• Title/Summary/Keyword: 스포츠 경기

Search Result 361, Processing Time 0.027 seconds

콘텐츠라인 / 서울 e스포츠 패스티벌

  • Gwon, Gyeong-Hui
    • Digital Contents
    • /
    • no.1 s.140
    • /
    • pp.98-99
    • /
    • 2005
  • ‘제 1회 서울 e스포츠 페스티벌’이 지난 12월 18일 서울대학교 종합체육관에서 열렸다. 서울디지털대학교가 주최한 이번 행사는 21세기의 대표적인 문화콘텐츠로 자리잡은 e스포츠를 이해하고 즐길 수 있는 문화적 행사로 마련됐다. 이번 행사는 e스포츠의 꽃인 스타크래프르, 속타 등 총 4개의 게임으로 진행됐으며, 2,500여명의 경기 참가자와 3,000여명의 관람객이 참여해 성황리에 이뤄졌다.

  • PDF

Real-time highlight indexing of live broadcast soccer game (축구 경기의 실시간 하이라이트 색인기법)

  • 김명훈;김혁만
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2004.04b
    • /
    • pp.199-201
    • /
    • 2004
  • 디지털 방송 환경의 메타데이타 서비스 중에서도 가장 혁신적인 것이 하이라이트(highlight)메타데이타 서비스이다. 하이라이트 메타데이타를 생성하기 위해서 시각율동을 이용한 샷경계 검출 알고리즘을 사용해 스포츠 경기의 하이라이트 시간구간을 결정하고, 하이라이트 표시기에서 하이라이트를 설명하는 간단한 주제어를 부가한다. 그리고 하이라이트 템플릿을 이용해 계층구조를 생성하고 하이라이트에 부가된 하이라이트 주제어에 따라 계층 구조의 적절한 위치에 삽입하고. 하이라이트 계층구조는 MPEG-7 표준 스키마에 따라 xml로 서술한다 하이라이트 메타데이타 서비스를 받는 시청자들은 매우 짧은 시간에 이미 방영된 스포츠 경기의 중요 장면들을 모두 볼 수 있다.

  • PDF

Spectator's Value Cognition and Expected-benefit Factors on Professional Baseball Sportstar (프로야구 스포츠스타에 대한 관람자의 가치인식과 추구혜택)

  • Lee, Jong-Young;Ko, Jung-Hee
    • 한국체육학회지인문사회과학편
    • /
    • v.51 no.3
    • /
    • pp.79-88
    • /
    • 2012
  • The purpose of this study was to find spectator's value cognition and expected-benefit factors on professional baseball sportstar. Purposeful Sampling method was used to select among fan club leaders and people who had watched baseball games over ten years 8 informants who watched more than 4 times in 6 baseball games in 2011 Lotte Card Professional Baseball League. Data collection relies on focus group interviews and in-depth interviews. Text analysis was attempted to adopt the A-R-C needs theory proposed by Thomson(2006) for spectator's value cognition and the metaphors for consuming by Holt(1995) for expected-benefit factors. The research summary is as follow: Spectator's value cognition on professional baseball sportstar were an object of entertainment-oriented value, a major figure for social relationship-oriented and an object of identical. Spectator's expected-benefit factors on professional baseball sports tar were confirmation of values and heroic orientation. Meanwhile, spectator who had entertainment-oriented value cognition on professional baseball sportstar expect heroic orientation, who recognize professional baseball sportstar a major figure for social relationship-oriented and an object of identical pursue confirmation of values.

Modern Pentathlon's Sports Spirit and A Study on Leader's Ethical Exploration

  • Han, Doryung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.3
    • /
    • pp.119-126
    • /
    • 2021
  • The modern pentathlon is an exercise in which people and people compete, as well as exercise without equipment, exercise using equipment, and exercise with animals, and it is an exercise that includes static and dynamic exercise. The ethical issues of modern pentathlon athletes are also related to the poor environment and economic reasons, and the athlete's ethical awareness, attitude, and spirit have a great influence on the athlete's mental environment. In this study, the direction of improvement of ethical problems, which are different as important issues in modern sports, was examined, and qualitative research methods were applied to explore the sports spirit and ethics of the modern pentathlon. Correct sports should not deviate from the intended purpose of the exercise or cause or force the athlete to suffer physical or mental pain. In sports, compensatoryism can be a direct cause of improved performance or record-breaking, but sometimes it can also cause distorted athletes. Air doping has ethical issues that can cause controversy over the health or fairness of athletes, mental and physical damage to athletes, and harm. Responsibilities and ethical issues of athletes who take prohibited substances or leaders or supervisors who neglect or encourage them should be treated as very important matters. In the sports field, the reward system that is subordinate to the athlete's or leader's performance is related to the athlete's or leader's livelihood. For a fair and just game progression, it is necessary to break away from the development of athletes who are only focused on performance. The problem of Unethical issues must be overcome by emphasizing the restoration of ethics that are reasonably recognized in ideology and logic.

