• Title/Summary/Keyword: TV 스포츠

Search Result 60, Processing Time 0.021 seconds

Market Trends Prediction of the Sports Industry (글로벌 스포츠 산업 트렌드 예측)

  • Kim, Hun-Il
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.11
    • /
    • pp.6536-6546
    • /
    • 2014
  • The aim of this study was to predict the global sports market trend to make developmental and strategic marketing planning for governments, enterprises and scholars. By participating in Delphi, 21 professionals from 12 countries came up with 51 foresights. In addition, the following 7 final results emerged after 3 rounds of discussion. First, integrity issues (e.g., doping and gambling) will increase in the sports industry. Second, the market of youth sports will continue to grow worldwide. Third, the health-oriented sports service will growth, particularly for seniors or people with less wealth. Fourth, the convergence with high-technology, culture and leisure activity will be accelerated. Fifth, mega sports events will receive increasing scrutiny and criticism. Sixth, the leverage of new media (e.g., social media) as well as old media (e.g., TV and magazines) will expand in the sports industry. Finally, globalization, which is similar to the culture phenomenon, will be accelerated in the sports industry.

A Study of composition on the LPGA Digital Broadcasting (LPGA 디지털 중계방송 제작 구성에 관한 연구)

  • Kim, sang-chul;Yang, jong-hoon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.559-560
    • /
    • 2011
  • 본 연구는 국내에서 제작 방송되는 골프 중계방송이 골프 스포츠와 관련된 현실을 어떻게 전달하는가에 관심을 가지며, 현실 재구성의 관점에서 TV 골프 중계방송의 이야기구조를 살펴보고자 하였다.

  • PDF

Social Relation of Cyber Sports Supporter's Community and Social Capital (사이버 스포츠서포터스 공동체의 사회적 관계와 사회적 자본)

  • Kim, Kyong-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.8
    • /
    • pp.386-395
    • /
    • 2013
  • This study examined social relation of cyber sports supporter's community and social capital as time passes. This study selected spectator sports supporters of cyber sports community based on number of number and history of cyber sports supporter. This community is a representative supporter's club of spectator sports. This study utilized 1,848 members accumulated during three month. To analyze data, Netminer 4.0 and social network analysis were used. The conclusion is following: First, social relation of cyber sports supporter's community showed up dynamic change. Second, social capital of cyber sports supporter's community shows Sports events and training schedules, player transfer, manager, record, game watching and TV watching, cheering, cheering uniform and tools, players, teams and clubs, game photos and video, etc. This is the poor-get-poorer and the rich-get-richer phenomenon.

The effect of Desired Sportswear Benefits on Sportswear Image Preferences and Store Patronage (스포츠웨어 추구혜택이 스포츠웨어 선호이미지 및 점포유형별 애고에 미치는 영향)

  • Hwang Jin Sook
    • Journal of the Korean Home Economics Association
    • /
    • v.43 no.4 s.206
    • /
    • pp.65-78
    • /
    • 2005
  • The purpose of this research was to investigate the effect of the desired sportswear benefits on the sportswear image preferences and store patronage according to store type. The subjects were 773 male and female consumers who were residents in Seoul. The data were analyzed by factor analysis, multiple regression, and t-test. The results showed that there were five desired sportswear benefits: figure compensation, status ostentation, comfort, individuality, and youth-orientation. Sportswear image preferences consisted of four factors: innovative, luxurious, simple, and active. Store patronage encompassed department store, franchise store, discount store, wholesale store, internet, TV home shopping, and catalogue. Statistical analysis showed that there were significant effects of desired sportswear benefits on sportswear image preferences and store patronage. For example, the more consumers desired figure compensation/sex appeal benefits from sportswear, the more they preferred innovative, luxurious, and active sportswear images and the stronger was their patronage of department stores. The study also showed differences between male and female consumers in regard to sportwear benefits sought and store image preferences. The implications of the research were discussed.

A Study on the Cause and Characters of Hiphop Fashion (힙합패션의 유행요인과 특성에 관한 연구)

  • 이지현;정은숙
    • Journal of the Korean Society of Costume
    • /
    • v.44
    • /
    • pp.91-101
    • /
    • 1999
  • The purpose of this study was to examine the hiphop fashion which has the leading power of 1990's korean fashion flow. Hiphop Fashion represents individuals' unique characters and their culture. Baggy jeans with extra large shirts, various accessories, and a unique coordination of these items that is all their own represents the style that is hiphop. There are three major reasons why hiphop fashion has become so popular in the 1990's. First, the popularity of hiphop music whose singers directly influence the public. Second, the popularity of sports and sporting heros. These athletes' sporty Hiphop looks has amply shown that are also leaders of the hiphop fashion. Third, mass media like TV and many publications, defivitely helped to quickly spread hiphop all over the world. Music only TV stations like MTV and StarTV are good examples. Fashion always tells us much - as every anthropologist knows - and a thoughtful analysis of hiphop will reveal many interesting, and perhaps even surprising things about the men and women who wear it.

