• Title/Summary/Keyword: Sports Media

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Interactive Broadcasting Service Using Mobile Messenger (모바일 메신저를 이용한 양방향 방송서비스)

  • KIM, Joon-Won;Lee, Jung-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.157-163
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    • 2013
  • The development of the latest media technology has changed the traditional broadcasting system. The traditional broadcasting system, which was operated by the mass media and the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional media through the convergence of internet and mobile. In terms of broadcasting environment, the function of the traditional TVs has been changed to the Smart TVs combined with an open platform which not only deliver visual contents, but also supply various applications and additional information linking the content providers and viewers. This ongoing broadcasting environmental change has made it possible for viewers to participate in the programs such as reality shows or sports events through SNS, texting or phone calls. Therefore, the purpose of this experiment is to present the ways to promote easier and more convenient viewer-participation in the programs by applying mobile messenger to existing broadcasting system in order to enhance the involvement of broadcasters and viewers of the programs and to diversify the roles of content providers and viewers in broadcasting.

Trends in the Workday Leisure-Time of Dual-Income Parents with Preschool Children(2004-2019) (미취학자녀를 둔 맞벌이부모의 평일여가에서 나타난 변화(2004-2019))

  • Seo, Jiwon;Lee, Jung-eun
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.4
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    • pp.39-52
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    • 2022
  • The purpose of this study was to examine the workday leisure time of dual-income fathers and mothers with preschool children. Data were gathered from the Statistics Korea Life Time Surveys from 2004(y1) and 2019(y2) (n=2,697). Life time was composed of three types(inevitable time, compulsory time, and leisure time) and leisure time was categorized into 11 activities(voluntarism, participation, social relationships, religion, rituals, culture and tourism, sports, game and play, media, rest, and others) to investigate gender differences and time effects. The major results were as follows: First, both working fathers and mothers with preschool children spent less inevitable time, more compulsory time, and less leisure time, than other adult group. Second, fathers spent more time on 10 leisure activities except religion in y1, and on all activities than mothers in y2. In y2, less time on three activities(social relationships, rituals, and media) for both fathers and mothers, less time on religion for mothers only, more time on two activities(participation, game and play) for both groups were spent than y1. Third, in the regression analysis of fathers' and mothers' leisure time on three leisure activities(sports, game and play, and media) with a distinct pattern from leisure time for adult group between y1 and y2, socioeconomic variables and lifetime variables showed different effects by gender and waves. Based on the results, family policy and programs to improve the work-life balances of working fathers and mothers discussed.

UHD 4K end to end broadcast solution over DVB-T2 SFN network using HEVC real time encoding

  • Dimitrakopulos, Nik
    • Broadcasting and Media Magazine
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    • v.19 no.2
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    • pp.36-45
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    • 2014
  • With major sports events such as FIFA World Cup and The Olympic Games coming up, UHDTV technology has been given a major push by broadcasters, test and measurement (T&M), and consumer electronics (TV and set-top box) manufacturers. The increase in picture resolution ($3840{\times}2160$) for 4K and ($7680{\times}4320$) for 8K compared to current HDTV ($1920{\times}1080$), as well as the need to deliver these services in higher frame rates (50/60 up to 100/120fps) translate to a big challenge in UHDTV content delivery to households over terrestrial transmission due to higher data rates. DVB-T2 has been favored by many countries across the world as it is proven to give the best spectral efficiency for terrestrial broadcasting. On the other hand MPEG-4 appears to be the bottleneck for UHDTV since a much higher data rate is needed to deliver such services. Therefore HEVC becomes mandatory for UHDTV delivery over DVB-T2. In this paper, we will give an overview about a complete end-to-end solution for UHDTV delivery over DVB-T2 based on a realistic SFN scenario in Seoul metropolitan area.

