• Title/Summary/Keyword: Sports Industrial Convergence

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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.

Plan for an Information Management System on Sports Players' Related Goods based on Blockchain (블록체인 기반 스포츠 선수 관련 상품의 진품 정보 관리 방안)

  • You, Kangsoo;Kim, Semin
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.87-92
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    • 2020
  • Recently, several sporting events have been canceled or postponed due to the influence of COVID-19's imposed social distancing in life, or are being played without spectators. As a result, the market for sports products has been stagnant, and many are experiencing difficulties. To get over it, sports market players are exploring various new markets such as online fan services and online sales. Therefore, this study proposed a way to manage the authenticity of sports-related products. The block structure, system flow, and network model were designed and prototypes were developed accordingly. Experts were invited through the derived method to conduct a target group interview (FGI) to evaluate the reliability and stability of the transaction process, the reliability and stability of payment, the tracking of accidents, and the reliability and stability of the system. Through this study, consumers can have reliability when trading sports-related products such as goods, favorite items, and sign balls.

Development Plan for a Sports Record Information Service for Records Management (기록관리를 위한 스포츠기록 정보서비스 구축 방안)

  • Semin Kim;Sung Jung Bae
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.163-169
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    • 2022
  • The importance of record management is emphasized in various fields. In the field of sports in particular, the importance of record management is key, and many efforts are being made to keep a record of the history of many sports. Therefore, in this study, a plan to develop a sports record information service centered on basketball was proposed. In this study, the sports records information service development plan that is described not only has an eye toward developing technology, but is also described from the perspective of records management, which has recently been in high demand. To this end, a demand analysis was conducted on prospective users through FGI, and procedural elements of record analysis were derived. In addition, the system structure and database schema were designed, and a screen for managing and browsing records was presented. Through this study, it is expected that research on sports record management will be able to be actively conducted in the record management field.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

A Study on the Informal Learning Characteristics of Sports Center Leaders from a Constructivist Perspective (구성주의 관점에서 스포츠센터 지도자의 무형식 학습 특성에 관한 고찰)

  • Kim, Seung-Yong;Li, Jing
    • Journal of Industrial Convergence
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    • v.17 no.3
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    • pp.1-8
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    • 2019
  • This study examined the constructivist perspective and the characteristics of informal learning in relation to work place learning of sports center leaders through a theoretical approach. For this reason, informal learning has important learning meaning because sports center leaders based on informal learning enable them to develop their professionalism through workplace learning in terms of experience and practice in promoting the process of growth and learning. Can be. In addition, the leaders in the sports center coaching sites lack formal learning opportunities in workplace learning compared to office workers in general companies. Therefore, the type of informal learning and the way to improve learning should be presented. This part is considered to be an educational element as an important factor for the professionalism of sports center leaders. In addition, the establishment of a workplace learning environment in personal, environmental, institutional and organizational aspects will help sports center leaders to increase their professionalism.

Big Data! What do you think about that ? ; Using the Subjectivity of Sports Practitioner (빅 데이터!, 당신의 생각은 어떠하십니까? : 스포츠실무자의 주관성을 바탕으로)

  • Choi, Jai Seuk;Lee, Doh-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.149-156
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    • 2021
  • This study started from the question of what we think about big data as the term "big data" was used and discussed in our daily lives in the era of the 4th industrial revolution. For the analysis, the final 30 Q samples were selected based on prior research related to big data, and 23 respondents were secured for Q analysis, and the following results were derived. First, the explanatory power of each type was 34.30% for , 8.03% for , 7.21% for , and 6.24% for , showing a total of 55.69%. Second, the Q sample emphasized by respondents by each type shows various occupational distributions in , and for 'big data', it is 'digital' and future'. So they were named 「Digital Type」. In , the distribution of 'social workers' was high, and for 'big data', 'future', 'collaboration', 'welfare', 'local residents', and 'defense' were emphasized. It was named 「welfare type」. In , the job distribution of respondents appeared evenly, and it was named as 「Convergence Type」. Because it emphasized statements such as 'convergence', 'digital', 'future', and 'sports'. is composed of association officials, sports instructors, and graduate students, and was named 「Artificial Intelligence Type」, because it emphasizes 'artificial intelligence', 'new paradigm', 'network', and 'sports'. In the age of knowledge industrialization and knowledge informatization that followed industrialization and informatization, how to process and utilize the numerous data accumulated over the years is an important task. Right now, in sports, more than anything else, it is necessary to continuously seek ways to utilize and activate accumulated big data.

