• Title/Summary/Keyword: 미래 스포츠

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A Study on Changes in Future Sports According to the Introduction of Baseball Robot Umpire (야구 로봇 심판 도입에 따른 미래 스포츠 변화에 관한 연구)

  • Park, Hyoung-Kil;Jung, Young-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.93-103
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    • 2021
  • The purpose of this study is to explore changes in future sports by introducing baseball robot umpire. The study was conducted using qualitative research methods, and participants selected five baseball fans who were interested in baseball. The results of the study are as follows. First, baseball fans expressed displeasure with the frequent misjudgment in Korean Professional Baseball game, and doubted the fairness of the umpire's judgment. And repeated misjudgment of professional baseball has contributed to the decline in viewing and viewing of baseball. Second, baseball fans were positive about the introduction of robot umpire as a way to reduce bad calls in baseball games, and considered the accuracy, consistency, and recordability of robot umpire to complement their limitations. Third, the application of baseball robot umpire will serve as a basis for strengthening the fairness and efficiency of baseball games, which will positively change the image of sports. As a result, the introduction of robot umpire in baseball games could exert desirable influence on people and contribute to restoring the ethics of sports and strengthening fairness.

Critical Approach and Progressive Perspective on Sports Event Hosting (스포츠이벤트 개최의 비판적 접근과 미래적 응시)

  • Kim, Young-Kab
    • 한국체육학회지인문사회과학편
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    • v.51 no.5
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    • pp.51-61
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    • 2012
  • The purpose of this study is to survey fundamental limitations and problems of sports event hosting from the critical point of view and to set future-oriented perspective. The reason and legitimacy for hosting sports event have come from pragmatism based on ideological logic behind politics. Thus, the flow of advanced studies was mostly limited to the category of efficiency. However, there is fundamental limitation in sports even hosting in terms of its financial expectation and efficiency. Critical approach will contribute to minimizing side effects caused from blind acceptance through awakening dispassionate and realistic judgment. In addition, rational selection of sports even hosting can be achieved through interconnection of sports culturism's directivity as an advanced sense of sports culture, integrated perspective that penetrates problems of growth and distribution and local governance as apolitical philosophy, and of course, through concentration of energy.

Market Trends Prediction of the Sports Industry (글로벌 스포츠 산업 트렌드 예측)

  • Kim, Hun-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6536-6546
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    • 2014
  • The aim of this study was to predict the global sports market trend to make developmental and strategic marketing planning for governments, enterprises and scholars. By participating in Delphi, 21 professionals from 12 countries came up with 51 foresights. In addition, the following 7 final results emerged after 3 rounds of discussion. First, integrity issues (e.g., doping and gambling) will increase in the sports industry. Second, the market of youth sports will continue to grow worldwide. Third, the health-oriented sports service will growth, particularly for seniors or people with less wealth. Fourth, the convergence with high-technology, culture and leisure activity will be accelerated. Fifth, mega sports events will receive increasing scrutiny and criticism. Sixth, the leverage of new media (e.g., social media) as well as old media (e.g., TV and magazines) will expand in the sports industry. Finally, globalization, which is similar to the culture phenomenon, will be accelerated in the sports industry.

The Effect of self-management of sports center instructors on the future core competencies and social skills scales (스포츠센터 지도자들의 자기관리가 미래핵심 역량과 사회적 기술 척도에 미치는 영향)

  • Choi, Hwan-suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.560-569
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    • 2017
  • This study provides the theoretical basis for the self-management of a sports center based on the core competence and technology of the future. The following conclusions were obtained. First, in the influence of self-management on the future core competencies, interpersonal management, training management, and physical management, the factors of self-management have a significant influence on cognitive, affective, and social factors of future core competence. Second, in the influence of self-management on the social skill scale, interpersonal management, training management, and physical management factors of self-management have a significant influence on the self-assertion, self-control, and cooperation of the social technology scale. Third, cognitive, affective, and social factors of the future core competence have a significant influence on the self-assertion, self-control, and cooperation of the social skill scale in the influence of the future core competence on the social skill scale. To improve the self-management and social skills of leaders by maintaining good relationships with the members including fellow instructors, it is essential to take appropriate measures for self-management behaviors considering the individual characteristics and environments of leaders; it appears that effort is important.

Introduction to Skydiving Training Wind Tunnel and Application for Indoor Sports (고공강하 모사 풍동의 소개와 실내 스포츠로서의 활용 방안)

  • Jo, Hwan-Gi
    • 한국항공운항학회:학술대회논문집
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    • 2016.05a
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    • pp.217-220
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    • 2016
  • 본 논문은 고공강하 훈련장치인 수직 풍동 장비의 현황 및 실내 스포츠로서의 활용방안에 대하여 논의하였다. 고공강하는 군의 특수낙하훈련이나 일반인의 스포츠 레저 활동으로 이루어지며. 극한의 스포츠를 즐기려는 사람들이 증가하하여 외국의 경우에는 활성화되어 있는 스포츠의 하나이다. 특히 북유럽 지역에서는 겨울에 실내 고공낙하를 위해서 사용할 수 있는 장비로서 수직 풍동이 사용된다. 수직풍동은 개방식과 폐쇄 회로형으로 개발되어 활용되고 있으며, 최근에는 놀이시설의 일환으로 회로형의 고가수직풍동이 많이 설치되는 추세에 있다. 수직풍동은 고공강하 체험 및 훈련을 위한 장비로서 미래에는 더욱 많이 이용되게 될 것으로 보인다. 극한 스포츠를 즐기려는 사람들이 증가하고 오락기구로서도 매력적인 장비이기 때문에 앞으로 국내에서도 이러한 시설의 설치 및 활용이 이루어질 것이다.

