• Title/Summary/Keyword: Basketball Cartoon

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A Study on the Meaning of The First Slam Dunk Based on Text Mining and Semantic Network Analysis

  • Kyung-Won Byun
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.164-172
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    • 2023
  • In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.

A Design and Implementation of Mobile 'Moving Data' Coaching Application for Training in the Athletic Club (운동부의 훈련을 위한 모바일 '움직임 데이터' 코칭 어플리케이션 설계 및 구현)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.8
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    • pp.1511-1516
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    • 2016
  • Sports areas of the Republic of Korea has been strengthened by the sports powers in various phases of the competition. However, not all students can succeed in greatly athlete, was necessary for these measures. This paper presents the design and implementation of mobile applications to athletic coaching leaders to record dynamic data of student athletes. Stocks applicable in this paper is basketball. The development of mobile applications can choose to 'Assist Records' menu and 'Hot & Cold Zone' menu in the Main Page. Athletic director are stored in the photo file after the screen capture to allow the map to be just athletes. To a point that can be expected can be used as the training time and increasing efficiency of the training effect through the mobile application, it will be able to widen the non-coat to improve the performances.