• Title/Summary/Keyword: 이스포츠 산업

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Development Strategies for the Marine Sports Industry in Jeollanam-do (전라남도 해양스포츠산업 개발전략)

  • Ki–Hyun Lim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.4
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    • pp.843-855
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    • 2023
  • The purpose of this study is to present a development strategy that can enhance local brands by fostering the marine sports industry as a strategic industry that can lead the local economy in Jeollanam-do. As a research method, the literature survey analyzed policy data and previous studies related to marine sports, and the answers in in in-depth interviews were categorized into semantic units and analyzed. In conclusion, Jeollanam-do needs to build representative marine sports facilities by properly utilizing natural conditions, and Jeollanam-do, which has low competitiveness, needs to develop marine sports equipment and connect with tourism resources such as marine, culture, and history.

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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Simulation Technology for Sports Arcade Games (스포츠 아케이드 게임 시뮬레이션 기술)

  • Baek, S.M.;Kim, J.S.;Kim, M.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.57-64
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    • 2011
  • 세계 아케이드 게임 시장은 전체 게임 산업에서 높은 비중을 차지하고 있으나 그에 비해 국내 시장이 차지하는 비율은 매우 작다. 따라서 국내 아케이드 게임 산업을 활성화시키기 위한 방안으로 최근 각광받고 있는 체감형 스포츠 게임을 주목할 필요가 있다. 그러나 체감형 스포츠 게임 제작에서 단순히 비주얼 효과 및 재미 요소만으로는 새로운 시장에서의 경쟁력이 부족하며, 이를 극복하기 위한 방법으로 사실감 있는 시뮬레이터로 발전하기 위한 기술들이 필요하다. 본 논문에서는 실감 및 체감형 스포츠 게임을 개발하기 위한 핵심 기술들의 동향을 분석하고자 한다.

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A Study on the Weather Support Service for Winter Sports (동계스포츠 맞춤형 기상지원 서비스를 위한 연구)

  • Back, Jin-Ho;Panday, Siddhartha Bikram;Lee, Ju-Sung;Kang, Hyo-Min
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.139-156
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    • 2019
  • The purpose of this study was to provide a method to support customized weather and environmental information services for the successful operation of winter sporting events. First, individual in-depth interviews and surveys were conducted with athletes, coaching staffs and experts related to the competition for 10 different winter sports for analysis of their needs. We conducted face-to-face survey and survey considering the training schedule and situation of experts. The recorded voice file was converted into word text, and extracted the weather and environmental information elements embedded in the opinions of the research participants based on literature reviews and data. The findings are expected to provide basic data on the weather conditions required to support specialized weather information for future large winter sports events, including the PyeongChang Winter Olympics.

A Research on the Nature of Working of the Employees in e-Sport Industry (e-스포츠 산업 종사자의 노동자성에 관한 연구)

  • Ahn, Sun-Young;Shim, Jae-Woong
    • Korean journal of communication and information
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    • v.62
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    • pp.264-285
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    • 2013
  • The goal of the study is to analyze some structural issues of e-sport industry which has rapidly developed since 2000. Most of the previous studies regarding e-sport dealt with e-sport in terms of industrial prospect and economic values. In this study, we attempted to focus on employees of the field using in-depth interview method. Research findings show that there were several reasons for younger workers to early enter into the industry such as individualized labor market of post-modern era, growth of IT industry, and diversion of related occupational categories. The development of e-sport industry was possible with the youth' passion for the industry. However, their labor so called "professional" is vulnerable without systematic structure for them. This indicates that industrial prospect of e-sport industry and business models are not healthy. In addition, some implications of the findings were discussed.

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Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.28
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    • pp.79-99
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    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

User Application for Sports Climbing on Interactive Climbing Wall (인터랙티브 인공 암벽장 활용을 위한 스포츠클라이밍 사용자 애플리케이션)

  • Kim, Minsang;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.201-203
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    • 2016
  • 도시민들의 다양한 여가활동의 요구로 날씨와 계절에 상관없이 즐길 수 있는 운동으로 실내 스포츠 수요가 급증 하고 있다. 이에 스포츠 클라이밍의 인기 또한 증가하고 있는 추세이다. 또한, ICT기술의 발전으로 스포츠 산업에서도 ICT융합이 활발히 진행 중이다. 이에 실내 스포츠 클라이밍은 ICT기술 융합이 용이한 환경으로 컴퓨팅 환경을 구성하기 적합하다. 따라서 ICT융합 스포츠 클라이밍에 대한 새로운 신조어 스크린 클라이밍이라는 말이 나오고 이에 대한 인터랙티브 인공 암벽이라는 연구가 진행 되었다. 하지만 스포츠 클라이밍에서 사용되는 모바일 애플리케이션의 연구는 현저히 부족한 상황이다. 현재 상용화되어 있는 클라이밍 애플리케이션은 일방적인 정보제공에 그쳐 정보의 확장 및 재생산이 어렵고, 자신의 기록 측정 및 정리 과정이 번거롭다는 한계가 있다. 이에 본 논문에서는 인터랙티브 인공 암벽 활용을 위한 모바일 애플리케이션을 제안하고 구현한다. 즉, 사용자가 실제로 쉽고 편리하게 등반 루트와 등반 기술에 대한 정보를 제공받고 자신의 등반 기록을 관리할 수 있는 사용자 친화적 클라이밍 모바일 애플리케이션을 구현한다.

