• Title/Summary/Keyword: Media sports

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Market Trends Prediction of the Sports Industry (글로벌 스포츠 산업 트렌드 예측)

  • Kim, Hun-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6536-6546
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    • 2014
  • The aim of this study was to predict the global sports market trend to make developmental and strategic marketing planning for governments, enterprises and scholars. By participating in Delphi, 21 professionals from 12 countries came up with 51 foresights. In addition, the following 7 final results emerged after 3 rounds of discussion. First, integrity issues (e.g., doping and gambling) will increase in the sports industry. Second, the market of youth sports will continue to grow worldwide. Third, the health-oriented sports service will growth, particularly for seniors or people with less wealth. Fourth, the convergence with high-technology, culture and leisure activity will be accelerated. Fifth, mega sports events will receive increasing scrutiny and criticism. Sixth, the leverage of new media (e.g., social media) as well as old media (e.g., TV and magazines) will expand in the sports industry. Finally, globalization, which is similar to the culture phenomenon, will be accelerated in the sports industry.

AUTOMATIC BROADCAST VIDEO GENERATION FOR BALL SPORTS FROM MULTIPLE VIEWS

  • Choi, Kyu-Hyoung;Lee, Sang-Wook;Seo, Yong-Duek
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.193-198
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    • 2009
  • Generally a TV broadcast video of ball sports is composed from those of multiple cameras strategically mounted around a stadium under the supervision of a master director. The director decides which camera the current view should be from and how the camera work should be. In this paper, such a decision rule is based on the 3D location of ball which is the result of multi-view tracking. While current TV sports broadcast are accompanied with professional cameramen and expensive equipments, our system requires few video cameras and no cameraman. The resulted videos were stable and informative enough to convey the flow of a match.

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Motivation for following College Sports Teams' Social Media Accounts (대학스포츠팀 소셜미디어의 이용동기)

  • Park, Jae-Ahm;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6547-6555
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    • 2014
  • This study attempted to verify what motivates fans to follow college sports teams' social media and identify the motivational factors that can best predict fans' social media consumption. Confirmatory Factor Analysis (CFA) indicated that previously identified seven motives for online consumption, i.e., information, diversion, socialization, pass-time, fanship, team support, and technical knowledge, are compatible with the use of college sports teams' social media. In addition, a results of multiple regression found diversion, socialization, fanship, team support, and technical knowledge to significantly predict the level of social media consumption while information and pass-time did not significantly affect social media consumption. In particular, socialization had the greatest influence on social media consumption.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

Distribution and Classification of Indoor Concentration of Microorganisms in Public Buildings (다중이용시설에서의 실내공기 중 미생물 분포에 관한 연구)

  • 김윤신;이은규;엽무종;김기영
    • Proceedings of the Korean Environmental Health Society Conference
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    • 2002.04a
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    • pp.3-5
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    • 2002
  • A measurement of indoor microorganism using Reuter Centrifugal Air Sampler(RCS) was undertaken during October 1991-February 1999 and 6-Stage Cascade Air Sampler was undertaken during May 2001-June 2001 in Seoul. The results were as follows : 1. The average of total microorganism collected on the agar strip GK-A media were, in the order, subway station, hospital, underground shopping center, department store, book store, theater, sports facility, educational institution, office building in sites. 2. The average of staphylcocci collected on the agar strip GK-S media, in the order, were subway station, underground shopping center, hospital and department store, department store, theater, office building, sports facility and educational institution in sites. 3. The average of fungus collected on the agar strip GK-HS media, in the order, were Underground hospital, shopping center, theater, subway station, department store, book store, sports facility, educational institution, and office building in sites

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Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

A Study of Sports Fashion Image in Korea (한국 sports fashion image에 대한 연구)

