• Title/Summary/Keyword: Sports Media

Search Result 194, Processing Time 0.028 seconds

Korea Government Policy Evaluation on Game Industry - Focused on Industrial Policies on Game Regulation and Promotion by the Ministry of Culture, Sports and Tourism, Korea (정부의 게임산업 정책 효과에 대한 평가 분석 - 문화체육관광부의 게임 규제와 진흥정책을 중심으로-)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
    • /
    • v.19 no.6
    • /
    • pp.15-24
    • /
    • 2019
  • Game industry, which has grown without government promotion policies, has been affected by the government's various industrial and social policies. Through the survey of experts from academics, media and industry on game industry, the paper attempted to evaluate and analyze the policies by the ministry of culture, tourism and sports, in charge of game industry. Result using SPSS showed that the scores on all the factors were low, especially 'policy on game image improvement ' is the lowest to 1.97. ANOVA test showed no difference except 'industrial ecosystem recovery' and 'human resources development'.

Inverse Kinematics based Posture Generation Method for Sports Climbing (스포츠클라이밍을 위한 역운동학 기반 자세 및 동작 생성 기법)

  • Shin, Kyucheol;Son, Jonghee;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.10a
    • /
    • pp.1537-1540
    • /
    • 2015
  • 본 연구에서는 역운동학(IK, Inverse Kinematics)을 이용한 스포츠클라이밍 자세생성과 동작제어를 통해 인간의 일반적인 동작 이외에 스포츠와 같은 특수 목적의 동작들을 삼차원의 가상공간에서 스포츠 클라이밍의 기본동작 절차를 이용하여 가상 인물(Virtual Character)의 자세 및 동작을 생성한다. 역운동학(IK, Inverse Kinematics) 알고리즘을 통한 자세 생성은 역운동학 함수 (IK Function)와 실제 데이터를 통한 기본자세 애니메이션을 제작, 이를 활용하여 사실성을 더하고 자연스러운 자세 및 동작을 생성한다. 스포츠클라이밍은 특별한 제약사항이 없어 스포츠 클라이밍의 올바른 자세 생성에는 많은 문제가 있다. 예를 들어 자유로운 동작에 의한 무리한 형태의 자세 생성들이 그러하다. 본 논문에서는 이를 스포츠 클라이밍의 기본동작 절차를 이용하여 올바른 자세와 함께 실제와 유사한 동작을 생성한다.

Framing city image: A content analysis of Chinese city image construction on Korean press

  • YANG Ting;LIU Jing
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.1
    • /
    • pp.158-168
    • /
    • 2024
  • With Wenhai big data SaaS cloud platform.2.0, this study analyzed data of 135 news reports relating to Chinese city Chongqing from Yonhap News Agency and ten South Korean mainstream newspapers from May 1st, 2018 to September 30th, 2022. Under the framework of Frame Theory, this research conducted data mining and analysis on how Korean mainstream media shaped city image of Chongqing, what kind of city images were shaped from dimensions of politics, economy, society, culture & sports as well as tourism and whether they are consistent with those in Chinese media. At the last part, discussions and suggestions was made.

Media Habits of Sensation Seekers (감지추구자적매체습관(感知追求者的媒体习惯))

