• 제목/요약/키워드: e-sports

검색결과 266건 처리시간 0.031초

노인체육의 현황과 실버태권도 활성화 방안 연구 (A Study on the Present Condition of Senior Sports and Activation Plan of Silver Taekwondo)

  • 오정수
    • 산업융합연구
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    • 제22권4호
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    • pp.31-38
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    • 2024
  • 본 연구의 목적은 노인체육의 국내외 현황을 조사하고 노인체육의 한 종목으로서 실버태권도의 활성화 방안을 고찰하는 데 있다. 국내외 노인체육 현황조사를 위해 국가별 공공기관 및 체육시설(문화체육관광부, 보건복지부, 통계청, e-나라지표, 국민체육진흥공단)의 보도자료, 통계자료를 수집하였고 관련 논문, 학술지, 서적 등과 비교 분석하여 실버태권도 활성화 방안으로 다음과 같은 사항을 도출하였다. 첫째, 한국의 노인체육은 주로 복지관을 통해 행해지며 댄스, 요가, 음악이 선호되는 경향이 있으며 무술의 선호 비율은 낮았다. 실버태권도의 참여를 높이기 위해서는 해외와 같이 체육의 체험 사례를 미디어, 영화 제작, 배포, 전화 홍보 등 다양한 마케팅이 필요하다. 둘째, 수련 대상에 따른 실버태권도 프로그램의 개발이 필요하며 이를 수행할 수 있는 지도자의 양성이 필요하다. 프로그램의 개발은 태권도 기관, 태권도장, 대학, 평생교육원과 연계하여 전공 학생 및 노인 체육지도자의 참여가 필요하다.

실시간 OTT 서비스 데이터 분석: 유투브 게임방송 사례 (A Study of Analyzing Live Streaming OTT Service Data: Focused on Youtube Game Broadcasting)

  • 최민지;용혜련;황현석
    • 한국게임학회 논문지
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    • 제16권2호
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    • pp.61-74
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    • 2016
  • e스포츠의 발달로 게임을 매개로 한 여러 분야의 산업들이 함께 성장하였다. 게임방송은 다양한 플랫폼을 통해 시청자들에게 도달하면서 대중적인 게임문화 확산에 기여하고 있으며, 게임이 점차 스포츠로 인식되기 시작하면서 게임방송을 실시간으로 시청하고자 하는 수요가 늘어나고 있다. 이러한 수요와 함께 최근 OTT(Over-The-Top) 서비스를 기반으로 한 글로벌 게임중계 방송채널은 빠르게 증가하고 있는 추세이다. 이에 본 연구에서는 YouTube의 Open API 분석을 통한 글로벌 게임방송 스트리밍 현황 파악 및 시청행태를 분석하고 국내 게임방송산업의 발전을 위해 실무적인 제안을 하고자 한다. 본 연구는 방송 공급자와 시청자 모두 온라인 상태에서 실시간으로 방송을 스트리밍 하는 상태인 세션을 중심으로 방송시간 및 실시간 시청자를 카테고리, 날짜, 요일, 시간대별로 나누어 분석하였다.

청각장애인의 이스포츠 중계방송 및 게임 스트리머 콘텐츠 시청 편의성 증대를 위한 자막 동기화 보정 연구 (A Study on subtitle synchronization calibration to enhance hearing-impaired persons' viewing convenience of e-sports contents or game streamer contents)

  • 신동환;김정수;김창원
    • 한국게임학회 논문지
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    • 제19권1호
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    • pp.73-84
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    • 2019
  • 본 연구는 e-sports 중계 콘텐츠 및 게임 스트리머 콘텐츠에 대한 청각장애인들의 시청 편의성을 위해 제공되는 자막의 서비스의 품질을 높이는 방안을 제시하기 위한 연구이다. 일반적으로 방송 콘텐츠의 자막 파일은 속기사에 의해 방송 중에 수동 작성되므로 원본 콘텐츠 대비 3~5초의 자막표시 지연이 필연적이다. 이에, 본 연구에서는, 음성인식 기술을 활용한 동기화 자동 보정 시스템의 구성을 제안하였다. 또한 이 시스템을 활용한 콘텐츠 적용실험을 진행하였으며 최종 결과로 자막 데이터의 동기화 오차 시간을 1초 이내로 줄일 수 있음을 확인 하였다.