A Study on How to Nurture New Players using Data Analysis (데이터 분석을 활용한 신인급 선수 육성 방안 연구)

  • You, Kangsoo
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.17-21
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    • 2021
  • Recently, in the field of sports, the use of data in conducting games, planning seasons, and operating teams has increased significantly. Also, in order to develop better players, it has become necessary to use data to accurately analyze their performance. Therefore, in this study, various data about rookie players was collected and pre-processed in order to analyze and visualize their performance. Additionally, an analysis was conducted to determine at least how many opportunities should be given to foster rookie players. Then, a data analysis method was presented for nurturing athletes by using data in the field of sports. It is expected that this study will contribute to fostering rookie players by utilizing data.

The Structural Relationship Between Leisure Function, Self-Efficacy and Quality of Life among Elderly Participants in Leisure Sports (여가스포츠 참여 노인의 여가기능과 자기효능감 및 삶의 질의 구조적 관계)

  • Sang-Haeng Lee
    • Journal of Industrial Convergence
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    • v.22 no.6
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    • pp.89-97
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    • 2024
  • The aim of this study was to examine the structural relationship between leisure function, self-efficacy and quality of life among elderly participating in leisure sports. To achieve the purpose of this study, a total 222 surveys gathered from indoor, outdoor sports facilities in Seoul, Jeonbuk province were utilized for analysis. For analysis of the data, frequency analysis, reliability analysis, confirmatory factor analysis, correlation analysis and structural equating modeling were performed using SPSS 18.0 and AMOS 18.0. Main findings were as follows : First, Leisure function had a positive effect on self-efficacy. Second, Self-efficacy had a positive effect on quality of life. Third, Leisure function had a positive effect on quality of life. Fourth, Self-efficacy mediated the relationship between leisure function and quality of life. Our findings revealed a meaningful way to lead healthy life in the elderly.

A review of big data analytics and healthcare (빅데이터 분석과 헬스케어에 대한 동향)

  • Moon, Seok-Jae;Lee, Namju
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.1
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    • pp.76-82
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    • 2020
  • Big data analysis in healthcare research seems to be a necessary strategy for the convergence of sports science and technology in the era of the Fourth Industrial Revolution. The purpose of this study is to provide the basic review to secure the diversity of big data and healthcare convergence by discussing the concept, analysis method, and application examples of big data and by exploring the application. Text mining, data mining, opinion mining, process mining, cluster analysis, and social network analysis is currently used. Identifying high-risk factor for a certain condition, determining specific health determinants for diseases, monitoring bio signals, predicting diseases, providing training and treatments, and analyzing healthcare measurements would be possible via big data analysis. As a further work, the big data characteristics provide very appropriate basis to use promising software platforms for development of applications that can handle big data in healthcare and even more in sports science.

Competence Level Analysis Through Maker Program Education (메이커 프로그램 교육을 통한 역량 수준 분석)

  • Hyon-Chol, Jang;Mi-Ra, Roh;Byung-Duk, Jeon
    • Journal of the Korean Society of Radiology
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    • v.16 no.6
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    • pp.807-813
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    • 2022
  • In order to foster creative convergence talents in the era of the 4th industrial revolution, universities are changing from knowledge-oriented education to competency-oriented education, and the maker education program is attracting attention as a new educational method. Through maker program education, we tried to find out the level of convergence, creativity, caring, and communication competencies. A survey was conducted from May 2nd to May 13th, 2022 for 2nd and 3rd grade students in the Department of Radiology and Sports and Leisure who participated in the Maker Education Program at S University in Daegu City. Research results Convergence competency is 3.35 ± 0.78 points before maker program education, 4.37 ± 0.61 points after education, creative competency is 3.28 ± 0.78 points before maker program education, 4.07 ± 0.69 points after education, and caring competency is 3.71 ± 0.80 points before maker program education Points, 4.25 ± 0.64 points after training, and communication competency were 3.61 ± 0.70 points before maker program training and 4.16 ± 0.63 points after training. There was a statistically significant level difference in all four competencies compared with before training, and the level after training was improved (p<0.05). Through the operation of the maker education program, it was possible to see the effect of cultivating convergence, creativity, caring, and communication competencies. The maker education program can be seen as education for nurturing creative convergence talents in the era of the 4th industrial revolution, and I think that various maker education programs should be operated for more university students.