food and souvenir showed a significant difference with p=.27. 3) Among physical quality factors, both convenience in connection with the visitors' enjoying the festival and facility arrangement didn't show difference between groups with p=.130 and .408. Finally, in the item of whether the overall service quality of festival had an effect on visitor satisfaction and whether visitor satisfaction with festival had an effect on revisit intention, each of these had p=.000. So, it was shown that there was statistically significant difference. In other words, it is proved that the enhancement of service quality lead to high satisfaction, and this arouses revisit intention and produces word of mouth effect.

Comparative Study on Public Health Facility Color Image Vocabulary among Countries -Focusing on korea and Romania- (공공보건시설 색채이미지에 대한 국가간 인식 비교 -한국과 루마니아 중심으로-)

  • Park, Heykyung;Adelean, Ioana;Kim, Hyeyeong;Oh, Jiyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.185-191
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    • 2020
  • This study aims to understand the differences in cultural and emotional perceptions about the color image of public healthcare facilities in Romania, an Eastern European country that is relatively lacking in recognition but is gradually expanding trade. For this, color images were selected through a review of previous studies, and a questionnaire survey was constructed based on the colorimetric data by visiting 8 public healthcare facilities such as medical facilities, 4 social sports facilities, and 8 nursing facilities. An online survey was conducted on the color image of public facilities with 89 Koreans and 86 Romanians, and frequency and cross-analysis was conducted using the SPSS statistical analysis program to examine the color images of public healthcare facilities of Koreans and Romanians. The difference in perception was identified. As a result, it was found that there was a statistically significant difference in the perception of color images of public healthcare facilities between countries in vocabulary evaluation and image evaluation, and this was interpreted as different meanings for groups residing in different cultures. Therefore, it implies that cultural differences in perception should be considered when establishing an environment related to this in the future.

Influence of Consumers' Purchasing Selection Criteria for Golf-wear upon Clothing Pursuit Benefit and Purchase Satisfaction (골프웨어 소비자의 구매선택기준이 의복추구혜택과 구매만족도에 미치는 영향)

  • Moon, Tae-Young;Park, Seung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.10
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    • pp.4337-4347
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    • 2011
  • The purpose of this study is to analyze a research on the influence of consumers' purchasing selection criteria for golf-wear upon clothing pursuit benefit and purchase satisfaction. It selected people who are using golf games and golf courses in each city and county where are located in Gangwon-do Province, and surveyed targeting totally 206 people by using convenience sampling. As for data processing, the collected materials in this study were carried out frequency & percentage, reliability analysis, correlation & multiple regression analysis by using SPSS 13.0 program. The results are as follows. First, as a result of analyzing socio-demographic characteristics, the similar distribution was shown by gender with 51.0% in men and 49.0% in women. By age, the age group from their 40s to 50s was indicated to be the largest. The martial status was indicated to be a litter higher in the married with 57.3% compared to the unmarried with 42.7%. By healthy condition, what tends to be healthy can be known to be the largest with 79.4%. Second, positive correlation was indicated all in correlation of consumers' purchasing selection criteria for golf-wear with the clothing pursuit benefit and satisfaction. Third, as a result of analyzing on relationship of the golf-wear purchasing selection criteria with the clothing pursuit benefit, the purchasing selection criteria were indicated to have influence upon the ideal pursuit, the fashion & brand, comfort pursuit, and youthand-individuality pursuit, which are the clothing pursuit benefits. Fourth, the analytical result on the purchasing selection criteria for golf-wear with purchase satisfaction was indicated to have significant influence upon consumers' golf-wear purchase satisfaction.

Impact of Lifestyles of Cultural Center Users in Discount Stores on the Store Usage Intention: Mediating Effect of Shopping Value (대형마트부설 문화센터 이용고객의 라이프스타일 유형이 대형마트 이용의도에 미치는 영향: 쇼핑가치의 매개효과)

  • Lee, Gi-Hwang;Kim, Sang-Cheol;Kim, Pan-Jin
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.83-91
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    • 2015
  • Purpose - The purpose of this study is to identify whether the operation of cultural centers in discount stores contributes to their profitability. Thus, this study is aimed at exploring how the lifestyles of customers who use the cultural centers influence their intention to use the discount stores. Specifically, the effect of shopping value on the correlation between the lifestyle types and usage intention of the customers were examined through a structured research model. To verify the effect, a survey on 139 customers of the Cultural Center of Nonghyup Hanaro Club's S branch was conducted and the valid questionnaires were used for analysis. Research design, data, and methodology - The findings are as follows. First, the lifestyles seeking self-realization had a positive effect on utilitarian value, and lifestyles seeking pop cultures had a positive effect on hedonic value. Second, the mediating effect of shopping value on the correlation between the lifestyle types and usage intention of the customers is as follows. Utilitarian value had a mediating effect only on the lifestyles seeking self-realization. In case of lifestyles seeking pop cultures, the use of Cultural Center had no effect on the intention to use the discount store. Third, an analysis of a revised research model revealed that the store usage intention of lifestyles seeking pop cultures can be enhanced by boosting the utilitarian value through hedonic value. Results - The findings suggest the following. Customers with lifestyles seeking self-realization, who value what is beneficial to them with little attention to the perceptions of others, are highly interested in the benefits they can gain from shopping. As for customers with lifestyles seeking pop cultures, they are highly likely to consume products popular in a particular culture such as new products and sports, based on financial stability they pursue. Thus, they prefer more subjective, personal experience, unlike consumers pursuing utilitarian value. Conclusions - As a result, the former pursues hedonic value gained in the process of shopping with fun and joy, rather than doing shopping with a particular purpose in mind. Therefore, Cultural Centers need to offer information that fits the lifestyles of the users so that they are more likely to use the discount stores. However, if the Cultural Centers offer unified, profit-driven products and information, just to increase their store sales, it can backfire, which occurred in the past. On the other hand, if they provide information that fits the lifestyles of the users, it can actually increase the sales. Also, the findings suggest that sophisticated marketing strategies that can boost the hedonic value of customers by linking the educational contents of Cultural Centers to actual shopping, which is beneficial to consumers, should be set and operated by discount stores. In particular, customers with lifestyles seeking self-realization can be encouraged to use the stores by making them recognize the utilitarian value. However, the use of Cultural Centers doesn't necessarily lead to higher sales among customers with lifestyles seeking pop cultures. As mentioned previously, unified marketing strategy is not as effective for Cultural Centers of large discount stores.