• Title/Summary/Keyword: Online Fitness

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

A Study on Factors Influencing the Use of Edunet by the Experience of Core Users (핵심 교사 사용자 경험을 통한 에듀넷 사용 영향 요인 분석)

  • Heo, Gyun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.47-55
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    • 2008
  • The purpose of this study is finding factors affecting the teachers' use of Edunet and exploring the developmental direction of Edunet which is a web based comprehensive educational information service system. Based on the technology acceptance model and the results of the previous studies, five external and three internal factors influencing the use of Edunet were extracted. The participants were 100, the group of field-assistants who were expected core users in Edunet, and the response of questionnaire was gathered by online survey system. To analyze the collected data and the hypothesis, multiple regression was employed. The result indicated that "usefulness" and "trust" affected statically to both (a) the use and (b) the future-intention use of Edunet. "Fitness of instruction" and "ease of use" affected to (c) the usefulness of Edunet. (d) The ease of use of Edunet was affected by "self-efficiency", "contents quality" and "the system-performance" of Edunet.

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The Effects of e-WOM's Information Characteristics and Reliability of e-WOM's Information on e-WOM's Perceived Usefulness and Acceptance (온라인 구전정보특성과 정보신뢰성이 지각된 정보유용성과 정보수용성에 미치는 영향)

  • Kim, Young Hun
    • Culinary science and hospitality research
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    • v.24 no.1
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    • pp.151-163
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    • 2018
  • Today, the development of internet brings many changes in formation exploration and acceptance. Not only the customers can come into contact much information about the firm and its product by quick and easy search, but also they produce information by themselves or can spread the information via the internet. Nowadays, customers are progressive information explorer and producer on online. In this sense, this study examined the effects of e-word-of-mouth information characteristics on the consumer's perceived usefulness and perceived acceptance of e-word-of-mouth information in the food service industry in order to suggest directions to enhances marketing strategies for marketer. The research model for this study was designed based on the hypothesis that the characteristics of e-word-of-mouth information and credibility of the information influenced both the user's perceived usefulness and acceptance. Based on total 277 customers obtained from the empirical research, this study reviewed validity, reliability and fitness of research model. The analysis results on these factors are as follow. First, the characteristics of e-word-of-mouth information; vividness, consensus, direction had an influence on the customer's perceived usefulness. Second, the characteristics of e-word-of-mouth information; vividness, consensus, direction had an influence on the customer's perceived acceptance. Third, the reliability of information had an influence on the customer's perceived usefulness and the credibility of e-word-of-mouth information perceived acceptance. Fourth, the customer's perceived usefulness had an influence on the customer's perceived acceptance.

An Explorative Study on the Features of Activity Trackers as IoT based Wearable Devices (사물인터넷 기반 웨어러블 디바이스인 활동량측정기의 특성에 대한 탐색연구)

  • Hong, Suk-Ki
    • Journal of Internet Computing and Services
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    • v.16 no.5
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    • pp.93-98
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    • 2015
  • IoT (Internet of Things) is recently burgeoning as business applications as well as ICT itself. Among the business applications of IoT, wearable devices are recognized as a leading area of customer devices. This research first identifies customer needs of activity trackers (fitness trackers), as one of representative wearable devices, and mapping the identified needs with the well-known marketing model of marketing mix (4 P's: Product, Price, Promotion, and Place). Survey was applied to university students for identifying current and potential needs for activity trackers. The needs were classified by 4 P's, and according to the results, different from other IT devices, activity trackers has more potential needs. Moreover, reliable distribution channels, offline and company owned shops were preferred, rather than online shopping mall by third parties. The results would provide some valuable implications to not only designers of activity trackers but also business management.

Research on Policy Measures to Activate Sports Welfare

  • KIM, Young Chul;KIM, Jun Su
    • Journal of Sport and Applied Science
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    • v.5 no.1
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    • pp.17-26
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    • 2021
  • Purpose: The purpose of this study is to suggest the policy and scope of the concept of sports welfare and to present a systematic model enhancing sport welfare of the society. Research design, data, and methodology: In order to induce idea for welfare policy and conceptual sport welfare model, this study reviewed a literature discussing the functions and mechanism of sport in enhancing a sense of life quality and thus rebuilding welfare of community. Results: The study suggests these. First, sports welfare ensures the rights of sports of all citizens and has the main purpose of providing social services, creating environments against inequality, improving the quality of life and happiness for everyone to enjoy, and the range should be continued from the right to live, environments against inequality, to the improvement of life and happiness. Second, since the integrated perspective was first suggested, sports integration development will be researched as well as the direction of the development of policies of the integrated model. Basic research of indicator development will need to be proceeded to execute and evaluate the integrated model. Third, the improvement of treatment of sports welfare instructors is urgent. Namely, compared to sports-related budget and the enhancement of facilities, the poor environment of sports welfare instructors needs to be improved. Instead of only testing physical fitness and prescription, the business needs to be continued by connecting to the participants' continuous participation in sports. Conclusions: Whether sports welfare succeeds depends on the need for an active beneficiary, identification of demand, a beneficiary that can discover potential to join offline and online into one, the establishment of sports policies to promote competency development, and a direct progression is needed.