A Study on Digital Therapy for the Elderly Using E-Sports (e스포츠를 활용한 고령자들의 디지털 치료에 관한 연구)

  • Hye-Ra Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.65-68
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    • 2023
  • 4차 산업혁명과 메타버스와 같이 빠르게 변화하는 정보화 시대에서 디지털 사각지대에 놓인 '디지털 소외 계층'들이 존재하고 있다. 특히 고령자 같은 경우엔 빠르게 변화된 사회 속에서 보장받아야 할 디지털 교육을 받지 못하여 이제는 당연하게 누려야 할 편리함까지 놓치고 있다. 본 논문에서는 이런 문제들을 해결하기 위한 효과적인 디지털 교육 방안으로 '놀이'와 '게임' 그리고 '컴퓨터'를 융합시킨 'e스포츠'를 통해 디지털 치료제로서 제안하고자 한다. 이는 단순한 '교육'이 아닌 새로운 실버 콘텐츠로 접근하여 노인들의 또 다른 문화로 개척하며 디지털 소외 문제를 해결하는 것과 동시에 고령자들에게 'e스포츠'의 발전과 인식개선에도 기대해 본다.

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A Study on the Comparisons of the Environmental Factors of Each Nation in the Field of Marine Leisure Sport Industry - Focusing on the Correlations between the Environmental Factors and the Promotion Index - (해양레저스포츠산업 환경요인의 국가간 비교분석에 관한 연구 - 환경요인과 산업활성화 지표간의 관련성 분석을 중심으로 -)

  • Lee, Jin-Mo;Kang, Jeong-Gu;Park, Young-Soo;Park, Jin-Soo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.14 no.4
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    • pp.317-323
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    • 2008
  • The interest in the marine leisure sports is rapidly growing, due to the increases of the leisure time in the five working day per week and the increases of GNP. The regional governments are trying to attract massive investments into the marine leisure industry through international exhibitions and yacht rallies: However, the domestic demand patterns don't increase in contrast to those advanced countries. Up to now, few studies have been made on the industrial factors for the promotions of the marine leisure sports. In this study, variables affecting the marine leisure sports were analyzed into economical, social factors and so on. The correlations between the environmental variables and the number of the leisure boats per 1,000 persons were analyzed. Lastly, prospective suggestions were made for the developments of the marine leisure sport industries through comparisons of the domestic environmental factors with those of the advanced countries.

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Current Status and Improvement Direction of the Curriculum of Physical Education Department Under the Credit Bank System According to the Trend of the Sport Industry (스포츠 산업 추이에 따른 학점은행제 체육전공 교과과정 운영 현황 및 개선 방향)

  • Park, In-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.99-115
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    • 2021
  • The aim of this study is to improve the curriculum of the physical education by recognizing the necessity of new physical education to meet the needs of the sports industry. As a preliminary study for this, the subjects of physical education at American universities and those at regular domestic universities have been investigated. Then, the current state of operation of the physical education system of the credit bank system has been investigated. The first is the definition of the credit banking system, the investigation of accreditation of credits and the institutions of education and training. The Second is the investigation of the educational goals and qualifications of each major in the standard education curriculum and the current status of accredited credits. The third is the type and operation of institutions by degree in physical education, and the survey on current majors in progress. The fourth is the survey on the current status of operating institutions by region. The fifth is the classification of detailed subjects by major and the survey on the status of subjects by major. The last is the detailed subjects by major, and the analysis of the consistent or similar subjects in domestic and international sports industry subjects. Through the findings of this investigation, the following directions for improvement of the credit bank system curriculum have been suggested. Firstly, it is necessary to newly establish major courses tailored to social change. Secondly, it is necessary to develop mandatory and optional courses that meet the needs of the times. Thirdly, it is necessary to increase courses centered on field training that can meet the needs of the sports industry. Fourthly, in relation to the evaluation and recognition of the credit banking system, the conclusion have been derived that institutional improvement should be urgently performed.