• Title/Summary/Keyword: sports engineering

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Comparative Evaluation of Exercise Effects of Motion-based Sports Game (체감형 스포츠 게임의 운동 효과 비교 평가)

  • Boo, Jae Hui;An, Ji Hyeon;Kim, Jeong Hyeon;Kim, Dong Keun;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.403-411
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    • 2022
  • A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.

A Study of Professional Baseball Team Fan's Preference to the Team and the Products of Its Company (프로야구 팬 특성과 소속 기업 팀 및 기업제품에 대한 지지도 연구)

  • Chang, Kyung;Min, Jae-Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.5
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    • pp.15-21
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    • 2002
  • We studied the relations between variables related to fan's preference in a area of pro-baseball which is the most popular one among pro-sports. The dependent variables are pro-baseball team fan's preference to both the team and the products of the company which has a pro-baseball team, while the independent variables are sex, age, and hometown of fans. Eight hypotheses are constructed with those variables. For testing them a questionnaire was used, whose reliability was checked using Kronbach Alpha. Subjects were 314 college students in a local city. For statistical analysis nonparametric tests like Mann Whitney test, Kruskal-Wallis test, etc were used. Useful and significant results among variables were obtained. Since these results have important implications about management of pro-sports teams and fans and fans Preference to products in a view of sports marketing management, more researches should be done continuously in the future in this area.

The Effect of Well-being Lifestyle and Functional Textile Knowledge on the Perception of High Functional Sports/Leisure Wear Importance (웰빙 라이프스타일과 기능성 섬유에 대한 지식이 고기능성 스포츠레저웨어의 중요도 지각에 미치는 영향)

  • Chung, Ihn-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.9
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    • pp.1495-1505
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    • 2009
  • This study analyzes how well-being lifestyle and functional textile knowledge effect the perception of high functional sports/leisure wear importance. A survey was conducted among male and female sports/leisure wear consumers aged 15 and over in the Daegu and Gyeongbuk area from May $12^{th}$ to June $2^{nd}$ 2009. A total of 288 responses were analyzed using descriptive statistics, factor analysis, and regression. As a result, 9 factors were determined as sub-elements of a well-being lifestyle. Knowledge levels for functional textiles were high in elastic, UV blocking, air permeable, and antibacterial properties. The perception of high functional sports/leisure wear importance was positively influenced by functional textile knowledge and two well-being lifestyle constructing factors ('self-confidence/affirmative thinking' and 'health/environment oriented eating habits').

Effects of Bat Type on the Swing Motion of High School Baseball Athletes

  • Choi, Min Ra;Song, Sung Woo;Cha, Myung Joo;Shin, Min Young;Lee, Ki Kwang
    • Korean Journal of Applied Biomechanics
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    • v.28 no.2
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    • pp.87-92
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    • 2018
  • Objective: The purpose of this study was to investigate the factors affecting two kinds of bat swing behavior through kinematic analysis. Method: A total of 32 high school baseball players participated in this study. The ball was placed on the tee-ball in a position where the subject could easily swing and the standard bat swing was performed as quickly and as accurately as possible using aluminum bats and wooden bats. Results: The aluminum bat showed a rapid swing speed of about 1.79 m/sec compared to the wooden bat. The speed of the batted ball was found to be significantly greater for the aluminum bat than for the wooden bat. In addition, although the difference between the shoulder-pelvis rotation angle according to the type of bat was not indicated, there was a statistically significant difference between the aluminum bat and the wooden bat in terms of the rotational angular velocity. Conclusion: Even though the results can explain the difference between the bat swing speed and the speed of the batted ball depending on the bat's material, it is difficult to explain the difference depending on the type of bat at the shoulder-pelvis rotation angle. However, shoulder-pelvic rotation angular velocity appears to be higher for the aluminum bat, and the differences in the type of bat is considered to be related to the batting swing factor.

A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education (레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구)

  • Shin, Youn-Soon;Sohn, Dai-Geun;Lee, Kyung-Ho;Hong, Sung-Ho;Lee, Kangwoo;Jung, Jin-Woo
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.60-69
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    • 2016
  • This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

Bending and stability information of cylindrical structures in the application of sports equipment

