• Title/Summary/Keyword: 스포츠 경기

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Development of Sports Mobile Service Platform Based Content-oriented Networking (콘텐츠 중심 네트워킹 기반의 스포츠 모바일 서비스 플랫폼 개발)

  • Lee, Eun-Jin;Kang, Hun-cheol;Yang, Seongwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.115-116
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    • 2017
  • 본 논문에서는 스포츠 경기장에서 응원 그룹 서비스를 제공하기 위한 사용자가 밀집된 그룹 통신을 위한 효율적인 CCN 멀티캐스트 라우팅 및 캐싱 기법을 사용한 스포츠 모바일 서비스 플랫폼과 모바일 응원 어플리케이션을 개발하였다. 응원 그룹 운영을 위해 CCN 코어 라우터는 경기 시작 전에 서비스 서버로부터 콘텐츠 이름, 데이터, 콘텐츠의 라이프타임이 포함된 경기 관련 콘텐츠를 전달받아, 경기가 시작되면 서비스한고, 경기가 끝나면 라이프타임 후에 삭제할 수 있도록 설계하였다.

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Exploring the organic harmony of the Modern Pentathlon of sports

  • Han, Doryung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.99-109
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    • 2020
  • What sports have in common is that they must use their bodies to play and lead to victory. The use of the body differs in many ways depending on the event, which part should be used as the focus. The commonality of all sports is that sports can achieve the best results by using and using parts of the body in harmony. The use of strength or muscles varies depending on the type of sport or the type of sport, so the use of the body or the results of athletic events also varies. Sports are premised on the organic use of the body, but the implications of sports can be found in that the degree of organic use does not apply equally to all sports. Sports demand organic balance and flexibility. Depending on the type of sport, you can explore which organic harmony produces more effective effects and find out which events are more beneficial to the human body. This study aimed to find out whether the organic harmony of the body actively contributes to the development of sports and a healthy mental culture. In this study, we proposed the hypothesis that the modern Pentathlon will induce the most desirable organic harmony as a global Olympic sport, and tried to verify that the hypothesis is valid and verifiable. In order to do this study, I tried to find out the organic viewpoints centered on the Miletos school, re-examine the meaning of the modern Pentathlon of games as an Olympic event, and conduct organic harmony and exploration of the modern Pentathlon of games in terms of sports.

Perceptions of Disabled Sports in Newspapers Using Semantic Networks Analysis (신문기사에 나타난 장애인스포츠에 대한 인식 -의미연결망을 활용한 빅데이터 분석-)

  • Han, Min-kyu;Kim, Won-Kyoung;Yoon, Jiwun
    • 재활복지
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    • v.20 no.4
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    • pp.157-175
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    • 2016
  • The purpose of this study was to analyze the perceptions of disabled sports that were reported the newspapers using semantic network analysis method. for this purpose, 745 news articles were selected from 21 source in Naver news searching engine. The main keyword for searching on newspapers was 'disabled sports'. Krkwic software was used for keyword cleansing and co-occurrence of text to text matrix in frequencies. Centrality indices that are degree, between and eigenvector, were used to analyze the perceptions of disabled sports from Netminer 4.0 for semantic network analysis. The conclusion of overall results from this study are follows; First, the core keyword of disabled sports in newspapers are 'impression', 'challenge', 'festival', 'dream' and hope. And there is different concepts of cognition among types of disability. Second, there are two elements on the perceptions of disabled sports from reported newspapers; sports performance and emotional. Specifically, main stream of keyword were 'Paralympics' and 'Special Olympics' on sports performance element and 'impressive' and 'challenge' in emotion element.

A study on the Revitalization of e-Sports by Analyzing e-Sports Events (e스포츠 종목 분석을 통한 e스포츠 활성화 방안에 관한 연구)

  • Lee, Jae-Woo;Lee, Jong-Won;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.53-55
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    • 2021
  • 2020년은 COVID-19 바이러스로 인해 e스포츠는 새로운 가능성을 보여주고 있다. 전통적인 스포츠의 경기 진행 및 현장 관람이 어려워 고전하고 있는 반면에 대부분의 e스포츠 경기가 온라인 중계로 정상적인 일정을 진행하였다. 그러나 국내 e스포츠의 종목은 LOL을 비롯하여 극히 일부 게임만 성공적으로 운영되고 있다는 문제가 있다. 본 논문에서는 e스포츠로 성공한 게임을 분석하여 e스포츠 활성화를 위한 제안을 한다.