  • Blakeney, Alisha;Findley, Casey;Self, Donald R.;Ingram, Rhea;Garrett, Tony
    • Journal of Global Scholars of Marketing Science
    • /
    • v.20 no.2
    • /
    • pp.179-187
    • /
    • 2010
  • Understanding consumers' preferences and use of media types is imperative for marketing and advertising managers, especially in today's fragmented market. A clear understanding assists managers in making more effective selections of appropriate media outlets, yet individuals' choices of type and use of media are based on a variety of characteristics. This paper examines one personality trait, sensation seeking, which has not appeared in the literature examining "new" media preferences and use. Sensation seeking is a personality trait defined as "the need for varied, novel, and complex sensations and experiences and the willingness to take physical and social risks for the sake of such experiences" (Zuckerman 1979). Six hypotheses were developed from a review of the literature. Particular attention was given to the Uses and Gratification theory (Katz 1959), which explains various reasons why people choose media types and their motivations for using the different types of media. Current theory suggests that High Sensation Seekers (HSS), due to their needs for novelty, arousal and unconventional content and imagery, would exhibit higher frequency of use of new media. Specifically, we hypothesize that HSS will use the internet more than broadcast (H1a) or print media (H1b) and more than low (LSS) (H2a) or medium sensation seekers (MSS) (H2b). In addition, HSS have been found to be more social and have higher numbers of friends therefore are expected to use social networking websites such as Facebook/MySpace (H3) and chat rooms (H4) more than LSS (a) and MSS (b). Sensation seekers can manifest into a range of behaviors including disinhibition,. It is expected that alternative social networks such as Facebook/MySpace (H5) and chat rooms (H6) will be used more often for those who have higher levels of disinhibition than low (a) or medium (b) levels. Data were collected using an online survey of participants in extreme sports. In order to reach this group, an improved version of a snowball sampling technique, chain-referral method, was used to select respondents for this study. This method was chosen as it is regarded as being effective to reach otherwise hidden population groups (Heckathorn, 1997). A final usable sample of 1108 respondents, which was mainly young (56.36% under 34), male (86.1%) and middle class (58.7% with household incomes over USD 50,000) was consistent with previous studies on sensation seeking. Sensation seeking was captured using an existing measure, the Brief Sensation Seeking Scale (Hoyle et al., 2002). Media usage was captured by measuring the self reported usage of various media types. Results did not support H1a and b. HSS did not show higher levels of usage of alternative media such as the internet showing in fact lower mean levels of usage than all the other types of media. The highest media type used by HSS was print media, suggesting that there is a revolt against the mainstream. Results support H2a and b that HSS are more frequent users of the internet than LSS or MSS. Further analysis revealed that there are significant differences in the use of print media between HSS and LSS, suggesting that HSS may seek out more specialized print publications in their respective extreme sport activity. Hypothesis 3a and b showed that HSS use Facebook/MySpace more frequently than either LSS or MSS. There were no significant differences in the use of chat rooms between LSS and HSS, so as a consequence no support for H4a, although significant for MSS H4b. Respondents with varying levels of disinhibition were expected to have different levels of use of Facebook/MySpace and chat-rooms. There was support for the higher levels of use of Facebook/MySpace for those with high levels of disinhibition than low or medium levels, supporting H5a and b. Similarly there was support for H6b, Those with high levels of disinhibition use chat-rooms significantly more than those with medium levels but not for low levels (H6a). The findings are counterintuitive and give some interesting insights for managers. First, although HSS use online media more frequently than LSS or MSS, this groups use of online media is less than either print or broadcast media. The advertising executive should not place too much emphasis on online media for this important market segment. Second, social media, such as facebook/Myspace and chatrooms should be examined by managers as potential ways to reach this group. Finally, there is some implication for public policy by the higher levels of use of social media by those who are disinhibited. These individuals are more inclined to engage in more socially risky behavior which may have some dire implications, e.g. by internet predators or future employers. There is a limitation in the study in that only those who engage in extreme sports are included. This is by nature a HSS activity. A broader population is therefore needed to test if these results hold.

What Motivates Chinese Sports Fans to Subscribe to Athletes' Social Networking Service Accounts? (중국 스포츠팬들의 운동선수 SNS이용 동기)

  • Park, Jae-Ahm;Li, Bo;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.2
    • /
    • pp.1064-1072
    • /
    • 2015
  • This study attempted to identify the motivational factors for using athletes' SNS among Chinese sports fans. The researchers posted a hyperlink of an online survey on a total of 8 Chinese Olympians' SNS(Weibo) accounts after obtaining the athlete's approval. A total of 274 surveys were gathered from the visitors of SNS. Of the 274 surveys, 33 were discarded because of missing values. Confirmatory factor analysis and structural equation modeling revealed the following. Diversion, pass-time, athlete support, and technical knowledge were significantly and positively related to social media consumption while information, socialization, and fanship had no significant predictive effect on social media consumption.

