• Title/Summary/Keyword: 인터넷 스포츠

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Study on the analysis of Web Corporate identity -Especially on the Sports Shoes sites (기업 웹 아이덴티티의 분석에 관한 연구 -스포츠신발사이트를 중심으로)

  • 신순호
    • Archives of design research
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    • v.17 no.2
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    • pp.147-156
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    • 2004
  • An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.

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Personalized Advertising Techniques on the Internet for Electronic Newspaper Provider (전자신문 제공업자를 위한 인터넷 상에서의 개인화된 광고 기법)

  • 하성호
    • Journal of Information Technology Application
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    • v.3 no.1
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    • pp.1-21
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    • 2001
  • The explosive growth of the Internet and the increasing popularity of the World Wide Web have generated significant interest in the development of electronic commerce in a global online marketplace. The rapid adoption of the Internet as a commercial medium is rapidly expanding the necessity of Web advertisement as a new communication channel. if proper Web advertisement could be suggested to the right user, then effectiveness of Web advertisement will be raised and it will help company to earn more profit. So, this article describes a personalized advertisement technique as a part of intelligent customer services for an electronic newspaper provide. Based on customers history of navigation on the electronic newspapers pages, which are divided into several sections such as politics, economics, sports, culture, and so on, appropriate advertisements (especially, banner ads) are chosen and displayed with the aid of machine learning techniques, when customers visit to the site. To verify feasibility of the technique, an application will be made to one of the most popular e-newspaper publishing company in Korea.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on the Sports Coaching System for Child Population (아동인구를 위한 체육 코칭 시스템에 관한 연구)

  • Yoon, Soo-Young;Kwon, Mee-Rhan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.125-130
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    • 2014
  • In recent years, the IT conversions have rapidly developed along the development of the information technologies and devices. The overuse of IT devices caused by this trend has weakened the physical condition of children these days, compared to the past, therefore a study for this problem is necessary. This study intends to improve the health of children, easy to lack physical activities caused by the addiction to PC and smart phones, by proposing a health care application for them using Kinect. This application will introduce some simple aerobic/anaerobic exercises that could be done in home and will help children to forget the boredom by exercising alone and to coach them by using it.

Canonical Latin Square Algorithm for Round-Robin Home-and-Away Sports Leagues Scheduling (라운드-로빈 홈 앤드 어웨이 스포츠 리그 대진표 작성 정규형 라틴 방진 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.177-182
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    • 2018
  • The home-and-way round-robin sports leagues scheduling problem with minimum brake is very hard to solve in polynomial time. This problem is NP-hard, the complexity status is not yet determined. This paper suggests round-robin sports leagues scheduling algorithm not computer-aided program but by hand with O(n) time complexity for arbitrary number of teams n with always same pattern. The algorithm makes a list of mathes using $n{\times}n$ canonical latin square for n=even teams. Then trying to get home(H) and away(A) with n-2 minimum number of brakes. Also, we get the n=odd scheduling with none brakes delete a team own maximum number of brakes from n=even scheduling.

Analysis of Professional Baseball Data based on Big Data (빅데이터 기반 프로야구 데이터 분석)

  • Shin, Dong-Jin;Hwang, Seung-Yeon;Lee, Don-Hee;Moon, Jin-Yong;Kim, Jeong-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.177-185
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    • 2020
  • Recently, the popularity of professional baseball is increasing day by day, and it has data related to professional baseball on various portal sites. If you want to increase the popularity of professional baseball and produce results through analysis using relevant data, you have the advantage of accessing professional baseball. In this paper, three analyzes were conducted using data related to professional baseball. Therefore, in this paper, the trend related to the number of articles retrieved from a specific site of a professional baseball team was examined, and the correlation between professional baseball scores and the number of spectators was analyzed. Finally, we analyzed the current status of professional baseball batting average and on base percentage in 2016 and 2017.

