• 제목/요약/키워드: Asian Games

검색결과 58건 처리시간 0.023초

A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
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    • 제8권1호
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    • pp.11-17
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    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

우리나라의 하수도사업현황 및 시책방향 (Sewage disposal system management policy in Korea)

  • 류지영
    • 환경위생공학
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    • 제10권1호
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    • pp.1-11
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    • 1995
  • We had passed through a serious water pollution with a rapid urbanization and industrialization in the 1960's. Seoul Chunggyechun Sewage Disposal System set uP in 1966 and finished in 1976, as the first sewage disposal system in Korea, had covered only 4 percentage of the sewage disposal system per capita for 10 years. Through holding the Asian Games in 1986 and the Olympic Games in 1988, we expanded the sewage disposal system so that it became increased 18 percentage of the population in 1986. Finally, we have installed about 60 sewage disposal system by 1994 for a large environmental investment which was critically caused by "Phenol Accident in Nakdong River" . Now, the sewage disposal system per capita covers 42 percentage and the activity for water quality improvement is going on rapidly. The method of sewage disposal is mainly "activated sludge process" . However, the technical ability for the sewage disposal has largely developed since 1991 so the "extended aeration process" is used in Po$\v{u}$n, Tangyang, Mun$\v{u}$i, "rotating biological contact process" in Onch$\v{u}$ng, Pukok, and "oxidation ditch process" in K$\v{o}$ch'ana.

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모바일 게임의 베트남 현지화 방안에 관한 연구 (A Study on the Localization in Vietnam of Mobile Games)

  • 정수아;김홍윤
    • 디지털산업정보학회논문지
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    • 제12권4호
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    • pp.97-106
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    • 2016
  • This study analyzes on localization plans to successfully enter ASEAN market more rapidly growing than over-saturated the Asian or North American mobile game markets based on the Vietnamese market. Vietnamese smartphone market is the fastest growing in ASEAN based on its young aged population of average 28.2 year-old and low 3G service charges. Considering one of the most common activities through smartphones is the mobile game, the smartphone demand increase can be forecasted to be based on the growth of Vietnamese game market. Global strategies for exporting products to the global market can be classified into 'standardization' and 'localization'. From among these, Korean game companies are making profits by localization plan. But the Vietnamese mobile game market still has entry barriers. Therefore, this study is to contribute to Korean mobile game companies' localization plans for the Vietnamese market by finding and supplementing limits of the Vietnamese mobile game market based on literatures and statistics materials.

생활한복 현황 및 디자인의 조형성에 관한 연구 (A Study on the Present Condition and the plasticity of Practical Korean Costume)

  • 안현숙
    • 한국의상디자인학회지
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    • 제4권2호
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    • pp.85-102
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    • 2002
  • This research surveys the forming process of Practical Korean Costume and its social factors and examines Hanbok reformation. The international mode of '86 Seoul Asian Games and '88 Seoul Olympic Games in the 1980's called for the modernization of Hanbok. It is necessary for us to inherit modernized Hanbok which is endowed with the traditional beauty. The purpose of this research is to develop Practical Korean Costume design for focused on functionality as well as on keeping the traditional beauty This study consist of theoretical study and positive study. Theoretical study has the esthetic characteristics(structure characteristic, formative characteristic and the characteristic of color). Grounded upon survey on brands, I have suggested designs that maintain Hanbok's superiority and functionality to fit modern life. Most of Practical Korean Costume shops could not fractionalize customer. So it need to subdivide and specialize customer and investment to improvement of design. Practical Korean Costume will have to be made to maintain dignity by using high quality materials and a coordinate goods will have to be developed.

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Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.332-336
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    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.

스포츠 경기의 특성에 따른 스포츠 감정 유형 분석 : 소셜 빅데이터를 중심으로 (The Analysis on Sport Emotion Type by Sport Game Characteristics: with Social Big-Data)

  • 김영미;양재식
    • 디지털융복합연구
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    • 제19권7호
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    • pp.371-377
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    • 2021
  • 본 연구는 스포츠 경기의 특성에 따른 스포츠 감정 유형을 분석하였다. 이를 위해 2018년 아시안게임 중, 대한민국 대표팀이 출전한 축구 7경기, 야구 6경기를 선정한 후, 이에 대한 소셜 네트워크 서비스 상 기사와 그 댓글을 조사대상으로 선정하였다. Python을 이용하여 수집된 댓글은 전문가 회의를 통해 해당 감정을 분석하였다. 스포츠 경기의 승패, 상대 팀의 수준 및 대한민국 대표팀의 경기력에 따른 스포츠 감정을 분석한 결과, 첫째, 승패와 상대 팀 수준은 특정한 유형의 스포츠 감정을 형성한다고 보기 어려웠다. 둘째, 스포츠 경기의 경기력은 좋다는 평가를 받을 경우 만족, 열광, 기쁨 등의 긍정적 감정을, 나쁘다는 평가를 받을 경우 실망, 분노, 창피의 부정적 감정을 형성하였다. 셋째, 스포츠 경기와 연관된 사회·문화적 배경이나 해당 경기의 특정한 사건 또한 스포츠 감정의 유형에 영향을 미쳤다. 추후, 본 연구에서 다루지 못한 다양한 스포츠 경기의 특성을 추가하여 보다 많은 스포츠 경기를 대상으로 분석하는 연구가 필요할 것이다.