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A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

A Study on the Development Strategies of University Students in Sports Colleges by Evaluating Core Competencies (스포츠계열 대학생들의 핵심역량 평가에 따른 발전방안 연구)

  • Kim, Jin-Kook;Kim, Soo-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.195-206
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    • 2019
  • The purpose of this study is to analyze the importance and performance of core competencies recognized by Korean sports students and to identify directions and methods for strengthening the competence of sports students in the future direction of future society. The results of analysis of 309 students of sports major students are as follows. First, the importance of core competencies recognized by college students in sports was in the order of self - management capacity, interpersonal capacity, communication capacity, comprehensive thinking ability, resource information technology utilization capability, and global capability. Second, the students' performance of their core competencies evaluated by sports college students was in the order of interpersonal competence, self-management competence, communication competence, comprehensive thinking ability, global competency, and resource information technology utilization competency. Third, the difference between the importance of core competence and the degree of performance was found to be significant in all areas, and the areas of great difference were total thinking, communication ability, resource information technology utilization capacity, self-management capability, Relationship competence. While college students in sports college have relatively high level of interpersonal competence, self-management competence and communication ability, comprehensive thinking ability, resource information technology utilization capacity and global competency are weak. Therefore, It will be able to be reborn as the talent required by society. Therefore, universities need to cultivate competitive sports talent through innovation of curriculum and capacity of faculty, and it should be recognized that this can be linked to the competitiveness of universities.

Big Data! What do you think about that ? ; Using the Subjectivity of Sports Practitioner (빅 데이터!, 당신의 생각은 어떠하십니까? : 스포츠실무자의 주관성을 바탕으로)

  • Choi, Jai Seuk;Lee, Doh-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.149-156
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    • 2021
  • This study started from the question of what we think about big data as the term "big data" was used and discussed in our daily lives in the era of the 4th industrial revolution. For the analysis, the final 30 Q samples were selected based on prior research related to big data, and 23 respondents were secured for Q analysis, and the following results were derived. First, the explanatory power of each type was 34.30% for , 8.03% for , 7.21% for , and 6.24% for , showing a total of 55.69%. Second, the Q sample emphasized by respondents by each type shows various occupational distributions in , and for 'big data', it is 'digital' and future'. So they were named 「Digital Type」. In , the distribution of 'social workers' was high, and for 'big data', 'future', 'collaboration', 'welfare', 'local residents', and 'defense' were emphasized. It was named 「welfare type」. In , the job distribution of respondents appeared evenly, and it was named as 「Convergence Type」. Because it emphasized statements such as 'convergence', 'digital', 'future', and 'sports'. is composed of association officials, sports instructors, and graduate students, and was named 「Artificial Intelligence Type」, because it emphasizes 'artificial intelligence', 'new paradigm', 'network', and 'sports'. In the age of knowledge industrialization and knowledge informatization that followed industrialization and informatization, how to process and utilize the numerous data accumulated over the years is an important task. Right now, in sports, more than anything else, it is necessary to continuously seek ways to utilize and activate accumulated big data.

Investigation of Leisure Constraints based on Types of Leisure Sports Activities (여가스포츠활동 유형별 여가제약 분석)

  • Hwang, Sun-Hwan;Han, Seung-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.422-433
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    • 2012
  • The purpose of this study was to investigate leisure constraints based on the types of leisure sports activity(individual, partner, and group activities) in order to lead people to participate in and to continue their leisure sports activities. Data were collected from leisure sports participants in Seoul and Kyungki province. A total of 286 respondents were selected using the convenience sampling method. Leisure constraint's sub-dimensions for the respondents were named as facility and environment, negative perception, lack of condition, risk of injury, and lack of time. As the results of this study, first, respondents felt facility and environmental constraint the most and negative perception constraint the lowest. Second, there were differences in negative perception and lack of condition constraints based on the magnitude of participation. Finally, there were differences in facility and environment, negative perception, lack of condition, and risk of injury constraints based on the types of leisure sports activity.

Exploring On-line Consumption Tendency of Sports 4.0 Market Consumer: Focused on Sports Goods Consumption by Generation of Working Age Population (스포츠 4.0 시장 소비자의 온라인 소비성향 탐색: 생산 가능인구의 세대별 스포츠 용품 소비를 중심으로)

  • Jin-Ho Shin
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.1
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    • pp.24-34
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    • 2023
  • This study sought to explore the online consumption propensity of sports goods by generation of the productive population and to provide basic data to predict the future consumption market by segmenting online consumers in the sports 4.0 market. Therefore, this survey was conducted on those who consumed sports goods among the generation-specific groups (Generation Y and above, Z) of the productive population, and a total of 478 people's data were applied to the final analysis. Data processing was conducted with SPSS statistics (ver.21.0), frequency analysis, exploratory factor analysis, correlation analysis of re-examination reliability, reliability analysis, and decision tree analysis. According to the online consumption propensity of sports goods by generation of the productive population, there is a high probability of being classified as Generation Z group if the factors of leisure, joy, and environment are high. In addition, the classification accuracy of such a model was 69.7%.