• Title/Summary/Keyword: 스포츠투자

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Data Envelopment Analysis on Olympic medals : Focusing on Athens Olympic Games and Torino Winter Olympic Games (올림픽 메달의 자료 포락 분석 : 아테네 하계올림픽과 토리노 동계올림픽을 중심으로)

  • Kang, Doo-suk
    • International Area Studies Review
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    • v.14 no.1
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    • pp.299-319
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    • 2010
  • This thesis analyzed that which countries won the Olympic medals more efficiently at the Olympic Games. Unlike the previous studies, I measured efficiency under the CRS, found implications for investment to improve sports skills through understanding the characteristics of sports race. A methods for research is a DEA-based approach which measures efficiency by using the data only, not assuming the parameters. The inputs are total population and GDP, the output is Olympic medals at 2004 Athens Olympic Games and 2006 Turin Winter Olympic Games. I applied different weights based on the medal colors. The results showed the tendencies that the larger the scales of total population and GDP were, the lower efficient values were. These tendencies imply that sports skills are related with the law of diminishing returns and international convergence. According to these phenomenons, surging investments for sports performance are hard to get proper justification. In the case of limited resources, investing uniformly in various sport entries is more productive than in just one or two sport entries.

A study of aviation leisure sport demand creation strategy (항공레저스포츠 시장창출 전략 연구)

  • Park, Jin-seo;Sim, Ga-ram;Sung, yeun-young;Kim, Mee-sook
    • The Korean Journal of Air & Space Law and Policy
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    • v.30 no.1
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    • pp.181-206
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    • 2015
  • Due to the increased leisure time, national income levels, and increasing the desire for new experience, interest causes increasing demand for recent aviation leisure sport. This leads to the need for a competitive foundation of the expansion of aviation leisure sports market potential. In 2014, the MOLIT(Ministry of Land, Infrastructure and Transport) created definition of sport and recreational aviation industry in the Aviation Act. The most significant change in Aviation Act related to sport and recreational aviation, it allows easier access for those wishing to participate in the joy of flight and also creating a sport and recreational aviation business market expansion. Therefore, in this paper, by analyzing the trend of foreign policy trends and domestic policies that sport and recreational aviation has been enabled, it is trying to present the activation policy proposals of sport and recreational aviation that is suitable for Korea.

화제의 현장 - 올림픽과 첨단과학기술, 공기저항 줄이는 보디슈트 세라믹스 스파이크도 개발

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.33 no.10 s.377
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    • pp.10-12
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    • 2000
  • 더 빠르게... 더 높게... 이번 시드니올림픽에서 새로운 기록을 세우기 위해 선진국들은 스포츠 과학화에 많은 투자를 했다. 피로를 줄이는 수영복, 레이저 달린 소총, 공기저항 줄이는 보디슈트, 사이클의 실크타이어 등 미국이 동원한 첨단 스포츠과학기술을 소개한다.

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Excellence in ICT Services for MSE(Mega Sports Event) (메가 스포츠 이벤트와 ICT 익스피어런스 프레임워크)

  • Yang, Kwang-Ho;Ra, In-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.331-332
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    • 2016
  • 메가 스포츠 이벤트(Mega Sports Event, MSE)는 방대한 수의 내방객, 스펙터클한 미디어 캠페인, 대규모 투자와 지역 인프라 혁신을 특징으로 하는 스포츠 대회이다. 본 논문에서는 MSE에서 다루는 서비스를 살펴보고 향후의 경기장에서의 ICT(정보통신기술)의 역할을 기술한다. ICT는 경기장을 찾는 관람객의 방문동기를 최대한 충족하는 익스피어런스를 제공하도록 활용되어야 한다. 이를 위한 ICT 익스피어런스 프레임워크를 제안한다.

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A Seach for Methods of Development of Marine Leisure Sport through the SWOT Analysis (SWOT분석을 통한 해양레저스포츠 발전 방안 모색)

  • Suh, Dong-Hwan;Kang, Myung-Goo;Lee, Sheng-Yen
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.537-546
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    • 2017
  • This study is for a search for methods of development of marine leisure sports. As worldwide trend of marine leisure sports is developing rapidly and people more concern about their quality of life and leisure in Korea, the ear of marine leisure sports should be coming in Korea soon. This study is for a search for methods of development though the SWOT analysis. The results of the study are as below. First, the Strength of enlargement of the base in Korea are elation of concern of government and local governments, expanding local event of marine leisure sports with existing facilities and various programs. Second, the weakness of enlargement of the base in Korea are lack of awareness of marine leisure sports, frequent accident occurrence and lack of experts of marine leisure sports. Third, the Opportunity of enlargement of the base in Korea are more budget due to elation of concern of government and local governments and more preference of people in Korea. Fourth, the Threaten of enlargement of the base in Korea are low efficiency of high cost investment construction from government and local governments, huge fee of using facilities due to high cost investment construction and requiring treatment improvement of instructors of leisure sports facilities.