A Research on the Self-Nail Tips Product and Wearing Condition (셀프 네일 팁 제품 및 착용 실태 조사)

  • Kim, Haeun;Park, Hyunjeong;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.21 no.3
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    • pp.318-325
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    • 2019
  • This study analyzes current self-nail tips and nail-tip satisfaction. The study method selected from 3 domestic and 3 overseas companies analyzed current self-nail tips based on brand recognition and sales rate. A questionnaire was conducted on 261 adult women in their 20s and 50s about the satisfaction of nail care and self-nail tips. The results are as follows. As a result to analyze the current nail tips, there were products that did not contain the type of nail tip or the composition and ingredients of the glue. An online survey of the sizes of the current nail tips indicated differences in the sizing system method and that the presented sizes are different. The response rate was the highest for the survey results on why self-nail tips were preferred for respondents who prefer self-nail tips because the price was cheap. The reason why they did not prefer self-nail tips was that the degree of completeness was lower and the fitness was not good. In addition, it showed a high response rate in that the adhesive strength was poor and the size did not fit the nails. Therefore, it is necessary to develop a size for nail types by ergonomic design and develop a self-nail tip that can reduce nail damage.

A Design of Economic CUSUM Control Chart Incorporating Quality Loss Function (품질손실을 고려한 경제적 CUSUM 관리도)

  • Kim, Jungdae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.4
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    • pp.203-212
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    • 2018
  • Quality requirements of manufactured products or parts are given in the form of specification limits on the quality characteristics of individual units. If a product is to meet the customer's fitness for use criteria, it should be produced by a process which is stable or repeatable. In other words, it must be capable of operating with little variability around the target value or nominal value of the product's quality characteristic. In order to maintain and improve product quality, we need to apply statistical process control techniques such as histogram, check sheet, Pareto chart, cause and effect diagram, or control charts. Among those techniques, the most important one is control charting. The cumulative sum (CUSUM) control charts have been used in statistical process control (SPC) in industries for monitoring process shifts and supporting online measurement. The objective of this research is to apply Taguchi's quality loss function concept to cost based CUSUM control chart design. In this study, a modified quality loss function was developed to reflect quality loss situation where general quadratic loss curve is not appropriate. This research also provided a methodology for the design of CUSUM charts using Taguchi quality loss function concept based on the minimum cost per hour criterion. The new model differs from previous models in that the model assumes that quality loss is incurred even in the incontrol period. This model was compared with other cost based CUSUM models by Wu and Goel, According to numerical sensitivity analysis, the proposed model results in longer average run length in in-control period compared to the other two models.

Validation of a tool evaluating MOOCs for higher education from the perspective of education service

  • Sung-Wan, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.177-187
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    • 2023
  • This study aims to validate a tool evaluating MOOCs for higher education from the perspective of education service. Based on the results of related researches, a potential model for evaluating MOOCs (4 factors and 8 sub-factors) was made. An evaluation tool consisting of 18 survey items was delivered to 138 college students. After data cleaning, 136 surveys were used for exploratory factor analysis (principal component analysis. varimax rotation) and reliability analysis that confirmed the fitness of the potential model. Four exploratory constructs and seven sub-factors were extracted: Factor I was labeled as 'Systemic Learning Experience,' Factor II, 'Value Experience,' Factor III, 'Co-creation of Value Experience,' and Factor IV, 'High Order Learning Experience.' Reliability estimates using Cronbach's alpha indicated that the evaluation tool had good internal consistency. In conclusion, the evaluation tool for MOOCs in higher education was proven to be valid and reliable.

Validity analysis of the social emotion model based on relation types in SNS (SNS 사용자의 관계유형에 따른 사회감성 모델의 타당화 분석)

  • Cha, Ye-Sool;Kim, Ji-Hye;Kim, Jong-Hwa;Kim, Song-Yi;Kim, Dong-Keun;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.283-296
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    • 2012
  • The goal of this study is to determine the social emotion model as an emotion sharing relationship and information sharing relationship based on the user's relations at social networking services. 26 social emotions were extracted by verification of compliance among 92 different emotions collected from the literature survey. The survey on the 26 emotion words was verified to the similarity of social relation types to the Likert 7-points scale. The principal component analysis of the survey data determined 12 representative social emotions in the emotion sharing relation and 13 representative social emotions in the information sharing relation. Multidimensional scaling developed the two-dimensional social emotion model of emotion sharing relation and of information sharing relation based on online communication environment. Meanwhile, insignificant factors in the suggest social emotion models were removed by the structural equation modeling analysis, statistically. The test result of validity analysis demonstrated the fitness of social emotion models at emotion sharing relationships (CFI: .887, TLI: .885, RMSEA: .094), social emotion model of information sharing relationships (CFI: .917, TLI: .900, RMSEA : 0.050). In conclusion, this study presents two different social emotion models based on two different relation types. The findings of this study will provide not only a reference of evaluating social emotions in designing social networking services but also a direction of improving social emotions.

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