• 제목/요약/키워드: Sports Media

검색결과 194건 처리시간 0.022초

AUTOMATIC BROADCAST VIDEO GENERATION FOR BALL SPORTS FROM MULTIPLE VIEWS

  • Choi, Kyu-Hyoung;Lee, Sang-Wook;Seo, Yong-Duek
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송공학회 2009년도 IWAIT
    • /
    • pp.193-198
    • /
    • 2009
  • Generally a TV broadcast video of ball sports is composed from those of multiple cameras strategically mounted around a stadium under the supervision of a master director. The director decides which camera the current view should be from and how the camera work should be. In this paper, such a decision rule is based on the 3D location of ball which is the result of multi-view tracking. While current TV sports broadcast are accompanied with professional cameramen and expensive equipments, our system requires few video cameras and no cameraman. The resulted videos were stable and informative enough to convey the flow of a match.

  • PDF

대학스포츠팀 소셜미디어의 이용동기 (Motivation for following College Sports Teams' Social Media Accounts)

  • 박재암;스테판 W. 디트모어
    • 한국산학기술학회논문지
    • /
    • 제15권11호
    • /
    • pp.6547-6555
    • /
    • 2014
  • 이 연구의 목적은 스포츠팬들이 대학 스포츠 팀의 SNS를 이용하는 동기를 분석하는 것에 있다. 연구대상자는 NCAA Division1 대학교에 재학 중인 대학생을 모집단으로 선정하여 비확률 표본추출법(non-probability sampling)중 편의 표본추출법(convenience sampling method)을 이용하여 3개의 NCAA Division1 대학에서 총 320명을 표집 하였다. 최종 응답률은 49%(N=159)이었으며, 이 중 질문문항의 일괄적인 처리 혹은 무응답, 오기입 등 신뢰성이 떨어진다고 판단되어지는 13부의 설문지를 제외하고 총 146부를 분석에 사용하였다. 확인적 요인분석과 다중회귀 분석을 실시한 결과, diversion, socialization, fanship, team support, 그리고 technical knowledge 동기가 대학스포츠팀 SNS이용에 유의한 정(+)의 영향을 미치는 것으로 나타났다. 그러나 information 그리고 pass-time 동기는 SNS이용에 유의한 영향을 미치지 않는 것으로 나타났다.

e스포츠의 스포츠 범주화에 대한 탐색적 연구 (An Exploratory Research on Categorizing e-Sports as One of the Sports)

  • 채희상;강신규
    • 한국게임학회 논문지
    • /
    • 제11권3호
    • /
    • pp.85-95
    • /
    • 2011
  • 본 연구에서는 e스포츠의 스포츠 적 속성에 중점을 두고 논의를 진행시켜 나가도록 하였다. 이를 위해 먼저 신체 활동을 강조하는 기존의 근대 스포츠 개념을 미디어 기술의 발전, 즐거움 추구방식의 변화, 스포츠 환경의 중요성 증가, 스포츠 관련 기술 및 도구의 발전 등 시대 변화에 맞추어 새롭게 개념화 하였다. 그리고 포스트모던 사회의 특징, 소비와 즐거움, 호모루덴스 인간형, 스포팅 경험, 신체와 정신 등을 새로운 스포츠 개념의 주요 구성요소로 설정하고 이에 e스포츠가 어떻게 부합될 수 있는지 살펴보았다. e스포츠는 기술이 발달한 지구촌 시대, 소비사회에 부합하는 양상을 띠며, 순수한 즐거움을 주는 요소와 경험적 요소, 참여에 있어 정신적 요소가 극대화된 새로운 개념의 스포츠로 정의될 수 있다.