스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동 (Consumers' Cognition and Buying Behavior of Sports Brand Character)

  • 이지연;안민영;박재옥
    • 복식문화연구
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    • 제10권2호
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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한국과 미국의 스포츠 물리치료 교육 프로그램 비교분석 (Comparison and Analysis of Sports Physical Therapy Education Programs of Korea and USA)

  • 권원안;민동기;이재홍
    • PNF and Movement
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    • 제10권1호
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    • pp.53-59
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    • 2012
  • Purpose : This thesis aims to explore sports physical therapist program of university of education of korea and usa for the whole process of becoming sports physical therapist and provide better education programs for cultivating sports physical therapist in the future. Methods : This thesis education programs of physical therapy department in Korea and 3 universities in east california region were selected with recommendation of a professional on sports physical therapist in USA. for the purpose of this study, curriculum of physical education department at school of education was analyzed using internet survey, phone survey, visitor survey and examination of hand book in korea. in usa, homepage, internet survey, e-mail and examination of handbook were used to analyze the data. Results : First, the results of this study can be summarized as follows: second, In comparison of required subjects and selective subject of physical therapy education in Korea and USA, Korea presents the least required subjects for major while USA offer more required subjects for majors. Korea puts focus on education practice while USA offers initial field experience and education practice well connected and organized systematically. Third, comparison of system of professional sports physical therapist, Korea did not establish system of a professional sports physical therapist, USA systematically established system of a professional sports physical therapist. Conclusion : On the basis Professional physical therapist, PNF association has to need to study hardly about special therapist.

심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로 (The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players)

  • 이승제;정의준
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제9권6호
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    • pp.341-352
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    • 2019
  • 최근 e-sports에 대한 사회적 관심이 증대하면서 게임 리더십과 관련된 심리사회적인 요인들을 발굴하기 위한 노력이 점증하고 있다. 게임 리더십이란 게임 내에서 주어진 과제를 효율적으로 수행하기 위해 필요한 능력을 가리키는 것으로, e-sports 경기 진행과 팀워크 향상을 위해 매우 필요한 역량이라고 할 수 있다. 이러한 점에 착안하여 본 연구는 심리적 요인(자기통제, 사회지능, 자존감)과 게임 동기, 게임 효능감이 게임 리더십과 어떤 관계를 맺고 있는지를 살펴보고자 했다. 이를 위해 MOBA(Multiplayer Online Battle Arena) 장르를 이용하는 청소년 196명의 데이터를 활용하여 회귀분석을 실시하였다. 분석 결과 인터넷 게임 이용시간, 사회지능, 게임 효능감은 모두 게임 리더십과 정적인 관계를 보이고 있었다. 이와 함께 게임 동기 요인 중 사회성, 탐험 그리고 도피 동기가 게임 리더십과 유의미한 관련이 있는 것으로 나타났다. 그러나 자존감과 자기통제는 게임 리더십에 아무런 영향을 미치지 않았다. 이후 결과를 분석하고 논의하였다.

