• Title/Summary/Keyword: Internet Sports

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The Effect of Creation of Shared Value Activities of Professional Volleyball Team on the Team Trust and the Community Identification

  • Son, WonHo
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.153-160
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    • 2020
  • This research aims to provide empirical basic data for the development of local communities through the establishment of efficient strategies for the formation of positive relations between the club and the region through the Creation of Shared Value (CSV) activities. We come up with the results of this study to show that CSV, social problem orientation, and core competency utilization affect the team trust of local community, and that CSV, long-term orientation, social problem orientation and core competency utilization affect community identification. The research should enhance the value of professional sports teams that promote their own path to self-sustaining as a single independent business area, and identify their trust through CSV activities for co-prosperity with their local communities, and thus their relationship with the community. Therefore, various strategies and efforts will ultimately increase the team trust and community identity of local residents in professional volleyball teams, while at the same time gaining positive effects on professional volleyball teams.

Shopping behavior, attitude and characteristics of internet clothing shoppers (인터넷 의류구매자의 의류쇼핑행동, 태도 및 특성)

  • 하오선;신혜원
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.1
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    • pp.71-82
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    • 2001
  • In this study, Internet users were separated into 3 groups(clothing shoppers, clothing non-shoppers, non-shoppers). Shopping behavior of clothing shoppers(those who used the internet channel for clothing shopping) and the attitude to internet clothing shopping were examined. And characteristics of clothing shoppers were compared with characteristics of clothing non-shoppers(those who purchased goods except clothing on internet) and non-shoppers(those who purchased nothing on internet). The reason why clothing non-shoppers and non-shoppers didnt purchase clothing on internet was also investigated. Questionaire was used as method of gathering data. Mean, ANOVA, Duncan-test, t-test and $\chi$$^2$-test were used for data analysis. 1. Clothing shoppers considered carefully design, exchange & refund, quality and price and purchased generally T-shirt, underwear, jeans and sports wear. 2. Clothing shoppers thought clothing in internet shopping malls was not various in item, design, color, size and price. But they were satisfied with shopping convenience. 3. Clothing shoppers were more conscious of the shopping cost compared with clothing non-shoppers and non-shoppers Recreational shopping orientations and fashion leader orientations were low in both groups. Self-confidence in connection with clothing purchase were high in each groups, but that of clothing shoppers were relatively higher than clothing non-shoppers and non-shoppers. 4. The reason why clothing non-shoppers and non-shoppers didnt purchase clothing in internet shopping malls was that they wanted to buy after trying on clothing in a store, didnt believe the quality of clothing, didnt need to purchase clothing in internet shopping malls, and worried about exchange & refund.

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An Analysis of Difference between Importance and Satisfaction of Destination Attractiveness for Marine Sport Event using IPA Method (IPA기법을 활용한 해양스포츠이벤트 관광지 매력성에 대한 중요도와 만족도의 차이분석)

  • Mun, Sun-Ho;Kwon, Il-Kwon;Kim, Nam-Young;Hwang, Ji-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.2
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    • pp.589-600
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    • 2015
  • The purpose of this study was to verify the analysis of differences between importance and satisfaction of destination attractiveness for the national marine sports games using IPA method. By doing so, this study aimed to utilize the result of study for a practical marketing strategy in operating and establishing Korean marine sports market circumstances. The participants of this study consisted of 328 who were participated in marine sport event (yacht, fin-swimming, canoe, triathlon and so on) of 9th national marine sports games. Samples were extracted by convenient sampling method. A total 328 questionnaires were collected in this study except data which did not respond or trustless responded. In data processing, Cronbach's ${\alpha}$, frequency analysis, paired t-test and Importance-Performance Analysis were performed through SPSS 20.0. The results were as follows. First, I quadrant included Programs Multiplicity, Pamphlet, Stand preparations, Food Cleanliness, Effective Progress, Guide Know-How, Food taste. Third, II quadrant included Pre-Publicity, Internet Information, Proper Food Price, Shade Facilities, Convenient Parking, Restroom Cleanliness, Number of Restroom, Safety Facilities. Fourth, III quadrant included Entertaining Program, Number of Guide, Local Culture, Game Progress, Directional Sign. Fifth, IV quadrant included Performance Program, Well-Matched Event, View Distance, Various Food.

Informix Media Asset Management

  • BBC Case Study
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.83-98
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    • 1998
  • Who needs Media Asset Management? ◆ Publishers ◆ Any company publishing newspapers, magazines, catalogs or web sites. ◆ Content Creators ◆ Companies who create content for use in their business ◆ Broadcasters, Advertising Agencies, Studios, Sports Houses (NBA, NFL), Corporate Training Depts, Retailers ◆ Content Distributors ◆ Cable Operators, Telecoms, Internet Service Providers, Online Service Providers Who needs Media Asset Management? ◆ There's a LOT of money being spent on this kind of technology, and not just by 'media' companies ◆ Retailers, for catalogs, web sites, call centers ◆ Chems/Pharms, for drug. discovery, knowledge management ◆ Legal, for document and knowledge management ◆ Federal, for video surveillance and knowledge management ◆ Manufacturing, for integration of CAD, text and business-to-business applications ◆ Anyone with a Web/Content Management challenge(omitted)

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Strategic Approach to Privacy Calculus of Wearable Device User Regarding Information Disclosure and Continuance Intention

  • Cho, Ji Yeon;Ko, Daesun;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3356-3374
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    • 2018
  • The healthcare and fitness wearable-device market is considered as the driving force of the entire wearable device market. However, there are concerns with respect to information privacy because wearable devices constantly collect sensitive data such as individuals' health information. Thus, there is a need for a comprehensive understanding from the perspective of information privacy concerns and related behavior. This study investigates factors considered in the privacy calculus of wearable fitness devices, and verifies differences obtained by the privacy calculus process according to the frequency of exercise. The results obtained from a survey of 248 undergraduate students in Korea revealed that service providers should consider users' interests and exercise characteristics in order to mitigate their privacy concerns and encourage continuous use of wearable devices. This study provides useful insights pertaining to users of wearable fitness devices, and targets researchers and practitioners.

