The purpose of this study was to identify the consumers’ demands on functional design of sports climbing pants. Data were collected through a field survey. 82 male and 70 female amateur sports climbers in Seoul participated. The questionnaires measured aspects of functional design in sports climbing pants, specifically motion adaptability, comfort and aesthetic value of the climbing pants. The results of this study show that comfort during climbing postures was the most important value of the climbing pants. The subjects sought motion adaptability at the hip, crotch, thigh and knee. The preferred style and degree of fit of climbing pants were differed according to gender. Men preferred loose or semi tight fit style climbing pants but women preferred the leggings style of the sport pants. The soft touch seam line and body shaping function were also important for women. The type of pants preferred for sports climbing also differed by the climbing experience period. Men began to wear the outdoor mountaineering style pants when they had experienced sports climbing for 6 months and to wear the climbing expert style pants when they had experienced sports climbing for a year. Most women wore leggings style sports pants from the beginner stage. This study also analyzed Korean market trend in 2016~2017 F/W for sports climbing pants design. The men’s pants were more likely to be designed to improve mobility compared to the women’s pants, even though the aesthetic value of the sports climbing pants was important for women.
The purpose of this study was to investigate the demand for functional elements of sports climbing shirts. Questionnaire survey data were collected from adult (n=53) and adolescent (n=55) sports climbers. The questionnaire explored respondents' sports climbing activities and need for functional design features of sports climbing shirts. Their design preferences and purchasing value were also investigated. The results showed that respondents regarded ergonomic design and the use of intelligent material as important elements of expert-level sports climbing shirts. Compared to adolescent, adult respondents were more susceptive to functional design elements such as suitability for climbing motions and ease of dressing or undressing. Also, adult sports climbers were more likely than adolescents to prefer shirts that are tightly fit at the chest. Neither adults nor adolescents favored shirts design that is tightly fit at the neck or armpit. The regular shirts length not covering hips and sleeve length ending at the wrist were preferred. The collar stand should not hit the chin. Adult climbers preferred ergonomically designed sleeves on the back shoulder. Adults and adolescents had different preferences for the front neck zipper length. Adults preferred long front zipper length at chest. These findings suggest that sports climbing shirts should have functional features to prevent interference with climbing movements and improve convenience and stability.
This paper proposes an automated crack evaluation technique for a high-rise bridge pier using a climbing robot. The proposed technique enables to automatically detect and quantify the bridge pier cracks even where cannot easily access by human for visual inspection. To achieve it, high quality images are obtained by scanning the vision cameras embedded on the climbing robot along the bridge pier surface. Then, a feature extraction-based image stitching algorithm is newly developed and applied for establishing the entire region of interest (ROI) images. The ROI images are then processed with a semantic segmentation algorithm for automated crack detection. Finally, the detected cracks are precisely quantified by a crack quantification algorithm. The proposed technique is validated using in-situ test data obtained from Jang-Duck bridge located at Gangneung city, South Korea. The test results reveal that the proposed technique successfully evaluate the bridge pier cracks with precision of 90.92 % and recall of 97.47 %.
스크린 클라이밍은 스크린 스포츠의 하나로 컴퓨터 시스템에 의해 내용이 인공암벽에 투사되며 사용자와의 상호작용에 의해 진행된다. 본 논문에서는 어린이의 발달과정과 스포츠 클라이밍에 대한 동기부여에 초점을 맞추어 고대동굴탐험을 소재로 한 스크린 클라이밍 게임을 구현하였다. 게임의 내용은 프로젝터로 인공암벽에 투사하며, 사용자와의 상호작용은 키넥트의 뎁스 정보를 이용해 사용 자의 입력을 받음으로써 이루어진다. 이 게임은 어린이 대상 전시 행사에서 높은 관심을 보였으며, 앞으로 추가적인 스크린 클라이밍 게임 구현이 이루어져야 한다.
본 연구는 스포츠 클라이밍 동호인들의 감각추구성향과 기본적 심리욕구 및 동기의 관계를 규명하기 위한 목적으로 진행되었다. 이러한 목적에 따라 감각추구성향의 수준에 따른 기본적 심리욕구와 스포츠 동기의 차이분석과 상관분석, 위계적 회귀분석 및 매개분석을 통하여 감각추구성향과 기본적 심리욕구 및 스포츠 동기의 관계를 분석하였다. 분석결과 감각추구성향의 수준에 따라 기본적 심리욕구와 스포츠 동기는 차이가 있는 것으로 나타났다. 요인들 간의 관계에서는 스릴모험추구와 경험추구는 자율성에 정적영향을, 스릴모험추구와 탈제지 및 권태민감성은 유능성에 정적영향을 미치는 것으로 나타났다. 그러나 관계성에는 경험추구만이 정적영향을 미치는 것으로 나타났다. 기본적 심리욕구와 스포츠 동기의 관계에서는 자율성과 유능성 및 관계성이 스포츠 동기의 내적동기와 외적동기 및 확인적 동기에는 정적영향을 미치며 무동기에는 부적영향을 미치는 것으로 나타났다. 감각추구성향과 스포츠 동기의 관계에서는 스릴모험추구와 탈제지 및 권태민감성은 외적동기에 정적영향을, 스릴모험추구와 권태민감성 및 경험추구는 내적동기에 정적영향을 미치는 것으로 나타났다. 확인적 동기에는 스릴모험추구와 경험추구가 정적영향을 미치며 무동기에는 탈제지와 권태민감성 및 경험추구가 부적영향을 미치는 것으로 나타났다. 감각추구성향과 스포츠 동기의 관계에 대하여 기본적 심리욕구는 매개효과가 있는 것으로 나타났다.