• Title/Summary/Keyword: Sport for all

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Revenue Management Model for Internet Access Service (인터넷 접속서비스 사업의 수익관리모형에 관한 연구)

  • 윤문길;이필환
    • Korean Management Science Review
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    • v.19 no.1
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    • pp.143-162
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    • 2002
  • The concept of revenue management have been used widely In the hotel and all transportation industries, and considered as a good system for managing a perishable asset. Recently, its' application area is being increasingly expanded to service industries such as the travel, the railway, the Internet and the sport industries. Internet business can be classified into several groups according to the characteristics of the individual business. One of groups is Internet Access Servoce business which connects each users to the internet. In this paper, since internet Access Services (IAS) business has a similar property to the service Industry, we will apply a revenue management concept to It. With some modification of existing model developed by Subramanian et.al. for airlines, we suggest the revenue management model being applied to IAS business. Computational experiment shows that the Increase of the revenue Is up to 7% by appluing our model. It means our model has a potential to manage IAS business effectively.

The Instrumental Development for Pulling.Reaping Training & Measuring in Judo (유도 당기기.후리기 훈련 및 측정 장비 개발)

  • Kim, Eui-Hwan;Choi, Eun-Soo;Nam, Duck-Hyun;Kim, Sung-Sup;Chung, Jae-Wook;Kim, Tae-Whan
    • Korean Journal of Applied Biomechanics
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    • v.18 no.1
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    • pp.213-226
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    • 2008
  • E. H. KIM, E. S. CHOI, D, H. NAM, S. S. KIM, J. W. CHUNG and T. W. KIM, The Instrumenfal Development for Pulling . Reaping Training & Measuring in Judo.Korean Jiurnal of Sport Biomechanics, Vol. 18, No. 1, pp. 213-226, 2008. The purpose of this study was to develop a judo-doll uke(partner : doll-uke) for training and measurement applicable to pulling, pushing and reaping in judo. In Judo the most common techniques consist of the pulling, pushing and sweep which all need to be practiced with a partner. So the research needs to develop a measurement system that can be used to evaluate the forces involved with these techniques. Also the Doll-Uke must be developed so that judokas can train alone. After the manufacture of Doll-Uke the usefulness of it must be evaluated. The height of a Doll-Uke is l70cm and its weight is 50kg. Doll-Uke was developed with a trunk angle of 55 and the lower extremities of an angle of 45. The Doll-Uke can also measure the forces developed during the pulling, pushing and sweep. Due to the ability of the system to measure the forces while preforming Judo techniques feedback can be provided to the Judokas to improve their performance.

A Study on Development of Integrated Sports Talents' Competency Model By Career Type (체육인재의 경력유형별 융합적 역량모델 개발 연구)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.423-433
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    • 2017
  • The purpose of this study was to develop a competency model by career type by designing the specified career paths through the analysis of career experience of the athletes in the professional sports field. For this purpose, career types were identified as sports administrators, judges, leaders, sports information analysts, and global sports talents based on literature analysis, career development type and path guide design, experts interviews. Competency candidates were derived from interviews and workshops on experts. In order to finalize the competency model, it was confirmed by completing the feasibility test of experts. As a result, it is divided into common competency, professional competency, and global professional competency. There are 6 common competencies such as global competence, OA utilization, 29 special competencies by 5 career types, and 2 global competencies like sports foreign affairs, job preparation for international sports organization and the sports league federation. Competency definitions and behavioral indicator were developed for all competencies and could be used to diagnose the competency level of sports talents and to establish career development academy programs based on the competency model.

Design of a Parallel Multiplier for Irreducible Polynomials with All Non-zero Coefficients over GF($p^m$) (GF($p^m$)상에서 모든 항의 계수가 0이 아닌 기약다항식에 대한 병렬 승산기의 설계)

  • Park, Seung-Yong;Hwang, Jong-Hak;Kim, Heung-Soo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.39 no.4
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    • pp.36-42
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    • 2002
  • In this paper, we proposed a multiplicative algorithm for two polynomials with all non-zero coefficients over finite field GF($P^m$). Using the proposed multiplicative algorithm, we constructed the multiplier of modular architecture with parallel in-output. The proposed multiplier is composed of $(m+1)^2$ identical cells, each cell consists of one mod(p) additional gate and one mod(p) multiplicative gate. Proposed multiplier need one mod(p) multiplicative gate delay time and m mod(p) additional gate delay time not clock. Also, our architecture is regular and possesses the property of modularity, therefore well-suited for VLSI implementation.