Exploring K-League Club's YouTube Channel: Focusing on Seoul E-Land Football Club

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.12-16
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    • 2021
  • Soccer is one of the popular sports globally, and South Korea is no exception; the professional domestic soccer tournament has been held in South Korea since 1983. The national soccer team in South Korea has shown outstanding performances, hosting the 2002 World Cup and achieving a bronze medal at the London 2012 Olympic Games and second place at the 2019 U-20 World Cup. In addition, one of the South Korean soccer players, Heung-min Son, has played a remarkable role in the English Premier League. Like other global soccer clubs, South Korean domestic soccer clubs create and manage their own YouTube channel to interact with fans and keep them updated. In this study, we explore how and why Seoul E-Land Football Club (SEFC) utilizes its YouTube channel. SEFC is distinctive in that they are playing at the second division, their home ground is based in Seoul, and they are sponsored by a company run on Christian values. We analyze one of the soccer club's YouTube channels multi-dimensionally and discover the roles of YouTube.

Effects of 8-Week Resistance Training on Neuromuscular Fatigue in Young and Middle-Age Men

  • Byung-Kwan, Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.254-261
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    • 2023
  • The purpose of this study was to investigate the effects of 8-week resistance training on muscle fatigue in men in their 50s and 30s. A total of 16 subjects (8 in their 30s and 8 in their 50s) were recruited, and moderate-intensity resistance exercise was conducted three times a week for eight weeks. EMG was measured before and after 8 week resistance training. Before 8 weeks exercise, MDF of pectoralis major significantly decreased in all groups, and MDF of triceps brachii significantly decreased only in the 30s group. After 8 weeks of exercise, MDF of pectoralis major significantly decreased in all groups, and MDF of triceps brachii significantly decreased only in the 30s group. The fatigue index before and after the 8-week exercise was changed only in the pectoralis major, and significantly decreased in the 30s group. As a result, the muscle fatigue level among the resistance exercises of men in their 50s may be similar to that of men in their 30s, and muscle fatigue can be reduced by 8 weeks of exercise.

A Deep Learning Algorithm for Fusing Action Recognition and Psychological Characteristics of Wrestlers

  • Yuan Yuan;Yuan Yuan;Jun Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.754-774
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    • 2023
  • Wrestling is one of the popular events for modern sports. It is difficult to quantitatively describe a wrestling game between athletes. And deep learning can help wrestling training by human recognition techniques. Based on the characteristics of latest wrestling competition rules and human recognition technologies, a set of wrestling competition video analysis and retrieval system is proposed. This system uses a combination of literature method, observation method, interview method and mathematical statistics to conduct statistics, analysis, research and discussion on the application of technology. Combined the system application in targeted movement technology. A deep learning-based facial recognition psychological feature analysis method for the training and competition of classical wrestling after the implementation of the new rules is proposed. The experimental results of this paper showed that the proportion of natural emotions of male and female wrestlers was about 50%, indicating that the wrestler's mentality was relatively stable before the intense physical confrontation, and the test of the system also proved the stability of the system.

The Effect of Warm-Up Method on Exercise Performance and Rate Pressure Product during Resistance Training

  • Hwanjong Jeong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.148-155
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    • 2024
  • We are designed was to find an efficient warm-up method for resistance training for muscle hypertrophy, and 10 males with at least 3 years of resistance training experience were selected as subjects. The 75% 1RM was measured directly based on the pre-measured bench press 1RM. After that, the main experiment of 75% 1RM bench press according to the three warm-up methods was conducted one week apart, and all experiments were randomized and cross-over. Performance according to the warm-up method (3) was measured by total exercise volume, and physiological changes were determined by myocardial workload. All post-measurement data were analyzed using SPSS.22.0 and analyzed using repeated measures one-way ANOVA and contrast comparisons were made using the deviation method. The results showed that the method of gradually increasing the number of repetitions by performing the same intensity as the intensity of the main exercise in the form of muscle hypertrophy, but at submaximal repetitions, showed the highest performance.

Relationship among Self-Control, Physical Activity, Internet Addiction, Cyber Ethnics, and Cyber Delinquency (여성 청소년의 자기통제력, 운동참여수준, 인터넷 중독, 사이버윤리의식 및 사이버비행의 관계)

  • Park, Mi-Hyang;Park, Jae-Ahm
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.7101-7109
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    • 2014
  • This study examined the relationship among self-control, physical activity, Internet addiction, cyber ethnics, and cyber delinquency. The data from a total of 388 adolescent girls was analyzed by structural equation modeling using the AMOS 20.0 statistics program. First, the level of physical activity affects Internet addiction mediated by self-control. Second, self-control affects Internet addiction and cyber ethnics directly and has an influence on the cyber delinquency mediated by Internet addiction. Third, Internet addiction has direct effects both cyber delinquency and cyber ethnics.