• Title/Summary/Keyword: Sports Media

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A Study on the User Perception for the Operational Plan Following the Establishment of the Okcheon-gun Daily Life Culture and Sports Center Library (옥천군 생활문화체육센터 도서관 건립 후 운영 방안을 위한 이용자 인식조사 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Kang, Bong-Suk;Ko, Jae Min;Kim, Jeong-Taek;Kwak, Woojung
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.87-110
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    • 2022
  • This study was conducted based on the need to establish an operational plan following the establishment of the Okcheon-gun Daily Life Culture and Sports Center Library, and for the users of public libraries in Okcheon-gun, the functions and roles of the Okcheon-gun Library, collection related to operational direction, user service related activation, library usage related status survey, preference for the future use and perception of desired services were surveyed. Based on the results of the perception survey, the direction required by the Okcheon-gun residents for the Library was identified, and the research results are as follows. As a result of the study, first, when establishing a collection plan, the data types ought to be based on the printed materials and the multi-media materials to reflect the needs of the users, and it may also be necessary to collect them in consideration of the subject areas including literature, art, history, and technical sciences. Second, to provide various information services, it would be necessary to establish an overall information service plan, and it was identified that it would be necessary to develop various information services according to the user preferences and provide cooperative services. Third, it was determined that the programs appropriate for the various subjects and age groups should be continuously expanded moving forward in consideration of the larges demand for programs by the residents of Okcheon-gun. Fourth, new constructions and spatial improvements are needed, and the overall preference for open spaces was significant. In the case of cultural space, the preference for youth cultural facilities, convenience facilities for residents, infinite loss of imagination, and the (experiential) exhibition halls turned out to be large.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

Factors Associated with the Time Use in Leisure Activity and Social Gathering of the Youth - Focused on the Effects of Engaging Role Types of the Youth - (청년의 여가시간과 교제시간에 대한 영향요인 탐색 -청년 역할유형의 영향을 중심으로-)

  • Joung, Eun-Hee;Joo, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.623-639
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    • 2020
  • This study explores the factors associated with the amount of time use in leisure and social gathering activities. The analysis shows that the engaging role types of the youth, for example housekeeping and care giving, or working on the paid job are associated with the amount of time use in leisure activities. However, the factors related to time use in social gathering activities are the engaging role types of youth as well as the socializing opportunity. Compared to the other role types of the youth, the youth who are preparing for a job and is not engaged in employment, education, and training(NEET) spend more time in media leisure, travel and cultural activities, sports and reports activities, however spend less time in social gathering compared to students. The youth who have a job spend the least time in all of the leisure activities except travel and cultural activities for a weekend. Policy should remove the barriers in leisure activities and increase the opportunities for socializing.

Illuminance Distribution Analysis by Lighting Tower Position of o Soccer Stadium (축구 경기장의 조명타워 위치에 따른 조도분포 해석)

  • 김길영;최홍규;최병숙
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.1
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    • pp.1-8
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    • 2004
  • Nowadays the soccer becomes one of the best spot lighting sports in the world Especially the 2002 Korea-Japan World Cup was deeply impressed on all the korean. One goal of illuminating engineering should be the design of lighting system that can provide consistently high task visibility regardless of where a task might be located within a working space. The television broadcasting on the soccer has been an important role in the media. The standard of FIFA(The Federation Internationale do Football Association) requires recommended illuminance levels for artificial lighting for a player, an audience, TV broadcasting, as well as everybody in the stadium. This paper has proposed an algerian to select the suboptimal lighting tower position for watching and TV broadcasting a soccer game within a pleasant environment and an optimum illuminance distribution. The position using the software Philip's Calculux was chosen based an the calculations of a horizontal illuminance, vertical illuminance, uniformity, glare, and so on by changing lighting tower positions.

Automatic Cast-list Analysis System in Broadcasting Videos (방송 비디오 등장인물 자동 분석 시스템)

  • 김기남;김형준;김회율
    • Journal of Broadcast Engineering
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    • v.9 no.2
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    • pp.164-173
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    • 2004
  • In this paper, we propose a system that can analyze appearance interval of casts by detecting and recognizing casts in broadcasting videos. The cast is one of the most important characteristics in broadcasting videos such as drama and sports. In this paper, we propose the ACAV(Automatic Cast-list Analysis in Videos) system that analyzes cast-list automatically in video. The ACAV system consists of FAGIS(FAce reGIStration) which registers detected faces into the face DB and FACOG(FAce reCOGnition) that analyses the cast-list in video sequence using the face DB. We evaluate performance of the ACAV system by comparing with FaceIt, one of the most well-known commercial systems for the cast-list analysis. The ACAV shows face detection and recognition rates of 84.3% and 75.7% that are about 30% and 27.5% higher than those of FaceIt, respectively. The ACAV system can be applied to mass broadcasting videos management system for broadcasters and video management system of PVR(Personal Video Recorder) and mobile phone for the public.

Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

A Study of Hip-hop Fashion Trends -Focusing on the Trends Since 2000- (힙합 패션 트렌드에 관한 연구 -2000년대 이후 트렌드를 중심으로-)

  • Kim, Yoon
    • Journal of the Korean Society of Costume
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    • v.60 no.2
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    • pp.1-19
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    • 2010
  • The purpose of this research is to examine the rise of hip-hop culture and its characteristics which have been established as a part of popular culture amid other subcultures and to examine the overall concept of hip-hop fashion which has been developing since its rise in the 1970s and particularly to examine the hip-hop after the turn of the new century when it has gone through several iterations and changes while simultaneously accommodating different trends and reflecting a highly diverse larger culture. The research methodology is a literature-based research that uses classification and analysis based on the preceding research including related books and dissertations and, considering that this research focuses on the characteristics of hip-hop from the 2000s to the present, mainstream news media such as newspapers and magazines around New York images of famous hip-hop culture & stores websites were used in this research. The most characteristic hip-hop fashions since the 2000s examined by this research comprise prep-hop, slim formal suits, skurban, hip-hop Goth, and hip-hop Tatto. First, prep-hop is a mixed match of a preppy look with latest hip-hop sentiments and hip-hop styles. Second, there are slim formal suits that reflect a change of trends that strongly show changes of hip-hop fashion consumers who have been following sports stars' fashions. Third, skurban is a hip-hop fashion combined with the look of skaters. Fourth, hip-hop Goth is what emphasizes strong Goth images such as grunge, skull, and devil in hip-hop fashions based on vintage fashion. Fifth, hip-hop Tatto style designs have appeared in diverse items such as trendy clothes and accessories that were most popular since the 2000s. Hip-hop fashion since the 2000s up to the present is beginning to be integrated with diverse other cultures and its most prominent characteristics is a change into slimmer silhouette.

Exploration on Stress Solution and Change of their School Record according to Dance Sports Participation (교양댄스스포츠 참여 대학생의 스트레스해소 및 학업성적변화 탐색)

  • Kim, Yee-Jeung;Song, Kang-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.398-408
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    • 2013
  • The purpose of this study was to discuss how college students who participated in a liberal dancesports class were to relieve stress and academic performance was affected. The participants was conducted on eight college students who took part in a liberal dancesports class. The data was collected via in-depth interviews and participant observation from $19^{th}$ April to $20^{th}$ August 2012. The interviews was flexible, lasting between one and two hours. The results are as follows: First, the students were motivated to take the classes because they were fun and joy, inspiration from the mass media, and the encouragement of fellow participants. Second, the students enjoyed dancing together in a spirited and energetic manner. Third, the students stated that major causes of stress were over gaining suitable employment, long distance commuting and tuition fees ets. While this study has provided positive conclusions, it is suggested that any future research in this field should target male and female students from a variety of geographical regions with a wide range of concerns and interests.

A Method for Structuring Digital Video

  • Lee, Jae-Yeon;Jeong, Se-Yoon;Yoon, Ho-Sub;Kim, Kyu-Heon;Bae, Younglae-J;Jang, Jong-whan
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.92-97
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    • 1998
  • For the efficient searching and browsing of digital video, it is essential to extract the internal structure of the video contents. As an example, a news video consists of several sections such as politics, economics, sports and others, and also each section consists of individual topics. With this information in hand, users can ore easily access the required video frames. This paper addresses the problem of automatic shot boundary detection and selection of representative frames (R-frames), which are the essential step in recognizing the internal structure of video contents. In the shot boundary detection, a new algorithm that have dual detectors which are designed specifically for the abrupt boundaries (cuts) and gradually changing bounaries respectively is proposed. Compared to the existing 미algorithms that mostly have tried to detect both types by a single mechanism, the proposed algorithm is proved to be more robust and accurate. Also in the problem of R-frame selection, simple mechanical approaches such as selecting one frame every other second have been adopted. However this approach often selects too many R-frames in static short, while drops important frames in dynamic shots. To improve the selection mechanism, a new R-frame selection algorithm that uses motion information extracted from pixel difference is proposed.

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