• Title/Summary/Keyword: 스포츠융복합

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The Effect of YouTube BJ Attributes on Information Usefulness, Information Search Satisfaction and Behavioral Intention -Focused on e-Sports Content (유튜브 BJ 속성이 정보의 유용성, 정보탐색만족도 및 행동의도에 미치는 영향 -e-스포츠콘텐츠 중심으로)

  • Kim, Soo-Eun;Lee, Hee-Hwa
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.465-475
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    • 2020
  • The purpose of this study was to investigate how the attributes of YouTube BJs, specifically those dealing in e-sports content, affects information usefulness, information search satisfaction, and behavioral intention. To achieve this purpose, data from 229 students collected by convenient sampling of college students were used for final analysis, and analyzed using SPSS 23.0 and AMOS 23.0 programs. The results of the study are as follows: First, the friendliness of the BJ had a significant positive (+) effect on the information usefulness, the information search satisfaction, and the behavioral intention. Second, it was found that the reliability of the BJ did not significantly affect the information usefulness, the information search satisfaction, and the behavioral intention. Third, the information usefulness had no significant effect on behavioral intention, but Information search satisfaction was found to have a significant positive (+) effect on behavioral intention. Therefore, the results of this study are expected to contribute to establishing a strategy for e-sports content production based on the attributes of BJs.

A Study on Development of Integrated Sports Talents' Competency Model By Career Type (체육인재의 경력유형별 융합적 역량모델 개발 연구)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.423-433
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    • 2017
  • The purpose of this study was to develop a competency model by career type by designing the specified career paths through the analysis of career experience of the athletes in the professional sports field. For this purpose, career types were identified as sports administrators, judges, leaders, sports information analysts, and global sports talents based on literature analysis, career development type and path guide design, experts interviews. Competency candidates were derived from interviews and workshops on experts. In order to finalize the competency model, it was confirmed by completing the feasibility test of experts. As a result, it is divided into common competency, professional competency, and global professional competency. There are 6 common competencies such as global competence, OA utilization, 29 special competencies by 5 career types, and 2 global competencies like sports foreign affairs, job preparation for international sports organization and the sports league federation. Competency definitions and behavioral indicator were developed for all competencies and could be used to diagnose the competency level of sports talents and to establish career development academy programs based on the competency model.

A Research on Rationality and Equity of the Military Service System Against Athletes in Korea (우리나라 남자 운동선수 대상 병역 제도에 대한 합리성과 형평성에 대한 연구)

  • Hwang, Ho-Young
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.507-517
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    • 2016
  • Social obligation of a nation must be assigned to the people, legally belong to the nation. The Republic of Korea assigns a social obligation to the Koreans, the Military Service which is regulated by the Constitution of the Republic of Korea and the Military Service Law of Korea. However, behind the law, a serious discussion, the rationality and equity, is possibly discovered from the reality of the military service system against athletes of Korea. The purpose of this study was to analyze the military service system against athletes of Korea based on the Constitution of Republic of Korea and the Military Service Law of Korea. Three proposals, prohibit duplicated benefits of athletes, military service evasion after care system and keeping the military and police sport organization as nonprofessional, to recover the institutional problems regarding the equity and rationality were suggested in the end of this research. With the results, this research hopefully contribute to the development of sport law, fundamental obligation with sports and the military service system on athletes in Korea.

Influences on Time and Spatial Characteristics of Soccer Pass Success Rate: A Case Study of the 2018 World Cup in Russia (시간과 공간적 특성에 따른 축구 패스 성공률 분석: 2018 러시아 월드컵 대회 자료를 중심으로)

  • Lee, Seung-Hun;Kim, Young-Hoon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.475-483
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    • 2021
  • The purpose of this study is to identify the temporal and spatial characteristics of pass accuracy by utilizing the second processing data and official records collected from the 2018 FIFA World Cup Russia video data. For a total of 128 games, the success rate of passes based on the results of the game, passing time, and passing position was two-way ANOVA with repeated measure. The results showed no difference between winning and losing groups, and no interaction effects were found for passing time and location. The difference in passing time was high in the first half, with the highest success rate in the middle of the first half (79.2%) and the middle of the second half (77.9%) in the 15~30 minutes and the 60~75 minutes. Pass success rates were in the order of defense-midfield area (83.9%), midfield-attack area (81.7%), defense area (70.6%) and attack area (61.1%). In conclusion, there was no difference in the passing success rate of the winning and losing teams depending on the characteristics of the relative competitive strength of the World Cup games, and it is believed that follow-up research is needed to analyze the game contents rather than the factors of the winning and losing in the future.

