• Title/Summary/Keyword: Sports convergence

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eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.

A study on Developmental and Constraint Factors of Sports Movie

  • MOON, Bo Ra;KIM, Hae Yu;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.47-53
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    • 2021
  • Purpose: The purpose of this study is to generate industrial insights for developing sports movie industry. Related studies are scare. Research design, data, and methodology: The study employed case study and selected typical case samples who seem informative about sport movie industry. The authors interviewed six experts who are experienced in sport movie and related academic sector. Interviews were audio-taped and the text were decoded by multiple reading. Through this process, the study categorized significant meanings and produced results. Interviewees reviewed again the final findings to confirm validity, which calls member check. Results: It was suggested that developmental factors of sports movie were the realization of realistic sports scenes by using technologies. Second, participants told that contents of sport movie need to reflect real stories and it should tell the stories. Regarding constraints of sport movies, movie producers feel difficulty to make scenes in that sports are inherently quickly performed. Another constraints are that production cost is expensive but audiences are barely attended. Conclusions: For promoting economic outcomes and developing sport movie industry, government needs to financially support related markets to support sport movie producers assisting them to concentrate their movie works. Future directions for related-studies were discussed.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

A Study on the Sentence Length of Sports News in the Era of the Convergency (융복합 시대에서 스포츠기사의 문장길이에 관한 연구)

  • Yoo, Byong Cher;Lee, Jong Young
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.505-511
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    • 2017
  • The purpose of this study is to identify the characteristic of the length of sentence of sports news articles compared with other sections, other newspaper and sports events. In order to achieve this purpose, 4 daily newspapers(Chosun Ilbo, Dong-A Ilbo, Kyunghyang Shinmun and MKsports) were selected as research sources. The length of sentence of collected articles was analyzed by One way ANOVA and Scheffe as post-hoc. The results of these analyses are summarized into three as follows: First, the length of sentence of news articles has significant difference by sections. To put it concretely, the sentences in politics section were the longest, and then economy, editorials comes. The sports section has the shortest sentences. Second, the length of sports articles has significant difference by newspapers. In particular, MK sports which is a sports-oriented newspaper has the shortest in the length of sentence of sports articles than other newspapers such as Chosun, Dong-A and Kyunghyang. Third, the length of sentence of sports articles has significant differences by the sports events. More specifically golf is the longest, and then basketball, soccer and baseball follows.

A study of the vitalization strategy for public sports facility through big-data (빅데이터 분석을 활용한 기금지원 체육시설 활성화 방안)

  • Kim, Mi-ok;Ko, Jin-soo;Noh, Seung-Chul;Chung, Jae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.527-535
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    • 2017
  • As interest increases in health promotion through sports, demand for public sports facilities is steadily growing. However, there is a lack of research on operation and management compared with the supply plan of public sports facility. In this context, the aim of this study is to address problems of management of public sports centers and suggest strategies for vitalizing the facilities through the big-data. The data are collected from web such as news, blog, and cafe for one year in 2015. From the big-data, We can find that the national sports centers and the open gyms showed similar users' behavior but showed different needs. Both facilities have been used as sports and leisure area and have a high percentage of visitors for other purposes such as walking, picnics, etc. However, while the national sports facilities which were used for more specialized programs, the open sports center were used as leisure space.

The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

No-reference quality assessment of dynamic sports videos based on a spatiotemporal motion model

  • Kim, Hyoung-Gook;Shin, Seung-Su;Kim, Sang-Wook;Lee, Gi Yong
    • ETRI Journal
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    • v.43 no.3
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    • pp.538-548
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    • 2021
  • This paper proposes an approach to improve the performance of no-reference video quality assessment for sports videos with dynamic motion scenes using an efficient spatiotemporal model. In the proposed method, we divide the video sequences into video blocks and apply a 3D shearlet transform that can efficiently extract primary spatiotemporal features to capture dynamic natural motion scene statistics from the incoming video blocks. The concatenation of a deep residual bidirectional gated recurrent neural network and logistic regression is used to learn the spatiotemporal correlation more robustly and predict the perceptual quality score. In addition, conditional video block-wise constraints are incorporated into the objective function to improve quality estimation performance for the entire video. The experimental results show that the proposed method extracts spatiotemporal motion information more effectively and predicts the video quality with higher accuracy than the conventional no-reference video quality assessment methods.

No-Reference Sports Video-Quality Assessment Using 3D Shearlet Transform and Deep Residual Neural Network (3차원 쉐어렛 변환과 심층 잔류 신경망을 이용한 무참조 스포츠 비디오 화질 평가)

  • Lee, Gi Yong;Shin, Seung-Su;Kim, Hyoung-Gook
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1447-1453
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    • 2020
  • In this paper, we propose a method for no-reference quality assessment of sports videos using 3D shearlet transform and deep residual neural networks. In the proposed method, 3D shearlet transform-based spatiotemporal features are extracted from the overlapped video blocks and applied to logistic regression concatenated with a deep residual neural network based on a conditional video block-wise constraint to learn the spatiotemporal correlation and predict the quality score. Our evaluation reveals that the proposed method predicts the video quality with higher accuracy than the conventional no-reference video quality assessment methods.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Differences in the coach's leadership, exercise participation motivation and exercise satisfaction perceived by participants in living sports (생활체육 참여자들이 지각한 지도자의 리더십, 운동참여 동기 및 운동만족의 차이)

  • Kim, Jae-Deung
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.182-193
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    • 2021
  • The purpose of this study was to investigate the differences in coach's leadership, exercise participation motive, and exercise satisfaction according to the demographic characteristics of participants in living sports. In order to achieve the purpose of this study, 194 members(men and women) who have participated regularly in living sports at sports centers in Seoul and Gyeonggi Province were selected as a population, and data were collected by using the scales of leadership, exercise participation motivation, and exercise satisfaction, and then the statistical analysis was performed accordingly. The results of analysis were as follows; first, there were significant differences in leadership, exercise participation motive, and exercise satisfaction according to the gender of the participants in living sports(Willks' Lambda=.864, F=.886, p<.05). Second, there were significant differences in leadership, exercise participation motive, and exercise satisfaction according to the age of the participants in living sports(Willks' Lambda=.706, F=.453, p<.01). Third, there were differences in leadership, exercise participation motive, and exercise satisfaction according to the number of exercise participation of living sports participants(Willks' Lambda=.915, F=.704, p<.01). In conclusion, if differentiated instruction is done in the field of living sports according to the demographic characteristics of participants, it will have positive effects on the practice and exercise satisfaction.