다중이용시설에서의 실내공기 중 미생물 분포에 관한 연구 (Distribution and Classification of Indoor Concentration of Microorganisms in Public Buildings)

  • 김윤신;이은규;엽무종;김기영
    • 한국환경보건학회:학술대회논문집
    • /
    • 한국환경보건학회 2002년도 춘계 국제 학술대회
    • /
    • pp.3-5
    • /
    • 2002
  • A measurement of indoor microorganism using Reuter Centrifugal Air Sampler(RCS) was undertaken during October 1991-February 1999 and 6-Stage Cascade Air Sampler was undertaken during May 2001-June 2001 in Seoul. The results were as follows : 1. The average of total microorganism collected on the agar strip GK-A media were, in the order, subway station, hospital, underground shopping center, department store, book store, theater, sports facility, educational institution, office building in sites. 2. The average of staphylcocci collected on the agar strip GK-S media, in the order, were subway station, underground shopping center, hospital and department store, department store, theater, office building, sports facility and educational institution in sites. 3. The average of fungus collected on the agar strip GK-HS media, in the order, were Underground hospital, shopping center, theater, subway station, department store, book store, sports facility, educational institution, and office building in sites

  • PDF

국내 e스포츠산업의 비즈니스 모델에 관한 연구 (Study on Business Model of e-Sports Industry in Korea)

  • 양지훈;이인규;이상호
    • 한국융합학회논문지
    • /
    • 제9권6호
    • /
    • pp.163-173
    • /
    • 2018
  • 본 연구는 국내 e스포츠 산업의 비즈니스 모델 실태를 진단 및 분석하고 시사점을 도출하는 것이다. e스포츠의 수익창출 경로, 현황 등을 파악하기 위해 e스포츠 구단, e스포츠 미디어, e스포츠 경기장, e스포츠 종목사로 나누고 각 주체별로 사업실무자들을 대상으로 인터뷰를 실시했다. 분석 결과 e스포츠구단은 대부분 구단의 후원금으로 수익이 구성되어 있었고, 미디어는 광고와 수신료, 판권 수입, 비용은 제작비가 대부분을 차지하였다. e스포츠 경기장은 대부분 모기업으로부터 후원에 의해 운영되고 있었다. 종목사 역시 대부분 모기업의 후원금으로 운영되고 있고, e스포츠가 모기업의 홍보 목적임을 알 수 있었다. 본 분석을 통해 수익원의 발굴 필요, 입장권의 유료화 검토, 스폰서 유입 필요, 해외 e스포츠산업의 붐에 따른 신규 수익원 창출 가능성 등을 확인할 수 있었다. 본 연구는 지금까지 거의 취급되지 못했던 e스포츠산업의 비즈니스 모델을 수익과 비용 중심으로 파악함으로써 업계와 산업 발전에 기여할 수 있을 것이라 기대된다.

한국 sports fashion image에 대한 연구 (A Study of Sports Fashion Image in Korea)

  • 이은영
    • 한국의상디자인학회지
    • /
    • 제2권1호
    • /
    • pp.37-49
    • /
    • 2000
  • Korean sports fashion began after 1990. after 1960, using vinyl, leather, plastic & metal material, Yve st. Laurent, Pierre Cardin, Andre Courrges, they lead sportive look. Head of 20th century, fashion was lead by haute­couture, after 60s. It was changed to pret­a poter. Now it can be called of american casual & sports fashion. This study would be a view of modem fashion trend and process of visualization in the future. I studied in reproduction of view & age of hyper media with visual circumstance & artistic background and mordern fashion trend & sports fashion image in korea. In conclusion, sports fashion image as visualizing aesthetic concept of modern fashion be defined as technology for man, for instance comfort, function, flexibility, simplicity and minimalism. Specically, Sports fashion was began satisfied for function after 90s, we can see variety of easy wear, hip-hop casual, entertainment sports wear, new street sports wear, luxury sports wear.

  • PDF

Sports and Culture: Exploration for the Thought of Diversity and Historical Approach

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
    • /
    • 제4권4호
    • /
    • pp.7-17
    • /
    • 2020
  • Purpose: This study started with interest in sport culture and is meaningful as an exploratory study to help with the basic understanding of sport culture research. Research design, data, and methodology: The approach of this study is the exploratory approach by literature reviews. This study carried out exploratory research on thinking about diversity of sports culture and the development process of sports culture by human history periods. Results: First, in thinking about cultural diversity, cultural absolutism and cultural relativism were identified. The characteristics of sports culture can identify universality, individuality and diffusion, and the attributes of sports culture included sharing, learning, accumulation, whole systematic relationship and change. Second, the characteristics of sports culture were identified by the approach of each historical era. The historical stages were divided into ancient civilizations, ancient Greece and Rome, middle ages and early modern period, and late modern period. Sports have historically been found to have a British-centered European origin or popularized in the United States. Conclusions: with the characteristics of modern sports culture, the globalization of sports culture, the prominence of sports industry and sports space marketing, and the symbiotic influence relationship of sports and mass media were examined and future directions were discussed.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
    • /
    • 제22권2호
    • /
    • pp.57-62
    • /
    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

