• Title/Summary/Keyword: Online Game Contents

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Social Big Data-based Co-occurrence Analysis of the Main Person's Characteristics and the Issues in the 2016 Rio Olympics Men's Soccer Games (소셜 빅데이터 기반 2016리우올림픽 축구 관련 이슈 및 인물에 대한 연관단어 분석)

  • Park, SungGeon;Lee, Soowon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.2
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    • pp.303-320
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    • 2017
  • This paper seeks to better understand the focal issues and persons related to Rio Olympic soccer games through social data science and analytics. This study collected its data from online news articles and comments specific to KOR during the Olympic football games. In order to investigate the public interests for each game and target persons, this study performed the co-occurrence words analysis. Then after, the study applied the NodeXL software to perform its visualization of the results. Through this application and process, the study found several major issues during the Rio Olympic men's football game including the following: the match between KOR and PIJ, KOR player Heungmin Son, commentator Young-Pyo Lee, sportscaster Woo-Jong Jo. The study also showed the general public opinion expressed positive words towards the South Korean national football team during the Rio Olympics, though there existed negative words as well. Furthermore the study revealed positive attitude towards the commentators and casters. In conclusion, the way to increase the public's interest in big sporting events can be achieved by providing the following: contents that include various professional sports analysis, a capable domain expert with thorough preparation, a commentator and/or caster with artistic sense as well as well-spoken, explanatory power and so on. Multidisciplinary research combined with sports science, social science, information technology and media can contribute to a wide range of theoretical studies and practical developments within the sports industry.

An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

Professional Baseball Viewing Culture Survey According to Corona 19 using Social Network Big Data (소셜네트워크 빅데이터를 활용한 코로나 19에 따른 프로야구 관람문화조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.139-150
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    • 2020
  • The data processing of this study focuses on the textom and social media words about three areas: 'Corona 19 and professional baseball', 'Corona 19 and professional baseball', and 'Corona 19 and professional sports' The data was collected and refined in a web environment and then processed in batch, and the Ucinet6 program was used to visualize it. Specifically, the web environment was collected using Naver, Daum, and Google's channels, and was summarized into 30 words through expert meetings among the extracted words and used in the final study. 30 extracted words were visualized through a matrix, and a CONCOR analysis was performed to identify clusters of similarity and commonality of words. As a result of analysis, the clusters related to Corona 19 and Pro Baseball were composed of one central cluster and five peripheral clusters, and it was found that the contents related to the opening of professional baseball according to the corona 19 wave were mainly searched. The cluster related to Corona 19 and unrelated to professional baseball consisted of one central cluster and five peripheral clusters, and it was found that the keyword of the position of professional baseball related to the professional baseball game according to Corona 19 was mainly searched. Corona 19 and the cluster related to professional sports consisted of one central cluster and five peripheral clusters, and it was found that the keywords related to the start of professional sports according to the aftermath of Corona 19 were mainly searched.