A Study On Developing Golfwear Design with Traditional Korean Image

  • Kim, Min-Ja;Yim, Eun-Hyuk;Lee, Jin-Min;Suh, Hyun-Soo;Yim, Hyun-Ju;Jung, Hyun-Sook;Kwon, Ha-Jin
    • Proceedings of the Korea Society of Costume Conference
    • /
    • 2003.10a
    • /
    • pp.72-72
    • /
    • 2003
  • In global society, the role and function of sports deserves higher value with the development of media and commercial marketing which proceeds to be recognized as international competitiveness. Particularly in case of golf, in which a large number of talented players of international recognition produced in Korea, developing golfwear design holds great consequence accordingly. At the same time in domestic situation, golf which once was considered as sports of people of wealth now has gained immense popularity which practically expanded the golfwear market.

  • PDF

UNDERSTANDING BASEBALL GAME PROCESS FROM VIDEO BASED ON SIMILAR MOTION RETRIEVAL

  • Aoki, Kyota
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.541-546
    • /
    • 2009
  • There are many videos about sports. There is a large need for content based video retrievals. In sports videos, the motions and camera works have much information about shots and plays. This paper proposes the baseball game process understanding using the similar motion retrieval on videos. We can retrieve the similar motion parts based on motions shown in videos using the space-time images describing the motions. Using a finite state model of plays, we can decide the precise point of pitches from the pattern of estimated typical motions. From only the motions, we can decide the precise point of pitches. This paper describes the method and the experimental results.

  • PDF

The Hold Recognition System for An Artificial Climbing Wall (인공암벽의 홀드 인식 시스템)

  • Kim, Jungsoo;Chung, Daniel;Ko, Ilju
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.879-882
    • /
    • 2016
  • 본 논문은 인공암벽에 부착된 홀드의 형태 및 위치 인식 시스템을 제안한다. 스크린 클라이밍 시스템에 있어서 인공암벽에 부착된 홀드의 형태와 위치 데이터는 다양한 정보로 활용되지만 사람이 수작업으로 계산하기에는 어려움이 따른다. 홀드의 형태가 각기 다르며, 인공암벽에 부착된 홀드의 수가 보통 수백 개 이상 되기 때문이다. 따라서 제안하는 인식 기술을 통하여 자동으로 홀드의 형태와 위치 데이터를 계산할 수 있게 한다. 홀드의 형태는 스네이크 알고리즘으로 윤곽선을 추출해 인식하며, 홀드의 위치는 추출된 윤곽 데이터의 무게중심 점을 계산하여 인식한다.

Low-Informative Region Detection based on Multi-Layer Perceptron for Automatical Insertion of Virtual Advertisement in Sports Image (스포츠 영상 내에서 자동적인 가상 광고 삽입을 위한 다층퍼셉트론 기반의 저정보 영역 검출)

  • Jung, Jae-Young;Kim, Jong-Ha
    • Journal of Digital Contents Society
    • /
    • v.18 no.1
    • /
    • pp.71-77
    • /
    • 2017
  • Virtual advertisement is an advertising technique that using computer graphic in a media production such as a sports image for inserting product image, logo, advertising slogan, etc. Recently, the image insertion of virtual advertisement is actively spreading due to the satisfaction of technical element for the image insertion of virtual advertisement in sports advertisement by increasing of the image processing technology and the computing performance. In addition, image processing technology for automatic insertion has become an important research field in the virtual advertisement field. In this paper, we propose the method of extracting less-informative region by using image processing technique and machine learning to insert a virtual advertisement automatically in sports image. The proposed method analyzes the brightness level of image through the histogram and extracts the less-informative region using the machine learning method.

A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.217-227
    • /
    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.