A Study on the Current Situation and Trend Analysis of The Elderly Healthcare Applications Using Big Data Analysis (텍스트마이닝을 활용한 노인 헬스케어 앱 사용 추이 및 동향 분석)

  • Byun, Hyun;Jeon, Sang-Wan;YI, Eun-Surk
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.313-325
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    • 2022
  • The purpose of this study is to examine the changes in the elderly healthcare app market through text mining analysis and to present basic data for activating elderly healthcare apps. Data collection was conducted on Naver, Daum, blog web, and cafe. As for the research method, text mining, TF-IDF(Term frequency-inverse document frequency), emotional analysis, and semantic network analysis were conducted using Textom and Ucinet6, which are big data analysis programs. As a result of this study, a total of six categories were finally derived: resolving the healthcare app information gap, convergence healthcare technology, diffusion media, elderly healthcare app industry, social background, and content. In conclusion, in order for elderly healthcare apps to be accepted and utilized by the elderly, they must have a good diffusion infrastructure, and the effectiveness of healthcare apps must be maximized through the active introduction of convergence technology and content development that can be easily used by the elderly.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

The Acute Effects of Dynamic and Static Stretching on Jump Height and Muscle Activity (동적 및 정적스트레칭이 점프높이와 근활성도에 미치는 급성효과)

  • Yang, Dae-Jung;Jeong, Yong-Sik
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.265-272
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    • 2013
  • The purpose of this study was to provide a foundation for the methods of stretching in sports activities. The subjects were normal adults, the applied exercise was dynamic and static stretching and the research methods were measuring the jump height and muscle activity during jumping with subsequent data comparison and analysis. Twenty normal adults were randomly divided into 2 groups, and each group performed dynamic or static stretching. Jump height and the vastus lateralis and gastrocnemius muscle activities were measured during jumping, which was performed immediately before and after stretching. Statistical analysis was performed using an analysis of covariance. The results indicated that dynamic stretching was more effective than static stretching with respect to both jump height (p<.05) and muscle activity of the vastus lateralis (p<.05). Consequently, it was believed that dynamic stretching should be applied as a warm-up exercise for athletes who need to build and maintain high muscle strength.

Exploring Case Study on Mass Customization of Domestic Company (국내 기업의 대량 맞춤화 사례연구)

  • Shin, Hyun-Am;Jeon, Ho-Ki;Lee, Won-Jun;Kang, Youn-Jung
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.111-131
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    • 2012
  • Mass Customization combines the advantages of mass production and customization. Mass customization has been praised as an innovative approach that would result in changes in business paradigm. However, there is no consensus on the concept of mass customization, but only a generally accepted framework exists to explain successful practices. Prior cases in mass customization are those of the small-medium sized or Internet-based companies. We in this paper explore the mass customization cases of market-leading manufacturers. Although those traditional organizations may be not for swift change, the cases of those companies are important because they target mass markets. Lampel and Mintzberg[35] proposed a continuum of strategies ranging from pure standardization to pure customization. This study investigates mass customization strategies of three companies. In this paper, the cases of cosmetics and sports shoe can be described as tailored customization, and the household appliances case can be classified as customized standardization. These three cases are compared with each other from the customers' decoupling point. Findings and implications of this research are discussed.

A Study on Women's Field Hockey Centrality Analysis using Social Network Theory (사회연결망 이론을 통한 여자필드하키 중심성분석)

  • Kim, JI-Eung;LEE, So-Mi;Park, Jong-Chul;Lee, Hee-Hwa
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.437-442
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    • 2018
  • The study aims to identify key players through the last five passes when entering shooting circles in Korea and top four countries participated in the Rio Olympics. First, the analysis code was created using the Sports code to analyze the 29 games including Korea and the top 4 countries among 33 games. Second, Ucinet 6 has been used to analyze the Closeness Centrality of each country. The results of the study show that Korea is a key player in No.13 FW, New Zealand in No.1 MF, Germany in No.5 DF, Netherlands in No.9 MF and U.K in No.8 MF. In particular, the two teams that advanced to the finals saw their proximity center index average over 60. Based on these results, it is expected that the analysis of women's field hockey matches will serve as a tool to identify key players.

The effect of foul on the performance during the field hockey game (필드하키 경기 중 파울이 경기력에 미치는 영향)

  • Park, Jong-Chul;Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Kim, Ju-Yong
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.489-495
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    • 2018
  • The purpose of this study was to investigate the effect of fouls on performance in field hockey games. A total of 33 matches and 2101 fouls from 10 teams participated in the 2017 World League SEMI-FINAL tournament were analysed by region, race, type, and cause. The total data that is analysed by SportsCode and SPSS(correlation analysis & chi-square test)have showed that the top ranked countries had a higher foul frequency than the lower ranked nations. According to the situation that has showed the result of the analysis, it showed that there was no difference between the results analysed on the foul type and the attacking and defence situation but it has indicated that area, game situation and the cause of fouls showed there was a significant difference. On these results, it is hoped to use fouls as one of the tactical means in women's field hockey games.