다중이용시설에서의 실내공기중 미생물 분포에 관한 연구 (Distribution and Classification of Indoor Concentration of Microorganisms in Public Buildings)

  • 김윤신;이은규;엽무종;김기영
    • 한국환경보건학회지
    • /
    • 제28권1호
    • /
    • pp.85-92
    • /
    • 2002
  • A measurement of indoor microorganism using Reuter Centrifugal Air Sampler(RCS) was undertaken during October 1991 - February 1999 and 6-Stage Cascade Air Sampler was undertaken during May 2001 - June 2001 in Seoul. Sites including book store, department store, theater, subway station, underground shopping center, hospital, office building, sports facility, and eduationa institutio were chosen to measure indoor microorganism. The results were as follows: 1. The average of total microorganism collected on the agar strip GK-A media were, in the order, subway station, hospital, underground shopping center, department store, book store, theater, sports facility, educational institution, office building in sites. The highest concentration of 711cfu/m$^3$ was found in the subway station and the lowest concentration of 44cfu/m$^3$ was found in office building. 2. The average of staphylococci collected on the agar strip GK-S media, in the order, were subway station, underground shopping center, hospital and department store, department store, theater, office building, sports facility and educational institution in sites. The highest concentration of 502cfu/m$^3$ was found in the subway station and the lowest concentration of 14cfu/m$^3$ was found in sports facility and educational institution. 3. The average of fungus collected on the agar strip GK-HS media, in the order, were underground hospital, shopping center, theater, subway station, department store, book store, sports facility, educational institution, and office building in sites. The highest concentration of 252cfu/m$^3$ was found in the hospital and the lowest concentration of 32cfu/m$^3$ was found in office building. 4. Ratio of Indoor/Outdoor, determined by site was 1.12-2.38 in total count, 1.00-2.35 in staphylococci, and 0.99-1.34 in fungus. 5. The positive results of test were 12-24% in indoor and 9-43% in outdoor. 6. By gram staining gram positive cocci were 59.9%, gram positive bacill 24.4%, gram negative bacilli 10.4%, and gram negative cocci 0.5%.

현대 스포츠패션에 관한 연구 (A Study on the Modern Sport-Fashion)

  • 임은안;채금석
    • 한국의류학회지
    • /
    • 제26권9호
    • /
    • pp.1308-1319
    • /
    • 2002
  • The purpose of this is to analyze the aesthetics characteristics of our modern sports fashion, and thereby, discuss them in the light of the overall mentality or the 20th century, and thus, present the conditions or sports fashion design meeting modem people's divers aesthetics values and desired. Modern sports fashion sues can be categorized into futurist sports style, erotic sports style and American sheet sports style. And the 20th century mentality characterized by changes of lifestyle, identity and aspiration has influenced the aesthetic features of such sports fashion sues, which can be summed up as follows; first, the futurist sports style applies the functional items and details of active sportswear to design, while heralding a positive and hopeful message of technology and future by using the material of hi-tech functions and senses. This sports style was affected much by shift from social status, attraction and wealth to demonstration of state-of-the-art science, pursuit of functionality in terms of shapes and materials, convenience through See combinations of sportswear items or design elements. Second, the erotic sports style based on minimalism attempted to express the erotic body beauty indirectly by exposing some parts of body or using the material pressed against the body. This sports style was closely related with the changes of sexual identity such as neutral sexualism, bi-sexualism and homo-sexualism. Lastly, the American street sports style was born from black Americarns' sports and dances. This spors style pursues “youth” beyond TPO concept As mass media and commercial sports developed, the young generation copied sports stars' uniforms or fashions to share honor, wealth and youth with them. In sort, the American sheet sports style was affected much by the so-called “heroism”. Such a changed object of aspiration influenced the aesthetic characteristics of American shot sports style directly.