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모자 제작을 위한 여자 머리형태에 관한 연구

  • 안영실;서미아
    • Proceedings of the Costume Culture Conference
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    • 2004.04a
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    • pp.47-49
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    • 2004
  • 최근 스포츠 레져산업의 발전으로 스포츠가 대중화됨에 따라 안전에 대한 문제가 높아지고 있으며, 각종 스포츠 경기시 발생되는 충격에 의한 보호의 기능과 경기력 향상을 위하여 밀차형 모자의 기능성과 적합성을 요구하고 있다. 특히 헬멧이나 특수용도의 모자는 적합도 문제가 더욱 중요하므로 머리 및 얼굴에 착용되는 산업제품 설계 시 이러한 부위들이 세밀하게 고려되어야 한다. (중략)

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Characteristics of Collective Expression of Aggression by Sport Situation Factors : Focusing on the Articles and Replies on International Games (스포츠경기의 상황요인에 따른 공격적 감정의 집단적 표출 유형과 특성 : 국가대항전 경기의 기사와 댓글을 중심으로)

  • Lee, Jong-Kil;Kang, Seok-Beom;Yang, Jae-Sik
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.345-352
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    • 2019
  • The purpose of this study was to investigate the types and characteristics of collective expression of aggression by sport situation factors in international sport games. For that, each 5 articles on male and female Korean team matches in 2018 Asian games with most replies and their each 100 most recommended replies were collected and analyzed. As the conclusions, first, there were more frequent aggression in critical articles on Korean's losing, and the public sympathy on sport situation effected on collective expression of aggression. Second, the types of collective expression showed almost same frequency as hurling abuses, ability disparagement, and personal attack, and the targets were the main person of the background situation. This study could be valued with the new research perspectives with sport situation factors on the relations among sport and aggression.

Design of Sports Game Matching Service System Based on Android Environment (Android 기반 스포츠 경기 매칭 서비스 시스템 설계)

  • Han, Dong-Hui;Yu, Gyeong-Hwa;Hong, Geun-Ho;Park, Seok-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.580-581
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    • 2013
  • 본 논문에서는 사회구성원들의 여가시간에 스포츠 이용에 대한 자료를 조사 분석하고 원활하게 스포츠를 이용할 수 있도록 아마추어 팀들간의 경기를 대칭 시키고 개인이 새로운팀을 구성하여 스포츠를 이용할 수 있도록 시스템을 제안하고 팀리스트와 팀경기 및 개인경기 설정기능을 사용할 수 있는 시스템을 설계하였다.

A Study on the Development of a Metadata Schema for Sports Moving Records (스포츠경기 영상기록물을 위한 메타데이터 요소 개발에 관한 연구)

  • Jang, Ji Won;Kim, Soojung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.4
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    • pp.29-57
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    • 2014
  • This study aims to develop a metadata schema for sports moving records based on a multiple entity model as an attempt to suggest an effective way to manage, retrieve, and utilize sports moving records. The multiple entity model consists of four entities - sports match, match contributors, moving records, and record management business - and metadata elements were developed for each entity. In addition, authority records for sports team and persons were created to ensure the consistency of terminology and provide rich contextual information. The suggested multiple entity model, metadata elements, and authority records for sports teams and persons were verified, modified, and expanded by a group of experts including a sports marketing expert and professors in the sports department.

A Study on the AR System-based Sports Spectating Activation Plan (AR 시스템 기반의 스포츠 관전 활성화 방안에 관한 연구)

  • Bae, Geun-Hyeong;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.177-180
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    • 2022
  • TV에서 OTT로 시청 수단이 변화하면서 스포츠 중계를 보는 젊은 층 시청자들이 줄어들고 있다. 또한 경기장으로 스포츠를 보러 오는 팬들도 점점 감소하는 추세이다. 이에 따라 스포츠 관계자들은 고정 팬 층의 흥미 증진과 신규 팬 층의 유입을 위해 스포츠 관전에 AR(증강 현실) 기술을 도입하고 있다. 모바일 활용과 직관에도 적용 가능한 AR에 대한 업계의 반응은 상대적으로 긍정적이다. 본 논문에서는 AR 스포츠 관전의 사례를 스포츠 중계와 경기장 관전으로 분류해 조사하고 향후 전망에 대해 알아본다. 그리고 AR 스포츠 관전의 활성화에 대한 방안을 제시한다.

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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.