2002년 FIFA World Cup 대회의 개요 (Outline of 2001 FIFA World Cup$^{TM}$)

  • 전상백
    • 기술사
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    • 제34권5호
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    • pp.10-17
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    • 2001
  • The 17th World Cup Event that raises a storm of excitement ever held in the New Millenium will be started with the opening game In Seoul, Korea, on 31st May,'02 and closed with the final match in Yokohama, Japan on 30th June'02 The 2002, FIFA World Cup held In Asian region for the first time in FIFA history is jointly-organized by Korea and Japan. Both Korea and Japan will host each 32 games at the chosen ten local venues in each countries Partierpants from 32 regional countries included host countries Korea and Japan as well as the previous Champion France are scheduled to match one another by tournament method

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GIS를 이용한 아시안게임 경찰시설 안내 시스템 구현 (The Implementation of the Police Facility Guide System for Asian Games using GIS)

  • 정동호;윤승현;김종우;김창수
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2002년도 춘계학술발표논문집(상)
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    • pp.79-84
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    • 2002
  • 2002년 9월 29일부터 제 14회 부산 아시안게임이 개최되며 안전하고 원활한 대회 운영을 위하여 대회 조직위원회, 정부기관 및 경찰에서 노력하고 있지만 실제 관광객이 필요할 때 경찰시설에 대한 정보를 제공할 수 있는 서비스가 부족하다. 이러한 관점에서 본 연구는 GIS를 이용하여 경기장, 숙박시설, 교통시설 등의 편의시설과 인근 경찰서를 쉽게 검색한 수 있고 편의시설간의 경로검색이 가능한 안내시스템을 구현하였다. 향후 GPS 기능을 추가하여 현재 위치에서도 인근 경찰서의 검색 및 경로검색이 가능하도록 하고자 한다.

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포스트텐션을 이용한 장스팬 켄틸레버보의 설계 (The Design of long cantilever beam using post-tensioned tendons in Kumjung Stadium)

  • 최동섭;김동환;김종수
    • 한국콘크리트학회:학술대회논문집
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    • 한국콘크리트학회 2002년도 가을 학술발표회 논문집
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    • pp.619-624
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    • 2002
  • A prestressed/precast concrete system was used to build the new Asian Olympic Stadium Project in Pusan, Korea. The stadium(mainly intended for cycle racing) is designed for the 2002 Asian Olympic Games and has a seating capacity of 20,000 spectators plus a few private suites. More than 1300 prestressed/precast components were used and they include single columns, primary beams, cantilever beams, double riser stands, and double tees. Especially, a total of 24 cantilever beams is used on the fourth story for the stands and double tees. These 8m long beams are post-tensioned to prevent cracking, to increase their durability and to serve serviceability by vibration. A cantilever section with cast-in-place topping is 800mm wide and 1500mm deep. Cantilever beams are connected to the column with the corbel by cast-in place concrete. Bonded post-tensioning tendons were assembled at the job site. Dead-end anchorages were installed in the end of cantilever beams and live-end anchorage is the opposite of them. This article presents the geometric layouts, design features and so on.

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Trend-Casting in the Interactive Digital Media Industry: Some Results and Guidelines

  • Sharma, Ravi S.;Yi, Yang
    • Asian Journal of Innovation and Policy
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    • 제2권1호
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    • pp.20-36
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    • 2013
  • In this practice article, we present the results of a scenario planning approach that is a hybrid of the three main schools of thought. Our research objective was to study the future of Interactive Digital Media applications such as online music, on-demand television and massively multi-player online role-playing games. Our approach, while essentially qualitative in nature, nevertheless draws from the rigors of the quantitative school in identifying and then tracking the significant dimensions of analysis that emerge over time as strands of events leading to plausible scenarios. Our empirical analysis revealed mapping strands to three themes - ownership, distribution and innovation - which we used in an expert validation exercise to formulate scenarios. We present and discuss the major findings and implications of this empirical investigation. In a nutshell, we conjecture that an open, competitive IDM marketplace with performance safeguards may serve both and lead to a win-win scenario. While there are differences among IDM sectors, a unified approach to regulation and policy would be effective.