비타민 E 보충이 여자 운동선수들의 항산화능과 면역능력에 미치는 영향 (Effects)

  • 김우경
    • Journal of Nutrition and Health
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    • 제32권7호
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    • pp.781-786
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    • 1999
  • This study was designed to investigate the effects of vitamin E supplementation on radical scavenger activity and immune responses in female judo athletes(n=18). The age and sex matched sedentary students were used as controls(n=15). The initial plasma vitamin E concentration, lipid peroxide level and radical scavenger activity (RSA) were not different between two groups. The supplementation of $\alpha$-tocopheryl acetate(400IU/d) for 4 weeks significantly increased plasma vitamin E concentration of the subjects in both groups. In addition, the decrease in thiobarbituric acid reactive substance(TBARS)(p<0.05) and enhancement of RSA(p<0.05) were observed in both groups. Percentages of total T-cells in the athletic group was lower than that in the control group(p<0.05). However, the ratio of CD4 / CD8(helper T-cal $l^pressor T-cell) was higher in the sports group, due to more decrease in CD8 subset than in CD4 subset. The concentrations of IgG and IgM in the sports group were significantly lower than those in the control group(p<0.05). Therefore, severe training of the athletic group seems to be associated with the changes of supplementation. In conclusion, vitamin E supplementation (400IU/d, 4 weeks) of the female university students improved antioxidative activities of the blood, by decreasing lipid peroxide and enhancing radical scavenger activity. Percentages of T lymphocytes and IgG and IgM concentrations in the athletic group were lower than those in the control group. Meanwhile, vitamin E supplementation had no effects on immune status in both groups.ps.

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학동기의 스포츠활동과 특기적성활동의 참가가 감성지수 및 성격특성에 미치는 영향 (The influencing effect on E.Q. and personality that both sports activity & speciality aptitude activity in school-childhood can cause)

  • 이한기
    • The Journal of Korean Physical Therapy
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    • 제16권1호
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    • pp.140-156
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    • 2004
  • This study, to find whether a sports activity and a speciality aptitude activity in school-childhood can affect in forming E.Q, has been done in Gyoung-Nam area and Busan wide city with asked 222 of men and women being in their school-childhood and a group of 85 people who had not joined in such activity, using a E.Q testing paper provided by Dae-Gyo Education Corp,. and Seoul National University Educational Research Institute. Following is the results after analyzing the compiled datas. 1. The E.Q. level difference between people who joined, and who not joined in a sports action activity was reported existing, the total E.Q average of those who joined was resulted 212.6, a point 29.6 higher than those not joined of 183.0 ( p< .05). As for the E.Q causing points, it resulted that the points of the joined group is generally up than that of the non-joined group, especially this difference was remarkable in terms of feeling recognition or feeling control, a finding that deserves an attention ( p<.05) 2. Joining periods of sports activity did also have relation to develping E.Q. of school-childhood according to this research, the total E.Q points of a group joined in the activity more than 2 years was 215.5 points, which was 17.4 points higher than those not joined of 186.5 points ( p< .05). Backing again to E.Q causing points in this case, it resulted without exeption of all main causes that those who joined in more than 2 years are generally higher than that of those joined less than 2 years, especially the difference was regarded as big in terms of feeling recognition or feeling control, a finding that deserves an attention ( p<.01). 3. The E.Q. differnce between those joined in a specialty aptitude activity and not joined was studied existing, the total E.Q average points of those joined in a specialty aptitude activity was 207.8, a higher figure by 21.3 points than those not joined group of 186.5 ( p< .05). As for the E.Q causing points, it resulted without exeption of all main causes that those who joined are generally higher than that of those not joined, especially for feeling recognition or feeling control, this difference was more clear, a finding that deserves an attention ( p<.01). 4. It also resulted that E.Q growth depends on the periods to have joined in a speciality aptitude activity, for example, the total E.Q points of those joined in the activity more than 2 years was 217.1, a total more higher by 13.5 points than 203.6 of those not joined ( p< .05). For the E.Q. causing points, it, with the exception of empathy was resulted that those who joined in the speciality aptitude activity more than 2 years are generally higher than those joined less than 2 years, especially the difference is remarkable in terms of feeling recognition or feeling control, a finding that is also remarkable ( p<.05). 5. The E.Q difference between the men and women who joined in both activities of sports & speciality aptitude was found existing, the total E.Q. average for women was resulted 214.2 points, which was 9.2 points higher than men of 205.0. As for the E.Q. causing points, which, without exeption of main causes, women's was reported being high than that of men, in special is more remarkable in terms of feeling control, a finding that deserves an attention. ( p<.05).