Differences in EMG of Trunk and Lower Limb According to Attack Method and Phase During Volleyball

  • Jeong, Hwan Jong;Baek, Gwang Eon;Kim, Ki Hong
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.143-151
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    • 2021
  • The purpose of our study is to confirm the trend of the muscle activity of the trunk and lower limb muscles by the attack method and phase during volleyball exercise. To achieve this purpose, spike serve and spike were conducted for 9 male middle school students, and at that time, it was divided into four phase, such as run jump, take off, impact, and follow, and the rectus abdominis, erector spine, and left rectus femoris, left biceps femoris, left anterior tibialis, left gastrocnemius midialis, right rectus femoris, right biceps femoris, right anterior tibialis, right gastrocnemius midialis, were examined. Spike serve and spike were each performed three times, and randomly cross-allocated to extract accurate data. We was no difference in all muscles according to the attack method, and the muscle activity of the rectus abdominis was highest in the impact phase and the muscle activity of the vertebral spine muscle was highest in the close-up phase. In addition, all of the measured left and right lower limb muscles showed the highest muscle activity between the assisted devices. As a result, We found out that regardless of the method of spike serve and spike, the lower limbs in the run-up phase for a high jump, the vertebrae in the take off phase, the preparation phase for hitting the ball strongly, and in the impact phase at the moment of hitting the ball. It can be seen that it exerts the greatest power in the rectus abdominis.

Estimating the determinants of victory and defeat through analyzing records of Korean pro-basketball (한국남자프로농구 경기기록 분석을 통한 승패결정요인 추정: 2010-2011시즌, 2011-2012시즌 정규리그 기록 적용)

  • Kim, Sae-Hyung;Lee, Jun-Woo;Lee, Mi-Sook
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.5
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    • pp.993-1003
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    • 2012
  • The purpose of this study was to estimate the determinants of victory and defeat through analyzing records of Korean men pro-basketball. Statistical models of victory and defeat were established by collecting present basketball records (2010-2011, 2011-2012 season). Korea Basketball League (KBL) informs records of every pro-basketball game data. The six offence variables (2P%, 3P%, FT%, OR, AS, TO), and the four defense variables (DR, ST, GD, BS) were used in this study. PASW program was used for logistic regression and Answer Tree program was used for the decision tree. All significance levels were set at .05. Major results were as follows. In the logistic regression, 2P%, 3P%, and TO were three offense variables significantly affecting victory and defeat, and DR, ST, and BS were three significant defense variables. Offensive variables 2P%, 3P%, TO, and AS are used in constructing the decision tree. The highest percentage of victory was 80.85% when 2P% was in 51%-58%, 3P% was more than 31 percent, and TO was less than 11 times. In the decision tree of the defence variables, the highest percentage of victory was 94.12% when DR was more than 24, ST was more than six, and BS was more than two times.

Influences of Physical Self-efficacy by Sport Leisure Activity on General Self-efficacy and Life Satisfaction for Women (여성의 스포츠여가활동을 통한 신체적 자기효능감이 일반적 자기효능감 및 생활만족에 미치는 영향)

  • Lee, Jae-Hyoung;Yoon, Jin-Young;Cho, Eun-Ah
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.379-389
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    • 2009
  • The purpose of this study was to investigate the influence of physical self-efficacy by a participation of sport leisure activity on general self-efficacy and life satisfaction for women based on the survey data from 174 women participating in swimming program in indoor pools at the area of Daegu and Gyongbuk. With the empirical analysis of the data, this study found the following conclusion. First, physical self-efficacy were significant on all general self-efficacy factors. Thus physical self-efficacy were influenced on pride, interpersonal relations, overcome difficulties, endurance. Second, physical self-efficacy was significant on life satisfaction. thirdly, general self-efficacy was partly significant on life satisfaction. Thus pride, interpersonal relations were not influenced on life satisfaction but influenced on overcome difficulties, endurance. Fourth, in case of the women over 40 years of age, physical self-efficacy was not significant on life satisfaction, and only endurance of general self-efficacy factors was influenced on life satisfaction. Whereas in case of the women under 40 years of age, physical self-efficacy was significant on life satisfaction, and overcome difficulties, endurance general self-efficacy factors were influenced on life satisfaction.

