• 제목/요약/키워드: Sports Product

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Football match intelligent editing system based on deep learning

  • Wang, Bin;Shen, Wei;Chen, FanSheng;Zeng, Dan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권10호
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    • pp.5130-5143
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    • 2019
  • Football (soccer) is one of the most popular sports in the world. A huge number of people watch live football matches by TV or Internet. A football match takes 90 minutes, but viewers may only want to watch a few highlights to save their time. As far as we know, there is no such a product that can be put into use to achieve intelligent highlight extraction from live football matches. In this paper, we propose an intelligent editing system for live football matches. Our system can automatically extract a series of highlights, such as goal, shoot, corner kick, red yellow card and the appearance of star players, from the live stream of a football match. Our system has been integrated into live streaming platforms during the 2018 FIFA World Cup and performed fairly well.

Social curation as an advertising tool - Message strategy of fashion brand images on vertical SNS - (소셜큐레이션과 광고 - 버티컬 SNS에서 표현된 패션브랜드 이미지의 메시지 전략 -)

  • Shin, In Jun;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • 제23권3호
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    • pp.498-511
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    • 2015
  • This paper examines advertising images of fashion brands in vertical social network site (SNS) from the viewpoints of message strategies. Vertical social network sites are types of social curation systems applied to social networking, where information is selected, organized, and maintained. Fashion brands communicate with consumers by presenting images on vertical SNSs, anticipating improvements in brand image, popularity, and loyalty. Those images portray content for particular brands and seasonal concepts, thus creating paths for product sales information. Marketing via SNSs corresponds to relationship marketing, which refers to long-term interrelationship and value augmentation between the company and consumer, and viral advertising, which relies on word of mouth distribution via social network platforms. Taylor's six-segment message strategy wheel, often used for analyzing viral ads, was applied to conduct a content analysis of the images. A total of 2,656 images of fashion brands advertised on Instagram were selected and analyzed. Results indicated that brand values were somewhat related to the number of followers. Follower rankings and comment rankings were also correlated. In general, fashion brands projected sensory messages most often. Acute need and rational messages were less common than other messages. Sports brands and luxury brands presented sensory messages, whereas fast fashion brands projected routine images most often. Fashion brands promoted on vertical SNSs should portray advertising images that combine message strategies

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • 제20권11호
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

Study on Computer Knitting for Patterns on Porcelain of Underglaze Iron (컴퓨터 편기를 사용한 철화자기 문양의 편성에 관한 연구)

  • Kim, Ji-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • 제10권2호
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    • pp.91-103
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    • 2008
  • Because of comfortable texture and easy treatment, more and more knit products has been required for leisure such as sports, traveling, hobbies, and various social activities. Therefore, the demand of knit is gradually increasing in the clothing industry. There are, however, several issues, which require solutions, and we must develop higher value-added products, which differentiate from those of developing countries allowing us to compete and win in the world market. The patterns on porcelain of underglaze iron, which had been popular from late-l5th century to mid-16th century, are diverse, unique, and traditional--so valuable patterns of our own. The computer hitting machine enables the designer to conceive new designs and produce samples of fabrics within a few minutes, which allows us to save time for mass production. Therefore, it is an essential tool for the knitting industry. After collecting, analyzing, and choosing various patterns on porcelains of underglaze iron, This study reflects the actual experience of hitting the fabrics with the patterns through the computer knitting machine which is also used to produce patterns after designing the new patterns through Adobe Illustrator and Photoshop, which has several merits. This article compares and analyzes them for production, which uses the patterns that has been designed from the patterns on porcelains of underglaze iron.

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A Study on the Customization of Shoes Design Characteristics with 3D Printing Technology (3D 프린팅 기술을 적용한 맞춤형 슈즈디자인 특성에 관한 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.516-517
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    • 2019
  • 3D printing technology has been receiving attention as a key technology in that it can output 3D printed designs that are either virtual or flat. This study analyzed the general manufacturing process by first compiling the concept of shoes, presented the 3D printed shoe manufacturing process, and studied custom manufacturing techniques by dividing the produced shoe cases by brand (sports brand, designer brand). Through case analysis, 4 design manufacturing techniques of 3D printed shoes were derived. Therefore, this study is expected to provide a basis for more advanced creative ideas in the shoe design area using 3D printing.