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e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발 (A Study on eye-tracking software design and development for e-sports viewing on the web)

  • 고은지;최선영
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.121-132
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    • 2015
  • 본 연구는 웹에서의 e 스포츠 시청 행위 측정도구 개발과 시선추적 장치를 이용한 멀티태스킹 시청 분석 도구 및 방법을 설계하여 제안하였다. 이를 위해 하나의 스크린 안에서도 멀티태스킹이 빈번하게 일어나는 시청 행위를 시각적으로 기록하고 측정할 수 있는 개별 창 관심영역(WOI)을 설계하였고, 실시간으로 연구자가 연구참여자의 시청행위 패턴을 관찰할 수 있도록 실시간 스트리밍 및 녹화 소프트웨어인 OBS(Opensource Broadcaster Software) 플러그인(Plug-In)을 직접 개발하였다. 본 논문에서 제시한 방법론은 다음과 같은 의의가 있다. 첫째, 정지화면과 같이 제한된 웹 인터페이스 측정이 아닌 동영상과 같은 다이내믹 신을 기록할 수 있다. 둘째, 스크린에 여러 개의 창이 동시에 열려져 있어도 연구참여자가 어떠한 창을 주목하는지 정확하게 좌표를 기록할 수 있을 뿐 아니라 시각화된 정보로 확인할 수 있다. 셋째, 매우 자연스러운 일상적 상황에서 실험을 수행할 수 있어서 인위적인 실험실적 환경이나 실험 처치물이 아닌 이용자의 실제 콘텐츠 이용 패턴과 행태를 추적하는데 용이해 실험 자료의 객관적 타당도를 높일 수 있다.

수종의 스포츠 음료를 토끼에 경구 투여한 후 수분 흡수에 대한 비교연구 (Comparative Study on the Absorption of Water after Oral Administration of Various Sports Drinking Beverages to Rabbits)

  • 김종국;이범진
    • Journal of Pharmaceutical Investigation
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    • 제25권1호
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    • pp.1-7
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    • 1995
  • After oral administration of various drinking solutions, the initial absorption rate of water through gastrointestinal tract of the rabbits was evaluated using tritinated water $(^3H_2O)$ as a marker to develop the sports drinking beverage for Korean people. The polynomial curve fitting over 20 min was performed using computer program to obtain the initial absorption rate of water from the tangent line of the fitted equation because initial absorption rate of water was more critical compared to elimination rate during exercise. The amount of water absorbed was increased but a large variation was observed among testing preparations in a small study group $(2{\leq}n{\leq}6)$. The initial absorption rate of water from isotonic sports drinking beverages was statistically significant when compared to hypertonic cola but was not significant when compared to hypotonic solutions (potable water and barley water). In case of hypertonic sports dringking beverages (i.e. Takeda), initial absorption rate of water was not improved and efficient when compared to other isotonic sports dringking beverages. The initial absorption rate of water from prescribed isotonic sample solution containing electrolytes, carbohydrates, and vitamins was not statistically significant when compared to other isotonic drinking beverages but showed similar absorption profile. It was obvious that isotonic solutions simultaneously containing electrolytes, vitamins and carbohydrates (sugar and glucose) had a tendency to increase the initial absorption of water compared to hypotonic (potable water and barley water) and hypertonic preparations (orange juice and cola). Although statistical significance of initial absorption rate of water between isotonic sports drinking beverages and hypotonic potable and barley water was not observed, unlike the hypertonic solutions, isotonic sports drinking beverages may aid not only to replenish loss of water, electrolytes and other nutrients during the exercise but also to prevent dehydration and muscle fatigue, resulting in improved physical performance in an exhausted condition.

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