An Analysis of Foreign Sports Industry as a Promising Technology (해외 스포츠산업 유망기술의 특징 분석)

  • Lee, Eun-Ji;Rim, Myung-Hwan
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.367-368
    • /
    • 2015
  • 스포츠 분야에 과학기술이 적용되면서 3D 영상, 빅 데이터, 스마트폰/패드, 웨어러블 기기 등이 활용되고 운동 역학, 스포츠 측정기술 등과 결합되어 경기력 향상, 체력 증진, 건강, 재미, 즐거움을 더해주는 다양한 스포츠 용품들이 출시되고 있는 추세이다. 본 연구는 국내 스포츠산업의 경쟁력을 향상시키기 위해 해외에서 출시되거나 적용되고 있는 스포츠 용품들을 조사하여 이를 통해 유망기술의 특징을 분석하고 반영하고자 한다.

  • PDF

Seoul World Cup Stadium Electric Plan (서울월드컵경기장 전기설계)

  • 최용민
    • Journal of the Korean Professional Engineers Association
    • /
    • v.34 no.5
    • /
    • pp.40-43
    • /
    • 2001
  • In order for the World cup football game to be operated stably with duplicate service electric power supply, It is done, emergency generator and the U.P.S it establishes. the electric power system power control, lighting control, integrated monitoring. rue fighting. obstruction light, the searchlight, snow melting, electric erosion shield. grounding, the lightening protection and viewable lighting, stadium floodlight and an electric bulletin board it composed of the back which it sells.

  • PDF

An Effect on the Sexuality Elements and their Perceptibility through Sports Images of Portal Media - focusing upon photographs(images) in an Internet portal site, Daum - (포털미디어의 스포츠 영상을 통해 인지된 섹슈얼리티 요소와 섹슈얼리티 인지도에 미치는 영향 -다음사이트의 사진(이미지)영상을 중심으로-)

  • Park, Kwang-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.10 no.7
    • /
    • pp.1718-1724
    • /
    • 2009
  • This paper is aimed at studying the sexuality elements and their perceptibility in the sports photographs and images of internet portal media. The sexuality elements are composed of athletes' uniform, body and external feature. In an analysis of sports' users through portal media, there were some differences in an experimental group of men. There was the difference between an experimental group of men and a of men and women sports game. The perceptibility of sexuality imaged by sports images of men and women games in portal media was higher in an of men and women sports game than the experimental group of men. Accordingly, the sexuality imaged through sports images of portal media had a higher effect on sports' men-users.

현상설계경기 - 태능국제스케이트장

  • Korea Institute of Registered Architects
    • Korean Architects
    • /
    • no.1 s.309
    • /
    • pp.106-107
    • /
    • 1995
  • 태능 선수촌에서는 낙후된 동계스포츠 종목의 활성화를 위한 전천후 경기시설 확보와 세계화에 걸맞는 국제적 수준의 빙상경기 공간을 창출코자 현상설계경기를 실시, 지난 11월 16일 (주)정일엔지니어링안을 당선작으로 선정, 발표했다. 지명설계로 이뤄진 이번 현상설계경기에서 우수작으로는 (주)서울건축안이, 가작으로는 (주)정림건축안이 각각 선정됐다. 본지에서는 당선작과 우수작을 게재한다.

  • PDF

Social Relation of Cyber Sports Supporter's Community and Social Capital (사이버 스포츠서포터스 공동체의 사회적 관계와 사회적 자본)

  • Kim, Kyong-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.8
    • /
    • pp.386-395
    • /
    • 2013
  • This study examined social relation of cyber sports supporter's community and social capital as time passes. This study selected spectator sports supporters of cyber sports community based on number of number and history of cyber sports supporter. This community is a representative supporter's club of spectator sports. This study utilized 1,848 members accumulated during three month. To analyze data, Netminer 4.0 and social network analysis were used. The conclusion is following: First, social relation of cyber sports supporter's community showed up dynamic change. Second, social capital of cyber sports supporter's community shows Sports events and training schedules, player transfer, manager, record, game watching and TV watching, cheering, cheering uniform and tools, players, teams and clubs, game photos and video, etc. This is the poor-get-poorer and the rich-get-richer phenomenon.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.6
    • /
    • pp.163-173
    • /
    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.