  • 이은영
    • Journal of the Korea Fashion and Costume Design Association
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    • v.2 no.1
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    • pp.37-49
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    • 2000
  • Korean sports fashion began after 1990. after 1960, using vinyl, leather, plastic & metal material, Yve st. Laurent, Pierre Cardin, Andre Courrges, they lead sportive look. Head of 20th century, fashion was lead by haute­couture, after 60s. It was changed to pret­a poter. Now it can be called of american casual & sports fashion. This study would be a view of modem fashion trend and process of visualization in the future. I studied in reproduction of view & age of hyper media with visual circumstance & artistic background and mordern fashion trend & sports fashion image in korea. In conclusion, sports fashion image as visualizing aesthetic concept of modern fashion be defined as technology for man, for instance comfort, function, flexibility, simplicity and minimalism. Specically, Sports fashion was began satisfied for function after 90s, we can see variety of easy wear, hip-hop casual, entertainment sports wear, new street sports wear, luxury sports wear.

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Sports and Culture: Exploration for the Thought of Diversity and Historical Approach

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
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    • v.4 no.4
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    • pp.7-17
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    • 2020
  • Purpose: This study started with interest in sport culture and is meaningful as an exploratory study to help with the basic understanding of sport culture research. Research design, data, and methodology: The approach of this study is the exploratory approach by literature reviews. This study carried out exploratory research on thinking about diversity of sports culture and the development process of sports culture by human history periods. Results: First, in thinking about cultural diversity, cultural absolutism and cultural relativism were identified. The characteristics of sports culture can identify universality, individuality and diffusion, and the attributes of sports culture included sharing, learning, accumulation, whole systematic relationship and change. Second, the characteristics of sports culture were identified by the approach of each historical era. The historical stages were divided into ancient civilizations, ancient Greece and Rome, middle ages and early modern period, and late modern period. Sports have historically been found to have a British-centered European origin or popularized in the United States. Conclusions: with the characteristics of modern sports culture, the globalization of sports culture, the prominence of sports industry and sports space marketing, and the symbiotic influence relationship of sports and mass media were examined and future directions were discussed.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

Distribution and Classification of Indoor Concentration of Microorganisms in Public Buildings (다중이용시설에서의 실내공기중 미생물 분포에 관한 연구)

  • Kim Yoon Shin;Lee Eun Gyu;Yup Moo Jong;Kim Key Young
    • Journal of Environmental Health Sciences
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    • v.28 no.1
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    • pp.85-92
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    • 2002
  • A measurement of indoor microorganism using Reuter Centrifugal Air Sampler(RCS) was undertaken during October 1991 - February 1999 and 6-Stage Cascade Air Sampler was undertaken during May 2001 - June 2001 in Seoul. Sites including book store, department store, theater, subway station, underground shopping center, hospital, office building, sports facility, and eduationa institutio were chosen to measure indoor microorganism. The results were as follows: 1. The average of total microorganism collected on the agar strip GK-A media were, in the order, subway station, hospital, underground shopping center, department store, book store, theater, sports facility, educational institution, office building in sites. The highest concentration of 711cfu/m$^3$ was found in the subway station and the lowest concentration of 44cfu/m$^3$ was found in office building. 2. The average of staphylococci collected on the agar strip GK-S media, in the order, were subway station, underground shopping center, hospital and department store, department store, theater, office building, sports facility and educational institution in sites. The highest concentration of 502cfu/m$^3$ was found in the subway station and the lowest concentration of 14cfu/m$^3$ was found in sports facility and educational institution. 3. The average of fungus collected on the agar strip GK-HS media, in the order, were underground hospital, shopping center, theater, subway station, department store, book store, sports facility, educational institution, and office building in sites. The highest concentration of 252cfu/m$^3$ was found in the hospital and the lowest concentration of 32cfu/m$^3$ was found in office building. 4. Ratio of Indoor/Outdoor, determined by site was 1.12-2.38 in total count, 1.00-2.35 in staphylococci, and 0.99-1.34 in fungus. 5. The positive results of test were 12-24% in indoor and 9-43% in outdoor. 6. By gram staining gram positive cocci were 59.9%, gram positive bacill 24.4%, gram negative bacilli 10.4%, and gram negative cocci 0.5%.