University Students' Smartphone Addiction Propensities according to Self-efficacy and Leisure-related Variables (대학생의 자기효능감 및 여가관련변수에 따른 스마트폰 중독성향)

  • Ryu, Mihyun
    • Journal of Families and Better Life
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    • v.32 no.1
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    • pp.63-79
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    • 2014
  • Recently, in our society, the use of smartphones has been widespread and changed our lives positively; however, the excessive use of smartphones has also produced many side effects. In particular, we can see that the reckless use of smartphones has constantly increased smartphone addiction propensities. University students, too, show smartphone addiction propensities more and more gradually; therefore this study intends to perform research related with smartphone addiction propensities with university students as the subjects. Since it is more and more important to perform leisure activities to prevent smartphone addiction and reduce addiction propensities, it can be said that the research on the correlation between leisure activities and smartphone addiction propensities is significant. The major findings of the research are as follows: First, among the smartphone addiction propensities, their tolerance and disturbance of adaptive function were relatively higher than other factors. Second, overall smartphone addiction affects the variables of gender (male), school year (freshmen), economic leisure constraints, time leisure constraints, and the adequacy of travel behavior, sports behavior, media use behavior, reading behavior, volunteer work and religious behavior. The adequacy of the media use behavior variables showed the greatest impact.

The Image of 'New Man' in Men's Fashion in the mid-1980s (1980년대 중반 남성 패션에 나타난 '뉴 맨(New Man)' 이미지)

  • Yum, Hae-Jung
    • Journal of Fashion Business
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    • v.15 no.1
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    • pp.171-184
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    • 2011
  • This paper is purposed to clarify that an increase of the matter of concern about men's fashion in the mid-1980s was coincided with rapid change of images for men and diversification within the context of economy, society, culture and to analyze the characteristic of each fashion and the meaning. Findings are as follows: 'New men' played a key role creating and communicating the new male image through the media, as a new masculine appeared in the middle of 1980s. Especially it was spreaded into with British as a center between the generations of young men described as a white-collar worker about the ages from 18 to 35 specifically and appeared by the cultural background in accordance with the spread of consumerism, materialism and post modern feminism and the development of men's fashion. There were 2 types of fashion styles for 'New men' image on the media in the mid-1980s. The First is 'power suit look style' which is self-conscious, including 'corporate formal suit look' and 'soft & sexy suit look'. The Second is 'extravagant body conscious style' which characterize the decolletage and androgynous, including 'tough sports look' and 'sexy skirt look'. Lastly, the 'New men' image means a man as a visible object and a man in the image world.

A Study on Storytelling Plan of Stereo-scopic 3D Animation the Motif for the Tourist Attractions in Local Government : Focused on cases of the Creation of Cheongdo-gun, Gyeongbuk and Nam-gu, Ulsan (지자체 관광자원을 모티브로 한 3D입체애니메이션의 스토리텔링 기획에 관한 연구: 울산 남구와 경북 청도의 제작사례를 중심으로)

  • Kong, Jiheun;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.260-267
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    • 2015
  • The Ministry of Culture, Sports and Tourism has been implementing the 'Local Government 3D Contents Production Support Project' since 2010 to foster the 3D contents industry and secure high-quality 3D contents of local governments. This is part of national support for securing 3D media contents of local governments. In particular, stereo-scopic 3D animation is in the spotlight as media contents appropriate for simultaneous implementation of pleasure of narrative and high-level of presence to promote tourism resources of local governments. But existing stereo-scopic 3D animation-related studies are mostly concentrated in three dimensional effect expression for particular scenes or theater. Therefore, this study extracted elements required for storytelling planning by analyzing production cases of stereo-scopic 3D animation using tourism resources of local governments which have been recognized for a high quality of work.

Implementation of a system to analyze user behavior patterns based on vital signs and user locations (생체신호와 위치인식기반 사용자 행동패턴 분석 시스템 개발)

  • Joo, Moon-Il;Chung, Gi-Soo;Kim, Hee-Cheol
    • Smart Media Journal
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    • v.3 no.4
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    • pp.35-40
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    • 2014
  • As small sized bio-sensors and digital yarns are developed, digital wear measuring vital signs can be used for individuals' health, the elderly care and sports activities. This paper discusses a database structure for analyzing stress state, pulses, positions, exercise amount of user based on vital signs measured for 24 hours measured by the wear and GPS information, and a storage for storing XML documents following a standard HL7 meta-model. By analyzing the stored information, the system identifies the stress state and exercise amount of users. Pulses, exercise intensity and emergency situations can be also detected by the system in real time. This paper discusses the implementation of a system enabling to acquire and analyze vital signals to understand user behavior patterns.