The Marketing Strategy through Sports Media to Stimulate a Consumer Sentiment

  • LEE, Jae-Hyung
    • The Journal of Industrial Distribution & Business
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    • v.13 no.7
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    • pp.27-35
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    • 2022
  • Purpose: To entice new customers, companies attach their products to sports. From a pastime enjoyed by many to a multi-billion-dollar enterprise, the sport has evolved due to the growth in sports marketing spending. The purpose of this study is to illustrate the notion of sports media marketing using the prior textual data. Research design, data and methodology: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology was conducted to investigate previous literature to achieve the purpose of the study. This method includes searching for information sources, selection of articles, and results extraction relative to the objectives. Results: The findings from prior systematic review indicated that customers and the marketplace can be better understood with the help of well-executed marketing campaigns. Moreover, many different techniques are being utilized to describe sports marketing such as the use of media, advertisement, public relations, and direct sales. Conclusions: All in all, the present study concludes that the notion of associative competitiveness is one of the unique characteristics of the sports sector. As a result, sports leagues and federations must maintain a balance within the league and develop a shared marketing strategy to help promote their respective sports and competitions.

The Effect of Scuba Diving Resort Service Quality on Customer Satisfaction and Revisit Intention: Focusing on the Moderating Effect of Perceived Risk Attributes (스쿠버다이빙 리조트의 서비스 품질이 고객만족 및 재방문 의도에 미치는 영향: 위험지각속성의 조절효과를 중심으로)

  • Sung, Yun Bom;Noh, Yonghwi
    • Journal of Korean Society for Quality Management
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    • v.51 no.4
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    • pp.589-606
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    • 2023
  • Purpose: This study investigates the effects of scuba diving resort service quality on customer satisfaction and revisit intention, considering the moderating effects of perceived risk by scuba divers such as individual, social, and physical risks. Methods: This study surveyed scuba divers using scuba diving resorts in South Korea. The data were analyzed using multi-regression and hierarchical regression analysis. Results: The results of this study are as follows; all five service quality dimensions (tangibles, reliability, responsiveness, assurance, and empathy) significantly affected customer satisfaction and customer satisfaction also affected revisit intention. However, no moderating effect by perceived risk were observed between customer satisfaction and revisit intention. The cause of these results is believed to be the nature of scuba diving as a adventure sport. Conclusion: These results implies that scuba divers' purchase action can be different from the general service users from the perspective of perceived risk. Considering the uniqueness of adventure sports of scuba diving, the managers of scuba diving resorts need to act actively paying attention to all dimensions of service quality, and customer satisfaction.

Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke (가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석)

  • Jung, Dae-In;Seo, Tae-Hwa;Ko, Dae-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.274-282
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    • 2012
  • This study conducted the following experiment to examine change of physicopsychological function on lumbar stabilization exercise(LSE) and virtual reality game training(Nintendo Wii Sport-NWS) to stroke patients subject for fall prevention. Psychological function was measured by falls efficacy with stroke patients and physical function was measured by static and dynamic balance on comparative analysis of pre, post exercise and each groups in 30 stroke patient subject. Static balance was measured by BBS, FRT, dynamic were measured by TUG, 10m walking test and falls efficacy with stroke patients was measured index of falls efficacy. These result lead us to the conclusion that each group were statistically improved at all physicopsychological test, but BBS, FRT, 10m walking test were more statistically improved at LSE group and falls efficacy with stroke patients were more improved at virtual reality game training group. Consequently, virtual reality game training would be lead to positive increment of physicopsychological function on stroke patient.