• Title/Summary/Keyword: 스포츠종목

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지혜 깊어지는 건강 - 내 몸에 꼭 맞는 운동 - 생활속의 춤 댄스스포츠 스트레스는 날리고 체력은 튼튼하게

  • Lee, Yun-Mi
    • 건강소식
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    • v.35 no.2
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    • pp.28-29
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    • 2011
  • 무용가들의 전유물로만 여겨졌던 춤이 댄스스포츠가 되면서 누구나 즐길 수 있는 운동이 됐다. 2008년 무한도전은 댄스스포츠에 도전해 많은 사람에게 감동을 준 바 있고, 지난해 광저우아시안게임에서는 댄스스포츠가 정식 종목으로 채택되어 관심을 받았다. 댄스스포츠는 음악에 맞춰 동작을 반복하는 과정을 통해 스트레스를 해소하고 건강을 유지할 수 있다. 또한, 함께하는 파트너에게 정중한 예의를 갖춰야 하는 댄스스포츠는 인격완성에도 큰 도움을 준다. 댄스스포츠가 우리 몸에 어떻게 이로울까?

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Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

실시간 측위 시스템(RTLS) 및 스포츠 트래킹 기술

  • Sin, Pil-Sun;Gwon, Jong-Man;Sin, Hyeon-Sil;Kim, Gi-Il
    • Information and Communications Magazine
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    • v.32 no.2
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    • pp.13-23
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    • 2015
  • Real Time Location System(RTLS)는 실시간으로 사물의 위치 정보 측위를 통해 다양한 서비스를 제공하는 시스템을 말한다. RTLS 시스템은 물류, 헬스케어, 생산 시설 등 사물인터넷(IoT, Internet of Things)과 관련된 다양한 분야에서 활용되고 있다. 최근에는 경마, 미식축구 및 발레 등 여러 스포츠 종목에 도입하고자 하는 시도가 늘고 있어 동계올림픽의 각 종목을 위한 훈련, 분석, 서비스 등에의 적용을 위한 개발을 적극적으로 검토할 필요가 있다. 통상적으로 실시간 위치 추적 시스템(RTLS)은 근거리 및 실내와 같은 제한된 공간에서의 위치 확인 및 위치 추적 시스템을 통칭하고, 이동통신망 기반의 위치기반 서비스(LBS) 처럼 사람 또는 사물의 위치를 확인하지만 주로 제한된 공간에 활용되므로 '실내위치 추적 서비스(IPS: Indoor Positioning System)'라고 불리기도 한다. 본고에서는 먼저 RTLS의 기술과 이를 스포츠에 접목하기 위한 사례를 중심으로 그 동향을 분석한다.

Analysis on the Degree of Preference and Participation in Leisure Sports : PPA Based on Priorities for Financial Investment (정책투자우선순위 도출을 위한 레저스포츠 선호도와 참여도 분석)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Jin, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.407-415
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by purposive sampling method. Using SPSSWIN 16.0, I analyzed the collected data by reliability analysis, paired sample t-test, PPA(preference performance analysis) method. The conclusion is the following. First, the first quadrant showed wind surfing, skins-cuba, water-ski, and yacht, and as a result of this, it is necessary to improve the degree of participation in this field, the second quadrant showed golf, racketball snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance, the third quadrant, showed water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. Sencondly, the degree of preference and participation in leisure sport activicties acording to socio demographic characteristics differentiate.

Study on An Analysis on the External Environment Factors of Korea Football Association Using Industry Analysis (산업구조분석을 이용한 대한축구협회의 외부환경요인에 대한 연구)

  • Park, Yong Chul;Lee, Minjung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.236-237
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    • 2018
  • 우리나라의 스포츠 산업 관련 분석은 그동안 영리 차원의 마케팅을 중심으로 이루어져왔다. 하지만 스포츠에 있어 핵심 요소는 경기력과 보급에 있고 이 기반 없이는 스포츠 산업의 확장도 기대할 수 없다. 최근 스포츠는 올림픽과 월드컵 등 메가스포츠 이벤트의 규모와 중요성이 더욱 커졌고, 각 스포츠의 국가별 경쟁도 갈수록 치열해지는 양상이다. 국가단위의 스포츠산업 활성화는 세계화를 통한 이러한 국제단위의 경쟁에서의 우위가 필수적이고 각국의 스포츠협회가 그 역할을 수행해야 한다. 따라서 스포츠산업의 경쟁력을 강화하기 위해서는 그 종목 스포츠협회의 외부 환경 분석이 중요하다. 본 연구에서는 우리나라의 스포츠 협회중 가장 큰 조직인 대한축구협회에 대해 산업분석을 시행하여 외부환경에 대응하는 대한축구협회의 역량을 효과적으로 강화시킬 수 있는 경영전략를 제시하고자 한다.

