• Title/Summary/Keyword: Sports Event

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A Seach for Methods of Development of Marine Leisure Sport through the SWOT Analysis (SWOT분석을 통한 해양레저스포츠 발전 방안 모색)

  • Suh, Dong-Hwan;Kang, Myung-Goo;Lee, Sheng-Yen
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.537-546
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    • 2017
  • This study is for a search for methods of development of marine leisure sports. As worldwide trend of marine leisure sports is developing rapidly and people more concern about their quality of life and leisure in Korea, the ear of marine leisure sports should be coming in Korea soon. This study is for a search for methods of development though the SWOT analysis. The results of the study are as below. First, the Strength of enlargement of the base in Korea are elation of concern of government and local governments, expanding local event of marine leisure sports with existing facilities and various programs. Second, the weakness of enlargement of the base in Korea are lack of awareness of marine leisure sports, frequent accident occurrence and lack of experts of marine leisure sports. Third, the Opportunity of enlargement of the base in Korea are more budget due to elation of concern of government and local governments and more preference of people in Korea. Fourth, the Threaten of enlargement of the base in Korea are low efficiency of high cost investment construction from government and local governments, huge fee of using facilities due to high cost investment construction and requiring treatment improvement of instructors of leisure sports facilities.

A Study on Participation Motivation, Participation Experience and Identity Negotiation between Generations of Overseas Koreans in the Korean National Sports Festival (전국체육대회에 참가하는 재외동포의 세대 간 참가동기, 참가경험 및 정체성교섭에 관한 연구)

  • Lee, Young-Ik
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.513-520
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    • 2020
  • This research aims to examine the difference in participation motivation, participation experience and identity negotiation between generations of overseas Koreans in the National Sports Festival(NSF). The subjects for this study were 360 overseas Koreans who took part in the 100th NSF held in Seoul in 2019. The results are as follows; First, while the first generation participated in the NSF because of visiting family and maintaining Korean identity, the second generation took part in the event for self-realization. Second, the second generation had more negative experiences than the second generation during the NSF. Third, while the first generation negotiated more identity with origin, the second generation had more identity with settlement.

Kinematic Analysis of Women's Triple Jump at IAAF World Championships Daegu 2011 (2011 대구세계육상선수권대회 여자 세단뛰기 경기의 운동학적 분석)

  • Woo, Sang-Yeon;Seo, Jung-Suk;Kim, Ho-Mook;Nam, Ki-Jeong;Choi, Sung-Bum;Kim, Yong-Woon
    • Korean Journal of Applied Biomechanics
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    • v.21 no.5
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    • pp.621-629
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    • 2011
  • The purpose of this study was to analyze the kinematics of the women's triple jump event at the 2011 Daegu World a Chmpionships by comparing them to those of the 2009 Berlin World Championships. The kinematic data were gathered from two steps before take off to the landing using a 7-camera panorama system. The data were then divided into 3 phases for each of the 8 participants. Similar average results were found the final contestants in the Daegu and Berlin championships, 14.58 m and 14.51 m, respectively. The first step had a relatively short length percentage (29%) compared to the hop and jump (36% and 35%, respectively). At the take off, the horizontal velocity was the lowest for the step, followed by the hop and jump. These results were different from the results for the men, who had an order of hop, step, and jump. Overall, in a comparison of the Daegu and Berlin participants, the vertical speed at take off for the three events was reduced compared to the horizontal speed.

A Study on the Effective Symbolic Expression Methods of Uniform Design (유형별 유니폼 디자인의 효과적인 상징표현 방법)

  • Kim, Yun-Hee;Lee, Jae-Jung
    • Journal of the Korean Society of Costume
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    • v.56 no.8 s.108
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    • pp.148-159
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    • 2006
  • The objective of this study is to consider the uniform as visual communication, and analyze the expression of symbol shown on the uniform design by the pattern by applying the visual symbol in the communication and operation of the meaning. Also, it is to construct the systematic modeling method of the expression of design symbol by the pattern of uniform in th e various fields. This study is to analyze the symbolic expression method of the uniform design by the pattern by suggesting the symbolic expression method as a frame through the visual symbolic approach of the uniform design and the analysis of semantic symbol according to that. As a result, there arose simplification and emphasis and a method of symbolic expression with the national flag, a conceptual factor characteristically in the sports uniform design. The characteristics of symbolic expression of uniform design were mainly used in the symbolic expression with the customary code and symbol. Also, the uniform in the enterprises were widely used in the expression of uniform with the suggestion and code by the color. As for the characteristics of symbolic expression shown on the event uniform design, the method of symbolic expression by the pattern of uniform was grasped differently asa result of symbolic expression through the image. The method of symbolic expression suggested on this study could be used on a basis of uniform design in the future. Accordingly, this study has a meaning of suggesting the methodology of uniform design that would be a parameter.