STAGCN-based Human Action Recognition System for Immersive Large-Scale Signage Content (몰입형 대형 사이니지 콘텐츠를 위한 STAGCN 기반 인간 행동 인식 시스템)

  • Jeongho Kim;Byungsun Hwang;Jinwook Kim;Joonho Seon;Young Ghyu Sun;Jin Young Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.89-95
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    • 2023
  • In recent decades, human action recognition (HAR) has demonstrated potential applications in sports analysis, human-robot interaction, and large-scale signage content. In this paper, spatial temporal attention graph convolutional network (STAGCN)-based HAR system is proposed. Spatioal-temmporal features of skeleton sequences are assigned different weights by STAGCN, enabling the consideration of key joints and viewpoints. From simulation results, it has been shown that the performance of the proposed model can be improved in terms of classification accuracy in the NTU RGB+D dataset.

Machine Vision-based Billiards Ball Detection (머신 비전 기반 당구공 검출)

  • SunWoo Lee;Heon Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.29-34
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    • 2024
  • Since the outbreak of COVID-19, there has been a surge in sports conducted through online platforms due to the increase in remote and non-contact activities. Billiards, being suitable for online platforms, has received much attention, leading to research on detecting the position and trajectory of balls. In this paper, we propose a new method utilizing machine vision to detect the position of the balls accurately. The proposed method detects the outline of the ball using the Canny edge detection and then employs simple correlation to determine its position. This correlation-based approach offers satisfactory system performance and is easily applicable in practical systems due to its low implementation complexity and robustness to noise.

An Autonomous Video Capturing System by Vehicle Robot (이동형 로봇을 활용한 새로운 추적 촬영시스템 제안)

  • Kim, Young-Ae;Cho, Sung-Man;Jeon, Ji-Hye;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.335-337
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    • 2016
  • 리얼리티 예능 TV 프로그램이나 다큐멘터리, 스포츠 중계, 인터넷 개인 방송 등 다양한 방송 프로그램에서 기존의 촬영시스템과 다른 새로운 기기와 방법을 도입하고 있다. 특히 드론을 활용한 항공 촬영시스템으로 사람이나 지미짚 카메라로 촬영이 불가능했던 높은 구도에서 촬영하고, 액션 캠을 활용한 촬영시스템으로 사용자가 직접 휴대하거나 신체에 부착하여 역동적인 영상을 촬영하고 있다. 하지만 현재까지 개발 및 도입되고 있는 시스템들은 실내 촬영에 어려움과 영상 가장자리 왜곡 발생, 배터리 수명 문제로 장시간 촬영에 한계점이 있다. 이에 본 논문에서는 실시간으로 사용자를 검출하고 추적하면서 주변 환경과 사용자의 모습을 촬영하는 이동형 촬영 로봇 시스템을 제안하였다. 사용자의 제어 없이 실시간 촬영 및 저장 서비스를 제공하기 위해 로봇 스스로 카메라 영상을 통해 사용자를 검출, 위치 정보를 획득하고 이동하여 추적함으로써 근거리 영역을 유지한 상태로 새로운 기법과 구도에서 촬영하는 시스템을 구성하였다.

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Automatic Dictionary Construction of Indonesian Field-Associated Terms by Using Korean Associated Knowledge (한국어의 분야 연상 지식의 추출 방법에 관한 연구)

  • Lee, Sang-Gon
    • 한국어정보학회:학술대회논문집
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    • 2016.10a
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    • pp.205-210
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    • 2016
  • 인간은 문서전체를 읽지 않고 대표적인 단어를 보는 것만으로 정치나 스포츠 등의 분야를 정확히 인지할 수 있다. 문서 전체는 물론 부분 텍스트(단락)에 출현하는 소수의 단어 정보에서 문서의 분야를 정확히 결정하기 위한 분야연상어의 구축은 중요한 연구과제이다. 미리 분야체계를 정의하고, 각 분야에 해당하는 문서를 인터넷이나 서적을 통해 수집한다. 본 논문은 수집 문서의 분야를 정확히 지시하는 분야연상어를 수집하는 방법을 제안한다. 문서의 분야결정 시점을 고려하여 분야연상어의 수준을 정하였다. 인도네시아어의 분야연상어 사전을 자동으로 구축하기 위해 먼저 한국어로 구축한 분야 연상 지식을 추출하는 방법을 제안한다.

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