• Title/Summary/Keyword: 스포츠 미디어

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Excellence in ICT Services for MSE(Mega Sports Event) (메가 스포츠 이벤트와 ICT 익스피어런스 프레임워크)

  • Yang, Kwang-Ho;Ra, In-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.331-332
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    • 2016
  • 메가 스포츠 이벤트(Mega Sports Event, MSE)는 방대한 수의 내방객, 스펙터클한 미디어 캠페인, 대규모 투자와 지역 인프라 혁신을 특징으로 하는 스포츠 대회이다. 본 논문에서는 MSE에서 다루는 서비스를 살펴보고 향후의 경기장에서의 ICT(정보통신기술)의 역할을 기술한다. ICT는 경기장을 찾는 관람객의 방문동기를 최대한 충족하는 익스피어런스를 제공하도록 활용되어야 한다. 이를 위한 ICT 익스피어런스 프레임워크를 제안한다.

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Semantic Scenes Classification of Sports News Video for Sports Genre Analysis (스포츠 장르 분석을 위한 스포츠 뉴스 비디오의 의미적 장면 분류)

  • Song, Mi-Young
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.559-568
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    • 2007
  • Anchor-person scene detection is of significance for video shot semantic parsing and indexing clues extraction in content-based news video indexing and retrieval system. This paper proposes an efficient algorithm extracting anchor ranges that exist in sports news video for unit structuring of sports news. To detect anchor person scenes, first, anchor person candidate scene is decided by DCT coefficients and motion vector information in the MPEG4 compressed video. Then, from the candidate anchor scenes, image processing method is utilized to classify the news video into anchor-person scenes and non-anchor(sports) scenes. The proposed scheme achieves a mean precision and recall of 98% in the anchor-person scenes detection experiment.

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The Study on Classification System of Sport Culture Contents for Korea's Cultural Competitiveness (문화경쟁력 제고를 위한 스포츠 문화콘텐츠 분류체계 정립)

  • Lee, Soo-Yeon
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.111-121
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    • 2016
  • The purpose of this study was to establish a classification systems of sport culture contents for enhancing cultural competitiveness. The main research method for this was the Delphi survey based on the literature. Through a literature review, the definition of sport cultural contents and the classification system of major industrial countries were analyzed. The Delphi survey by a panel of 25 was conducted over a two-round. The results were as follows: first, the sport culture contents includes an artistic creativity, which have a working form that enables delivery to the public and organizing sports activities, and classify as a technology for high value-added content and services. Second, the 'culture' for the large category item, which include the cultural heritage and culture art. The 'media' recognize the importance of temporal concepts with traditional media and it was classified as new media. In the case of items in the large category 'events' are classified as national and international sporting events and festivals, the 'services' main category item is divided into social, care, educational services. Finally, the 'others' includes such as copyrighted items.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

Developing Competency Based Integrated Curriculum for Fostering Sports Marketer in Sports Industry (스포츠마케터 인재양성을 위한 역량기반 융합형 교육과정 개발)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.449-462
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    • 2018
  • The purpose of this study is to develop a competency-based convergence curriculum for the development of sports marketers, sports talent in the sports industry. For this purpose, we conducted literature analysis, in-depth interviews and job analysis to derive necessary capabilities to become sports marketers, draw up a capability profile, and then developed a capability model through expert verification. Sports marketers ' capacity models were divided into sport marketing / PR and sports events by type of experience, with six common basic competencies including sports mind and 12 professional competencies including sponsorships. Sports marketers education courses developed based on capacity models are composed of understanding of sports industry, sports marketing communication, sports law, understanding of sports facility, sports facilities management, sports sponsorship, sports media, sports licensing, sports agent, sports event planning, sports event management, make a proposal, sports event field practice. The developed training courses for sports marketers will be used in colleges and private education institutions related to the sports industry, contributing to fostering and expanding sports industry talent.

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.

Explore the Relationship Between Sports Culture and Social Change (스포츠문화와 사회변화의 관계 탐색)

  • Goo, Kang-Bon
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.4
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    • pp.1181-1187
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    • 2019
  • Today's sports, by themselves, express a wide variety of phenomena and reproduce or imply complex social symbols. The definition of sports being transformed in combination with ideology, which has become a central issue in each era, has become more diverse in recent years. Recently, with the 4th Industrial Revolution leading the social phenomenon, sports culture is producing a new phenomenon. In this era, we need the study in the question of how to understand and interpret sports culture is the right approach. The struggle for survival in each discipline was expressed as a reinterpretation of sports culture. This is to answer questions about how sports culture is consumed, spread and reinterpreted. The purpose of this study is to find out the direction and directing point of sports culture. Based on such problem recognition, five types of answers to what sports culture consumes were presented. Based on this, the fairness related to school sports, sports society-club(sports clubs), sports events, sports media, and sports was suggested as a medium for the spread of sports culture. We are accepting and transforming numerous scientific civilizations to improve sports culture and to promote consumers. However, there is a pity not to define such a thing. Efforts at a more fundamental level, such as cultural regulation and fundamental directions, need to be discussed. The framework of reinterpretation of sports culture should be constantly looking for directions and answers about what to do, not just the level of interpretation.

Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.39-52
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    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

The Development of the Standard Framework of Sports Event Process Management System (스포츠이벤트 프로세스 관리시스템 표준 프레임워크 개발)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.815-824
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    • 2019
  • It is not easy to present a generalized operating model because the operating environment of a sport event is composed of a complex matrix structure. In this study, we propose 'standardization' which provides guidance of concept and process of sport event management to solve this sports event management problem. To purpose complete of this study, the frame was developed by the international standard ISO 9001: 2015 is applied. The standards framework for sports event process management system structure proposed in this study consists of scope of application, citing standard, Terms and definitions, organizational situation, leadership, planning, support, operation, performance evaluation, and improvement. This sport event process management system standard can be applied to any organization that wants to host, prepare, and operate sport events regardless of the form or scale of the sport event. In addition, this standard was focused on process management of life-cycle stages of sporting events, therefor it was possible to manage interrelationships and dependencies between processes and processes.

Development of Sports Events Management Process and Conformance Assessment (스포츠이벤트 매니지먼트 프로세스 개발 및 적합성 평가)

  • Kim, Joo-Hak;Kim, Joo-Yong;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.691-700
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    • 2017
  • International sports events is one of the core products in the sports industry the scale of sports event business is steadily increasing. However, In terms of sports event management, knowledge and experience generated through sports events are ineffective and non-systematically managed. For this reason, unnecessary resources are wasted and trial and error are repeated in hosting, preparing and operating in sports event management. The purpose of this study is to develop a sports event management process and evaluate conformance. To accomplish the purpose of this study, developed the core processes of sports events in step by step and then applied and conformance evaluated of the designed process. Developed and evaluated sports events management processes are five Functional Area of registration, accommodation, transport, broadcasting, and food and beverage. Of these FA, 63 activities were selected and analyzed. The modeling was used as IDEF method, the conformity analysis was used as Fuzzy logic, analysis tool was used ProM.