  • Xiaoyuan Liu;Radzliyana Radzuwan;Nadiah Diyana Tan Binti Abdullah
    • Advances in concrete construction
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    • v.16 no.4
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    • pp.189-203
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    • 2023
  • This study investigates the bending and stability properties of cylindrical constructions, with a focus on their use in the design and implementation of sporting equipment. The work focuses on a cylindrical construction resembling nanomotors, similar to components seen in sports equipment, using mathematical modeling based on high-order beam theory and nonlocal strain gradient theory. The analysis provides important insights into the dynamic behavior of these systems, revealing light on the impact of numerous factors such as rotational velocity, section change rate, and structural dimensions. The results show a relationship between angular velocity growth and section change rate, which leads to an increase in fundamental frequency values. Furthermore, the research emphasizes the effect of structural factors on dynamic deflection, giving critical information for increasing the stability and performance of sporting equipment. This study adds to the area of sports engineering by providing a more nuanced understanding of how cylindrical constructions react under diverse settings. The results will help to guide the design and manufacturing processes of sports equipment, assuring improved stability and performance for players across a wide range of sports.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Convergence Study of Motorsports and Technology : Strength Analysis for the Design of CFRP Bucket Seat (모터스포츠와 기술 융합 연구 : CFRP 버킷 시트 설계를 위한 구조강도 해석)

  • Jang, Woongeun
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.165-171
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    • 2019
  • Engineering and Technology have been influencing a lot in the field of sports. Competitiveness, attributes of sports, have forced not only sports players but sports goods to enhance those performance. Particularly in the field of motorsports, the convergence of sports and technology has long been done to satisfy between performance and safety. In this study, strength analysis was carried with FEM to develop CFRP Laminate(Carbon Fiber Reinforced Plastic Laminate) bucket seat targeted to motorsports and car tuning industries and FIA($F\acute{e}d\acute{e}ration$ Internationale de l'Automobile) regulation was applied to design the racing seat and evaluate its strength. FEM modeling considered the attributes of composites was followed by strength evaluation based on Tsai-Wu failure index were done according to Lay-up sequence and layer numbers. The result showed that the lay-up sequence with stacking angle such as $[0^{\circ}/30^{\circ}/60^{\circ}/90^{\circ}/-30^{\circ}/-60^{\circ}]_4$ with 3mm form core was optimal selection in the field of weight and strength evaluation.

'My Neighborhood Expert', Pleasant Sports Life with New Neighbors (새로운 이웃과 즐거운 스포츠 생활, '우리동네고수')

  • You Jung Ahn;Ji Sim Kim;Kyong Ah Kim;Min Kyeong Cho;Ji Hong Kim;Seo Yeon Jeong;Na Jin Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.439-440
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    • 2024
  • 바빠진 현대 사회 속 개인주의가 심화되고 있을 뿐만 아니라 코로나19의 확산 이후 비대면 수업이나 재택 근무의 증가로 인해 운동량이 자연스럽게 감소되었고, 사회적 고립감이 증대되어 우울감이나 무기력 증으로 이어지는 '코로나 블루'라는 신조어까지 등장하게 되었다. 본 연구에서는 이러한 문제를 해소하기 위해 사용자 위치를 기반으로 스포츠 대결 상대를 매칭시켜 주는 모바일 애플리케이션, '우리동네고수'를 개발하였다. '우리동네고수' 앱은 사용자 지역을 기반으로 즐기고 싶은 스포츠를 같이 할 상대를 찾을 수 있고, 대결을 통해 얻은 승패로 랭킹 서비스를 제공한다. 또한 지역 스포츠 시설 정보를 제공함으로써 스포츠 취미 활동에 필요한 정보와 기능을 하나의 애플리케이션에서 유용하게 사용할 수 있도록 구현되었다.

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Paddling Posture Correction System Using IMU Sensors

  • Kim, Kyungjin;Park, Chan Won
    • Journal of Sensor Science and Technology
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    • v.27 no.2
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    • pp.86-92
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    • 2018
  • In recent times, motion capture technology using inertial measurement unit (IMU) sensors has been actively used in sports. In this study, we developed a canoe paddle, installed with an IMU and a water level sensor, as a system tool for training and calibration purposes in water sports. The hardware was fabricated to control an attitude heading reference system (AHRS) module, a water level sensor, a communication module, and a wireless charging circuit. We also developed an application program for the mobile device that processes paddling motion data from the paddling operation and also visualizes it. An AHRS module with acceleration, gyro, and geomagnetic sensors each having three axes, and a resistive water level sensor that senses the immersion depth in the water of the paddle represented the paddle motion. The motion data transmitted from the paddle device is internally decoded and classified by the application program in the mobile device to perform visualization and to operate functions of the mobile training/correction system. To conclude, we tried to provide mobile knowledge service through paddle sport data using this technique. The developed system works reasonably well to be used as a basic training and posture correction tool for paddle sports; the transmission delay time of the sensor system is measured within 90 ms, and it shows that there is no complication in its practical usage.