The Study on Classification System of Sport Culture Contents for Korea's Cultural Competitiveness (문화경쟁력 제고를 위한 스포츠 문화콘텐츠 분류체계 정립)

  • Lee, Soo-Yeon
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.111-121
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    • 2016
  • The purpose of this study was to establish a classification systems of sport culture contents for enhancing cultural competitiveness. The main research method for this was the Delphi survey based on the literature. Through a literature review, the definition of sport cultural contents and the classification system of major industrial countries were analyzed. The Delphi survey by a panel of 25 was conducted over a two-round. The results were as follows: first, the sport culture contents includes an artistic creativity, which have a working form that enables delivery to the public and organizing sports activities, and classify as a technology for high value-added content and services. Second, the 'culture' for the large category item, which include the cultural heritage and culture art. The 'media' recognize the importance of temporal concepts with traditional media and it was classified as new media. In the case of items in the large category 'events' are classified as national and international sporting events and festivals, the 'services' main category item is divided into social, care, educational services. Finally, the 'others' includes such as copyrighted items.

An Analysis of the Using Pattern of Leisure Time for Elderly (노인의 여가생활시간 소비패턴분석)

  • Lee Yoon-Jung;Joung Soon-Hee
    • Journal of Family Resource Management and Policy Review
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    • v.8 no.1
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    • pp.101-116
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    • 2004
  • This study analyze using pattern of the Korean elderly leisure time to know their leisure lifestyle. In order to do this study, we analysed the time use dairy which were collected by Korean National Statistical Office in 1999 and analysis of data was done through mean of time, percentage of acting people hourly. The result of this study were as follows : 1) The elderly spend leisure time average 6 hours 34 minute in a day and enjoy leisure activities from A.M. 11:00 to P.M. 12:00 and from P.M. 8:00 to P.M:. 10:00 mainly. 2) The elderly spend leisure time for acquaintance, using mass media, sports leisure activity and dilettante life. Especially the elderly associate with more others than their family, use more TV than others and spend time for break and amusement as dilettante life.

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A Spatial Pyramid Matching LDA Model using Sparse Coding for Classification of Sports Scene Images (스포츠 이미지 분류를 위한 희소 부호화 기법을 이용한 공간 피라미드 매칭 LDA 모델)

  • Jeon, Jin;Kim, Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.35-36
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    • 2016
  • 본 논문에서는 기존 Bag-of-Visual words (BoW) 접근법에서 반영하지 못한 이미지의 공간 정보를 활용하기 위해서 Spatial Pyramid Matching (SPM) 기법을 Latent Dirichlet Allocation (LDA) 모델에 결합하여 이미지를 분류하는 모델을 제안한다. BoW 접근법은 이미지 패치를 시각적 단어로 변환하여 시각적 단어의 분포로 이미지를 표현하는 기법이며, 기존의 방식이 이미지 패치의 위치정보를 활용하지 못하는 점을 극복하기 위하여 SPM 기법을 도입하는 연구가 진행되어 왔다. 또한 이미지 패치를 정확하게 표현하기 위해서 벡터 양자화 대신 희소 부호화 기법을 이용하여 이미지 패치를 시각적 단어로 변환하였다. 제안하는 모델은 BoW 접근법을 기반으로 위치정보를 활용하는 SPM 을 LDA 모델에 적용하여 시각적 단어의 토픽을 추론함과 동시에 multi-class SVM 분류기를 이용하여 이미지를 분류한다. UIUC 스포츠 데이터를 이용하여 제안하는 모델의 분류 성능을 검증하였다.

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