• Title/Summary/Keyword: Internet Sports

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A Study on the Design and Current Status of the Domestic Caports Style (Part 1) (국내 캐포츠 스타일 전개 현황 및 디자인 분석 (제1보))

  • Park Nang-Hee;Choi Yoon-Mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.9_10 s.146
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    • pp.1253-1264
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    • 2005
  • The background, concept, and design characteristics of the Caports style, which comes into new domestic fashion trend of sportism, are discussed in this article. Analysis are performed with utilizing pictures, advertizements of fashion magazine such as Vogue Korea, Fashionbiz, Ceci, etc., and photographs from internet sites, domestic papers since 2002. The result of this study is as followings: New life style, arose from the change of social and cultural environment, such as increase in leisure time, fusion and well-being trend, begins to be reflected in caports style in the form of stress on utility and functionality. The caports style is a fusion style based on sports wear with character and fashion. And, it can be adapted as a sports wear and daytime wear. With respect to the form, it emphasizes healthy body line, and as for the material, it strikingly utilizes various and functional materials. It also shows active and cheerful image using bright color, and utilizes functional and decorative details such as line-tape, zipper, hood. The most important characteristic of the caports style is to present a new liberal style by mix & match, layering, and exposing

The Structural Relationship among CSV, Club Identification, Club Emotion, Club Loyalty for Professional Volleyball Club

  • Jung, Sang-Ok;Kim, Seyun;Son, WonHo
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.195-202
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    • 2020
  • The ultimate goal of CSV activities is to increase consumer loyalty to the company, brand or organization concerned. Thus, for a professional sports club, CSV activities will ultimately aim to enhance the loyalty of spectators who are consumers of the club. Subjects of this study are the spectators of professional volleyball. We distributed 300 survey to people who were aware of the club's CSV activities among the home spectators of Hyundai Capital SkyWalkers. Data processing was performed using SPSS 23 and AMOS 18 for the analysis of confirmed factors, correlation analysis, reliability analysis, and structural equation model analysis. From these results, we were able to come up with the social problem resolution and long-term orientation among the CSV activities of professional volleyball clubs which affect the club identification. And the identification formed within the spectators of the clubs through CSV affects the club loyalty directly or through the medium of club emotion. Professional volleyball clubs need to identify the problems the community has in planning and proceeding with CSV activities and seek strategies to address them together, and approach them from a long-term oriented perspective.

Effects of Local History Trekking Education on Social Development and Historical Consciousness of College Students

  • Kim, Byung-Kwan;Kim, Ah-Reum;Ko, Kyoung-Ho
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.142-149
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    • 2022
  • This study aims to develop the education for college students who should perform the social role of the fut ure by conducting trekking activities including the characteristics, history, and culture of Cheonan area and then investigating the sociality and history of 36 college students. Taejosan, Seonggeosan, and Heukseongsan, which are part of the independent ring of Cheonan city, were selected as courses. The training was conducted by six instructors majoring in humanities, history, physical education and medicine. Teachers of humanities and history majors conducted theoretical lectures to raise the historical awareness of Cheonan area related to trekking course. In trekking practice, instructors of physical education and medicine majored in trekking safety education and course progress. Among the social development factors, responsibility, autonomy, and sociality were high. After the education, students recognized that the interest and necessity of history were high in order to understand the present society, thought that they made a lot of development compared to the previous one, and answered that the main development factors of history were the people and that there was a change in perception through this education. This study was composed of the survey after the education, so the psychological characteristics of the individual were not reflected, and it is difficult to generalize it because the number of subjects is small. In the future, more subjects need to be investigated and local residents need to investigate changes in local awareness.

Case Study on the Success Factors of Sport Marketing Companies in Korea (국내 스포츠 마케팅 기업의 창업 성공요인에 관한 사례연구)

  • Lee, Hyung-Kwon;Park, Jeong-Keun
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.245-256
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    • 2013
  • The purpose of this study was to investigate the success factors of sports marketing companies in Korea. Four sport marketing companies were selected as research targets. Also, several data were collected through the books, articles, related literatures, and internet. In addiction, three in-depth interviews were conducted for the qualitative study. The results of this study was as follows. First, some sports marketing companies had been successful in business with big fund. Second, they used choice and focus strategies. Third, they had strategic and careful plans, and their own know-how for the blue ocean markets. Finally, they had expanded its business market by developing various strategies through the media.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

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 Study on the Leisure Life Satisfaction of College Students According to the Pattern of Leisure Activities (대학생의 여가활동 유형에 따른 여가생활 만족도)

  • An, Ok-Hee;Choi, Hyun-Sook
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.1
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    • pp.53-66
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    • 2006
  • This study was designed to get basic informations for the purpose of making healthy leisure environment of college students, and which will improve the satisfaction of their school life. Five hundreds of college students in Daegu and Gyeongbuk area were questioned by, our questionnaire during April, 2005. The data of 405 students (165 men, 240 women) Were analyzed by SPSS WIN 12.0 program. The data of 210 were from Daegu and 195 were from Gyeongbuk area, The results are as follows, First, $80\%$ of those questioned spend their leisure time doing some activities and the satisfaction degree was medium... They get the informations about leisure mainly through internet and the purpose of their leisure activities, were, to get rid of stress. Second; It was shown that their main leisure activities were doing internet, meeting friends, and listening music on weekdays, meeting friends, watching movie and doing internet on weekend. The major activities of the students during vocation were meeting friends, doing internet, and watching TV. Third, the students are concern about their leisure life, and they think that leisure life make improve the quality of life. The last, there is a correlation between quite activities such as watching TV, and dynamic activities such as a mountain-climbing leisure life satisfaction on weekdays. On weekend, however, there is a correlation between dynamic activities such as sports and the leisure life satisfaction. Moreover, on summer (winter) break personal activities such as religious activities and the leisure satisfaction.

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The Impact of the Emotional Intelligence of Elementary School Students by Using Smart Devices (스마트기기 사용이 초등학생의 감성지능에 미치는 영향)

  • Kwon, Mee-Rhan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.95-99
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    • 2013
  • This study empirically analyzed between the use hours and the emotional intelligence of elementary school students and also, analyzed between the exercise time and the emotional intelligence of elementary school students. As a result of the regression analysis, the smart devices using time of elementary school students impact on the emotional intelligence of elementary school students. We also concluded there is no relationship between the exercise time and emotional intelligence of elementary school in the regression analysis. It seems that additional research is needed, existing studies and obtained different results for sports activities and emotional intelligence in the future.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

A Study on Energy Management System of Sport Facilities using IoT and Bigdata (사물인터넷과 빅데이터를 이용한 스포츠 시설 에너지 관리시스템에 관한 연구)

  • Kwon, Yong-Kwang;Heo, Jun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.59-64
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    • 2020
  • In the Paris Climate Agreement, Korea submitted an ambitious goal of reducing the greenhouse gas emission forecast (BAU) by 37% by 2030. And as one of the countermeasures, a smart grid, an intelligent power grid, was presented. In order to apply the smart grid, EMS(Energy Management System) needs to be installed and operated in various fields, and the supply is delayed due to the lack of awareness of users and the limitations of system ROI. Therefore, recently, various data analysis and control technologies have been proposed to increase the efficiency of the installed EMS. In this study, we present a measurement control algorithm that analyzes and predicts big data collected by IoT using a SARIMA model to check and operate energy consumption of public sports facilities.