Legal Improvement for Safety Promotion of Sports Equipment (스포츠시설 안전증진을 위한 법제도적 개선방안)

  • Kim, Joung-Gyu;Oh, Jae-Whan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.410-417
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    • 2009
  • South Korea had experienced the great of sports since entered in advanced country group. International sports game such as Olympic developed nation. Sports is intermediate that improve Korean public information level in community of nations. It's difficult to find another contents. Also, sports is important means between south and north Korea in branch situation. Sports is expected to practical improvement of country more than ever. In this way, sports had become real means of nation development. Therefore, social effort about promotion of sports need to be engaged in continuous and various form. This research proposed legal improvement for safety promotion of sports equipment. Sports facilities utilization activation may be ended by country sports competitive power.

A Study on the Profits Return Ways for Promoting of the Marine and Water Sports in Korea (해양·수상 스포츠 진흥을 위한 경정 수익금 환원에 관한 연구)

  • Park, Young-Soo;Lee, Sang-Il
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.19 no.1
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    • pp.93-99
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    • 2013
  • It is expected to continue to increase the number of people who enjoy marine and water sports due to the increase of leisure time because of income increase, the five-day workweek, etc. However, in the safety awareness, the development of equipment is just in the early stage. Established system for fundraising is required for Korean marine and water sports to be developed first. Should the fund be spent on the safety and development of domestic equipment for marine and water sports, it would make for a safer and more enjoyable sports for the people. The profit return measures of motor boat race, among marine and water sports, are surveyed and analyzed to suggest the measures stated above. Japanese legal structure and the profit return measures on motor boat race, which are about 60 years ahead than Korean systems, were analyzed and led to suggest the establishment of professional institutions which promote motor boat, etc. and the legal improvement for funding.

The Effects of Factors for Choosing Sports Media as a Leisure Activity of College Students on Internet Sports Consumption (대학생의 여가 활동으로서 스포츠 미디어 선택 요인이 인터넷 스포츠 소비에 미치는 영향)

  • Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.244-251
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    • 2008
  • The purpose of the study was to be aware of the types of leisure activity of the college students and to investigate factors for choosing the internet sports, and then to examine the effects of these factors on the consumption of the internet sports. A total of 412 college students participated in this study. The results of this study were as follows: 1) There was difference in the leisure type between male and female college students. 2) The amount of leisure time associated with sports of male college students was statistically greater than one of female college students. 3) The leisure time spent for the sports media of male college students was statistically greater than one of female college students. 4) The leisure time spent for the sports media of college students was prioritized for the TV, followed by the internet, newspapers, and the radio. 5) The results of the factor analysis indicated that the factors influencing choice of the internet sports consisted of the indirect experience, information collection, and accessibility. 6) Only information collection out of these factors positively influenced the increase of consumption of the internet sports. Above results could be evidence for that the internet is very important area for the sports consumption. Therefore, it requires more substantial research and investment of attention for the internet area because the internet is one of rapidly skyrocketing new areas in the leisure industry.

A Study for the Vitalizations of Marine Leisure Sports; Analyses on the recognitions for the Marine Leisure Sports and their Current State-of-the- Art (해양레저스포츠에 대한 인식과 이용실태 분석을 통한 활성화 방안 연구)

  • Lee, Jin-Mo;Shin, Yong-John;Park, Jin-Soo
    • Journal of Navigation and Port Research
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    • v.32 no.8
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    • pp.645-652
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    • 2008
  • The interest on the marine leisure sports is rapidly increasing with the advent of the five-day week and with increments of GNP. The self-governing bodies are trying to drag large investments into the marine leisures industry through international exhibitions and yacht rallies. Unfortunately, the demands in the domestic area don't increase differently from those demand patterns in the advanced countries. In this study, several suggestions for vitalizations on the marine leisure industry are made after surveying the recognition degree of the domestic people on the marine leisures and the current states of their spending on the marine leisures. As results, it has been shown that the policies based upon negative factors coming from negative understandings on the leisure activities should be largely revised. Further, it seems that the policies for the preparations of the laws and the regulations for the marine leisures as well as for the R&D policies should be taken systematically so that the infra structures are constructed while improving the negative understandings on the leisures. The fundamental databases investigated in this study will help the policy makers and the investors reduce the risks of the policy and the investments in the field of marine leisure sports.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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