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A Study on the Vitalization Plan for the Development of e-Sports (e스포츠 발전을 위한 활성화 방안에 관한 연구)

  • Chung-In Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.71-74
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    • 2023
  • 현재 e스포츠는 전 세계적으로 크게 성장하고 있다. 하지만 e스포츠는 일반 스포츠와 다른 점이 한 가지 있다. 바로 게임 자체를 즐기지 않는다면 종목 자체의 관심도가 크게 떨어진다는 점이 특징이다. 본 논문은 이러한 현상이 왜 나타나는지 e스포츠와 일반 스포츠의 차이점을 분석한다. 그리고 e스포츠가 일반 스포츠로 인정받고 주목받기 위해 어떤 방향성을 잡아야 하는지 제안해본다.

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Directions to Improve Specialized Knowledges and Practical Abilities for Taekwondo Majoring University Students (태권도 전공 학생들의 태권도에 대한 전문지식과 전문 실기 능력 향상을 위한 개선 방향)

  • Chin, Seung-Tae;Lee, Yun-Jung;Han, Areum;Park, Se-Hyuk;Seo, Hee-Jung
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.411-418
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    • 2021
  • The purpose of this study was to identify contents of Taekwon and to improve specialized knowledges and practical abilities for Taekwondo majoring university students. The sample was categorized into college and student. The first round survey was divided into two parts in finding possible ways to improve practical abilities from students and school authority perspectives. The second round was conducted through survey by dividing respondents into students and school authority. The third round was performed to identify the nessessities and problems in relation to specialized knowledge and practical abilities such as sparring, poomsae, and demonstration. Based on the findings, three critical themes were identified: motivating them to accumulate specialized knowledge, providing opportunities to practice, and offering diverse job directions. Students indicated several critical themes such as recognition of job opportunities in different domains, endeavour to increase communication ability with others in different domains, reconsideration to learn things in different domains, and efforts to take an interests in life-time Taekwondo. The findings provide ideas in applying practical knowledge into the field and in changing students' perception in terms of Taekwondo majoring. They are specialized knowledge and practical ability improvement based upon college authority and students (15 college authority items, 9 student items).

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.

Data Envelopment Analysis on Olympic medals : Focusing on Athens Olympic Games and Torino Winter Olympic Games (올림픽 메달의 자료 포락 분석 : 아테네 하계올림픽과 토리노 동계올림픽을 중심으로)

  • Kang, Doo-suk
    • International Area Studies Review
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    • v.14 no.1
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    • pp.299-319
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    • 2010
  • This thesis analyzed that which countries won the Olympic medals more efficiently at the Olympic Games. Unlike the previous studies, I measured efficiency under the CRS, found implications for investment to improve sports skills through understanding the characteristics of sports race. A methods for research is a DEA-based approach which measures efficiency by using the data only, not assuming the parameters. The inputs are total population and GDP, the output is Olympic medals at 2004 Athens Olympic Games and 2006 Turin Winter Olympic Games. I applied different weights based on the medal colors. The results showed the tendencies that the larger the scales of total population and GDP were, the lower efficient values were. These tendencies imply that sports skills are related with the law of diminishing returns and international convergence. According to these phenomenons, surging investments for sports performance are hard to get proper justification. In the case of limited resources, investing uniformly in various sport entries is more productive than in just one or two sport entries.

통계모형의 전문스포츠 현장 적용 사례

  • Eom, Han-Ju;Jo, Jeong-Hwan;Sin, Seung-Yun
    • Proceedings of the Korean Statistical Society Conference
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    • 2002.11a
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    • pp.51-59
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    • 2002
  • 스포츠 통계와 관련된 주제들은 경기결과의 설명 예측력 분석, 선수와 팀 평가, 경기내용의 요약, 경기의 환경적 요인 평가, 경기 규칙 분석, 경기결과의 시각적 표현, 토너먼트 구조 연구 등의 영역으로 다양하다. 이 글에서는 야구 축구 농구 테니스 종목을 중심으로 통계적 방법을 적용하여 스포츠 현장의 문제를 어떻게 접근하고 있는지를 개괄하였다. 전통적으로 스포츠 통계는 선수와 팀 그리고 전략의 평가가 주를 이루었지만, 오늘날 스포츠통계는 경기의 잠재적, 외적 요인 등의 주제로 관심영역을 넓혀가고 있다. 그러나 국내에서는 경기내용의 기술적(descriptive) 분석이 주류를 이루고 있으며, 전문적 수준의 통계적 접근은 활발하지 못하고 있다. 현장과 자료의 특성을 고려하여 통계와 스포츠(체육)분야의 다양한 협동연구가 필요하다.

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