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The Effect of Extended Marketing Mix Factors of Fitness Center on User's Satisfaction, Recommendation Intention, and Repurchase Intention (피트니스센터의 확장된 마케팅믹스 요인이 이용객의 만족도, 추천 의도, 재구매 의도에 미치는 영향)

  • Chae Won HA;Byung Min KIM
    • The Korean Journal of Franchise Management
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    • 제14권2호
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    • pp.1-17
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    • 2023
  • Purpose: Due to the COVID-19 and inflation, participation sports companies, including fitness centers, are facing challenges. Since a fitness center must simultaneously manage facilities and operate services, both factors must be considered when developing a marketing strategy. Therefore, this study examines the effects of expanded marketing mix factors (price, physical evidence, place, people, product, and promotion) including facilities and services on the consumption behavior (satisfaction, recommendation intention, repurchase intention) of fitness center customers. Research design, data, and methodology: The data were collected from sample of 323 fitness club members in Seoul and analyzed with SPSS Win Ver.28.0 program. Result: The specific results of the study were as follows; First, extended marketing mix factors had significant positive (+) effect on satisfaction. Second, extended marketing mix factors had significant positive (+) effect on recommendation intention. Third, extended marketing mix factors had significant positive (+) effect on repurchase intention. Fourth, satisfaction had significant positive (+) effect on recommendation intention and repurchase intention. Conclusions: To encourage consumption behavior, it is necessary to convert existing customers into loyal ones by increasing satisfaction and establishing a virtuous cycle structure that recommends them to others while also improving repurchase intention.

A survey on the needs of the garment manufacturing industry in Busan for the development of fashion major education program (패션전공 교육 개발을 위한 부산 의류제조 산업체 요구도 조사)

  • Kyung Ja Paek
    • The Research Journal of the Costume Culture
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    • 제31권2호
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    • pp.213-227
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    • 2023
  • To analyze the status and needs of the small- and medium-sized garment manufacturing industry in Busan, this study comprised an online survey of companies and interviews with 14 representatives of the 98 companies. The results are as follows: Approximately 34.7% of the garment manufacturers were located in Geumjeong-gu, Busan. The most common type of work was the contracting factory type. Daily production output was between 100pcs and 300pcs. Production materials comprised 42.9% woven and 24.8% knitted fabrics. Main products were menswear, uniforms, womenswear, casual wear, sports and leisure wear, protective clothes, and children's clothing. The main clients were uniform companies, main factories, wholesale markets, online shopping malls and promotion companies, exporters, and department stores. As a result of a survey on industrial needs with company representatives, their satisfaction with company employees was 57.2%, and the most important factor when hiring employees was job-related competencies, among which the ability to understand the sewing process was the most necessary. In terms of computer software literacy, illustrations and pattern CAD/CAM are required. They thought industry-university cooperation is crucial for advantage for advantage research and product development, as it allows for the sharing knowledge, resources, and especially human resources. The greatest administrative issue were human resources and funding.

A study of current awareness and preference on Korean professional baseball team's promotion for products (프로야구의 상품마케팅에 대한 인식 및 선호도 조사)

  • Park, Seung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제13권3호
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    • pp.1238-1245
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    • 2012
  • The main purpose of this study was to identify the current awareness and preference on the promotions of products in Korean professional baseball teams. For this study, the subjects were randomly selected where they have experienced purchasing any products in the Korean professional baseball stadium. Totally, 520 subjects were asked to answer the questionnaire relevant to the current awareness and preference of promotion of products. There were 11 questions for the current awareness and 14 questions for the preference on the promotion of products. The data gathered was determined within a frequency analysis, an independent sample T-test and one-way ANOVA tests. The results were discussed when the p-value were lest than .05. There were a couple of results found throughout this study. Firstly, there were no significant differences of the current awareness between gender. Secondly, there were significant differences of the preference on the promotion between age(p<.05). Especially, there were significant differences on the value of products and price between 20's, 30's and 40's groups. Thirdly, there were significant differences of the preference on the promotion between level of earing per year statistically(p<.05). In addition, there were significant differences on the price of products between 2000-2500 million won, 2500-3000 million won and 4000 million won groups. Consequently, the product promotion by the Korean professional baseball teams has to be more variety and structured.