A Study on the Preference of Tourism Resource Development Based on Benefit-sought of Leisure Sport Event Participation (레저 스포츠 이벤트 참가추구목적에 따른 이용관광지 자원개발 선호도에 관한 연구)

  • Yoon, Yoo-Shik;Jang, Yang-Lae;Cho, Sang-Hee
    • Journal of the Korean association of regional geographers
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    • v.15 no.2
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    • pp.250-260
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    • 2009
  • The purpose of the research is to investigate the possibility of the tourism resources development preference of sport leisure event activity of participation as one use MDS and clustering market character. An empirical research has been undertaken the questionnaire had be distributed to the whole country inline marathon races participation and there were 330 responses. The research was conducted by using statistical packages of SPSS program. As research methods factor analysis and cluster analysis were also employed. Three distinct cluster groups were categorized by their characteristics: 'money acquirement participation', 'self realization moderators', 'self realization enthusiasts', and there was differences among segmented groups in terms of their affecting factors to the tourism resources development preference. These findings suggested that there were need to tourism resources development for different segmented groups of sports leisure event activity selection attributes and each group pursued different satisfaction.

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Effects of the After School Sports Club Activity on the School Life Satisfaction in the Middle School Students (중학생의 방과 후 스포츠클럽활동 참가가 학교생활만족에 미치는 영향)

  • Hwang, Sun-Hwan;Kim, Hong-Seol
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.771-778
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    • 2012
  • The purpose of the study was to investigate the effects of the after school sports club activity on the school life satisfaction in the middle school students. A total of 640 middle school students in D city at september, 2012 were selected using the stratified cluster random sampling method. The survey instrument was utilized for the current study. Independent variables included participation or non-participation and the level of participation(frequency, duration, intensity), and dependent variables contained the school life satisfaction(classmate, teacher, learning activity, school event, and following rules). After the pilot test, the frequency analysis, exploratory factor analysis, reliability analysis, t-test, correlation analysis, and regression analysis were conducted with the SPSS 18.0 program. Main findings were as followed: First, the school life satisfaction of the middle school students participating in the after school sports club activity was higher than it of non-participants. Second, the level of participation in the after school sports clubs activity had an influence on the school life satisfaction. In detail, satisfaction with the school life of students who frequently, long, and intensively participated in the after school sports club activity was higher.

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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Design of Mixed Integer Linear Programming Model for Transportation Planning (혼합 정수 선형 계획법을 이용한 수송 계획 모델 설계)

  • Park, Yong Kuk;Lee, Min Goo;Jung, Kyung Kwon;Won, Young-Jin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.11
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    • pp.166-174
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    • 2016
  • In this paper, we developed a mixed-integer linear programming model for transportation planning of athletes in sports events. The transportation planning of athletes involves finding the lowest-cost and fastest-time plan for distributing athletes from multiple accommodation to stadium. The decision variables associate with the number of driving events, and the total transportation cost is the objective function that needs to be minimized. The proposed method uses mixed integer linear programming to solve transportation problem, thus the global optimality is guaranteed. In order to verify the effectiveness of proposed method, we performed simulation and built the sports event management service platform (SEMSP) for transportation planning.

Strategy for Sprint Race of Humanoid Robot (휴머노이드 로봇의 스프린트 경기 전략)

  • Gill, Woo-Ram;Ryoo, Young-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.5
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    • pp.390-395
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    • 2016
  • In this paper, a sprint race of human and that of humanoid robot are compared. Sprint race is one of the most popular sports games of human. HuroCup organized by FIRA is the most representative sports event of humanoid robots. The rules of the sprint race in HuroCup are explained and the strategy for the sprint race that humanoid robots can play is proposed. A child-sized humanoid robot is designed and developed so that it can play to follow the rules of the sprint race. The algorithm of the game strategy is applied to the robot, and the robot's performance is tested. Eventually, in HuroCup, it is verified that the developed humanoid robot is suitable to perform the sprint race.

An Empirical Study on Influencing Factors of Mobile Game Satisfaction through Mediating Factors of Self-fulfillment and Flow (자아성취감과 몰입 매개요인을 통한 모바일게임 만족도 영향요인의 실증적 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • Journal of Information Technology Services
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    • v.18 no.2
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    • pp.17-35
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    • 2019
  • The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.