  • PDF

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.13 no.4
    • /
    • pp.29-52
    • /
    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

  • PDF

Efficient Article and Scene Change Detections for TV Sports News Indexing in MPEG-2 Compressed-Domain (MPEG-2 압축 영역의 TV 스포츠 뉴스 색인을 위한 효율적인 장면전환 및 기사검출)

  • Kim, Seong-Guk;Park, Yeong-Gyu;Yu, Won-Yeong;Kim, Jun-Cheol;Lee, Jun-Hwan
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.6
    • /
    • pp.1703-1712
    • /
    • 1999
  • In the paper, we propose efficient article and scene change detection algorithms to make the index of sports news compressed in MPEG-2 domain. In the proposed algorithm, the information in MPEG-2 compressed domain is directly used without decoding to save the computation time. The scene change detection algorithm is constructed in an hierarchical method so that the time for detection can be greatly reduced. Also, the algorithm can provide the robust detection against abrupt illuminance change because the luminance and chrominance components are simultaneously considered. Also, the scene change caused by special effect such as dissolve and wipe can be detected in the compressed domain. In the article detection, the algorithm is constructed for robust detection of the anchor frame using the concept of CCV(Color Coherent Vector).

  • PDF

Image Quality for TV Genre Depending on Viewers Experience (시청자 경험에 의한 TV장르별 화질)

  • Park, YungKyung
    • Journal of Broadcast Engineering
    • /
    • v.26 no.3
    • /
    • pp.308-320
    • /
    • 2021
  • Conventional image quality studies have been focused on 'naturalness' and has relied on memory color. Memory colors are mainly formed for familiar objects with prior experience, and the more faithfully these memories are reflected, the more naturalness of the reproduced image quality increases. In particular, the brightness and saturation of memory colors play an important role in increasing the preference of image quality as well as naturalness. Therefore, in the case of existing image quality studies, image quality characteristics were studied focusing on natural objects and people with memory. We extracted representative images of each genre (sports, documentaries, news, entertainment and music, and movies), adjusted the brightness, contrast, and saturation of each image, and conducted an experiment to evaluate perceived quality. Based on situational context, the results of this classification indicated that genres of television content can be divided into two categories: proximate and indirect experiences. Proximate experience best characterizes outdoor sports, dramas, and nature documentaries, where their image qualities have shown to have a strong correlation with brightness and contrast. On the other hand, indirect experience best characterizes news, music shows and SF/action movies. The image quality perception for indirect experiences was shown to be closely related to and optimized by contrast and saturation.

A Real-time Virtual Imaging System (실시간 가상이미징 시스템)

  • 남승진;오주현;박성춘
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2002.11a
    • /
    • pp.269-274
    • /
    • 2002
  • 최근에 TV의 축구, 야구와 같은 스포츠 중계 방송에서 팀의 로고나 점수, 거리와 같은 그래픽 정보를 운동장에 합성시켜 보여주는 새로운 기술이 사용되고 있다. 이는 증강현실(AR: Augmented Reality)의 한 분야인 실시간 이미징 합성 기법을 사용한 것으로서 일반적으로 가상이미징 시스템이라 불리운다. 본 논문에서는 방송용 카메라의 렌즈와 팬(pan), 틸트(tilt) 축에 센서를 부착하여 이를 해석함으로써, 실시간으로 3차원 그래픽 좌표계의 가상 카메라를 제어하는 센서기반 가상이미징 시스템의 구현 결과와 관련기술을 소개한다. KBS 기술연구소에서는 실시간 가상이미징 시스템을 개발하여 'VIVA(Virtual Imaging & Virtual Advertising)'라 이름지었다. 이 시스템은 렌즈 데이터에 근거하여 카메라 캘리브레이션을 수행하며, 주밍(zooming)시 발생하는 카메라의 시점(view point) 변화를 반영하여 원거리 촬영이 이루어지는 스포츠 중계뿐만 아니라 보다 정확성이 요구되는 스튜디오 내의 근거리 프로그램 제작에도 사용이 가능하다. 합성되는 그래픽은 실세계와 같은 완전한 3차원 좌표 공간에 놓이게 되며, 월드 좌표계와 카메라 좌표계를 이용하여 사전 제작된 오브젝트들을 원하는 곳에 위치시킬 수 있다. 실사와 그래픽의 효과적인 합성을 위하여 오버레이(overlay) 모드는 물론 알파키(alphakey)와 크로마키(chromakey)를 조합한 모드를 사용하였다. VIVA는 2002년 부산 아시안 게임에서 수영과 양궁 중계에 활용하였다.

  • PDF

The Structural Relationship and Difference During to Watch Sports Through TV by Advertising to Perceived Intrusiveness, Advertising Attitude and Advertising Avoidance (TV를 통한 스포츠 시청 중 광고에 대한 소비자의 지각된 침입성, 광고태도, 광고회피의 차이와 구조적 관계)

  • Cho, Song-Hyun;Jang, Hyeon-Gil
    • 한국체육학회지인문사회과학편
    • /
    • v.54 no.6
    • /
    • pp.309-319
    • /
    • 2015
  • The purpose of this research was to find out the structural relationship and difference soccer and baseball during TV sport broadcasting of advertising for consumer attitude relation of advertising, advertising avoid, perceived intrusiveness in order to help for advertising strategy and giving for good image to sport viewer by advertising media. In this study, 275 surveys were collected and the participants were university student in B metropolitan city using convenience sampling method. The questionnaires were written using self-administration method. The confirmatory factor analysis and the structural equation model were done using IBM AMOS 20. The reliability analysis, descriptive analysis, frequency analysis, independent t-test and correlation were done using IBM SPSS Statistics 21. The results were as follows: First, cognitive avoidance and physical avoidance was shown that baseball viewer was higher than football viewer. Advertising attitude and perceived intrusiveness was shown the baseball viewer and football viewer not different. Second, perceived intrusiveness had effect advertising attitude. Third, perceived intrusiveness had effect avoidance(physical avoidance, cognitive avoidance). Fourth, advertising attitude had effect on advertising cognitive avoidance. Fifth, advertising attitude had not effect on advertising physical avoidance.