Short-term Effects of Switching from Cigarette Smoking to Using Heated Tobacco Products on Cardiac Autonomic Regulation (담배 흡연에서 가열담배 사용으로의 단기간 전환에 따른 심장 자율신경 반응)

  • Dong Kyu Kim;Maeng Kyu Kim
    • Journal of Life Science
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    • 제33권8호
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    • pp.639-650
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    • 2023
  • The levels of harmful components in aerosols from heated tobacco products (HTPs) have been reported to be significantly lower than in cigarette smoke. However, it remains unclear whether the use of HTPs can mitigate the cardiovascular risks associated with cigarette smoking (CS). The objective of this study was to investigate the effects of a short-term switch from CS to HTP use on cardiac autonomic regulation (CAR). Seven healthy male smokers completed an open-label, randomized, cross-over trial consisting of five days of CS, use of three different HTPs (IQOS use, IQ; lil SOLID use, LS; lil HYBRID use, LH), or non-smoking (NS). Each session was separated by a one-week washout period, and levels of exhaled carbon monoxide (CO) and carboxyhemoglobin (COHb), systolic (SBP) and diastolic blood pressure (DBP), and heart rate variability (HRV) reflecting CAR were assessed before use of the product assigned to each session and at 24, 48, 72, 96, and 120 hr after use. Levels of exhaled CO and COHb were statistically significantly reduced only during NS. There were no statistical changes in SBP and DBP within any session. However, in HRV spectral analysis, log-transformed high frequency (lnHF) increased statistically significantly in IQ, LS, and NS, respectively. Normalized HF (HFnu) was significantly increased in NS and LH, respectively. lnHF and HFnu showed significant interaction effects. The findings of this study suggest that a short-term switch to HTPs instead of CS may lead to different distribution patterns of CAR, primarily driven by enhanced cardiac vagal tone.

A Test to Compare the Water Resistance Sun Protection Factor of General Water, Artificial Seawater, and Natural Seawater of Sunscreen (자외선 차단제의 일반 물, 인공 해수, 자연 해수의 내수성 차단지수를 비교하기 위한 시험)

  • Hyoung Hoon Hwang;Eun Young Kang;Su Yeong Kim;Hui Jeong Jung;Jun Seong Yang;Won Kyu Hong;Hong Suk Kim
    • Journal of the Society of Cosmetic Scientists of Korea
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    • 제49권4호
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    • pp.349-354
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    • 2023
  • Sunscreen is a product that protects against ultraviolet rays by blocking and scattering ultraviolet rays, and has now become a daily necessity beyond cosmetics. Applying sunscreen is a common and easy way to prevent skin damage caused by ultraviolet rays. Due to its significance, the evaluation of sunscreen has evolved since its regulation by the FDA in 1978, progressing to standardized methods established by ISO. Additionally, to assess the loss of sunscreen due to activities such as water exposure or sweating, the Ministry of Food and Drug Safety in Korea and ISO have established protocols for evaluating the water-resistant sun protection factor (SPF). However, existing evaluations of water resistance have been mainly confined to test methods involving plain water, and methods accounting for the impact of seawater during activities like beach leisure, sports, and recreation are yet to be established. Based on the existing guidelines for testing the water-resistant UV protection index, this study compared the water-resistant UV protection index in water, artificial seawater (salt water) and natural seawater (sea water) to evaluate the UV protection index in real-world situations such as marine leisure, sports, and leisure activities. Through these results, we were able to compare the differences between water resistance sun protection index tests in ordinary water, artificial seawater, and natural seawater, and suggest a method for water resistance sun protection index tests using natural seawater.