• Title/Summary/Keyword: Sports Media

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Blog Application of Korean Traditional Costume as Culture Information Contents (한국전통복식 문화정보의 블로그 활용에 관한 연구)

  • Hwang, Mi-Sun;Lee, Eun-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.1
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    • pp.97-109
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    • 2012
  • Recently, it is concentrated world interest to Korea sensational (Hanryu) exited for not only sports but korean drama, K-pop in public culture. And G20 summit meeting and Winter Olympic open city selection. It is why practical information needs of Korean traditional cooking method and Korean culture, history and architecture and easy way to gain information. Korea has strong power for internet and nuke personal media mini home page, and cafe, blog. Blog is useful for spread information and has efficiency of speedy exchange information. In this study making blog contents of Korean traditional cultural information for not only Korean but foreigner. For method find blog has possibility of cultural information spreading tool, in literature and investigate usefulness and contents of naver blog having Korean traditional costume. In this study, it is helpful to open and construction personal blog of korean traditional costume and traditional culture contents.

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A Comparative Study on the Characteristics of Male Innovators and Opinion Leaders Across Product Categories (다 상품군에서의 남성 혁신자와 의견선도자의 특성 비교)

  • 김찬주
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.1
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    • pp.67-81
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    • 1997
  • The main purpose of this study was to compare the characteristics of male innovators and of male opinion leaders across product categories in terms of personality, attitudes, social participation, media usage patterns and demographic aspects. Six product categories such as clothing, cosmetics, small electronic appliances, medium-large electronic appliances, interior supplies and sports-leisure goods was used. A valid and reliable self-report scale was used to measure innovativeness and opinion leadership for 423 male adults living in social area Analyses showed that venturesomeness is the most common characteristics between innovators and opinion leaders across product categories. Innovators showed higher tendency of narcissism while opinion leadership showed higher cosmopolitainsm. Common charateristics of innovators and of opininion leaders of both clothing and cosmetics are cosmopolitanism, narcissism, exhibitionism, venturesomeness. The degrees of social participation and media usage patterns were different according to product categories for both innovators and opinion leaders. The implications of these findings for diffusion theory and merchandising were discussed.

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The Implementing a Color, Edge, Optical Flow based on Mixed Algorithm for Shot Boundary Improvement (샷 경계검출 개선을 위한 칼라, 엣지, 옵티컬플로우 기반의 혼합형 알고리즘 구현)

  • Park, Seo Rin;Lim, Yang Mi
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.829-836
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    • 2018
  • This study attempts to detect a shot boundary in films(or dramas) based on the length of a sequence. As films or dramas use scene change effects a lot, the issues regarding the effects are more diverse than those used in surveillance cameras, sports videos, medical care and security. Visual techniques used in films are focused on the human sense of aesthetic therefore, it is difficult to solve the errors in shot boundary detection with the method employed in surveillance cameras. In order to define the errors arisen from the scene change effects between the images and resolve those issues, the mixed algorithm based upon color histogram, edge histogram, and optical flow was implemented. The shot boundary data from this study will be used when analysing the configuration of meaningful shots in sequences in the future.

Automatic Offside Judgement System based on Position Information in a Soccer Game

  • Park, Taejun;Park, Jinho
    • International Journal of Advanced Culture Technology
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    • v.6 no.3
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    • pp.216-225
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    • 2018
  • Strangely enough, there has not been much effort in applying the latest technologies to help referees make accurate calls in a soccer game compared to other sports. Modern soccer tries to apply VAR (Video Assistant Referee) technology to correct inaccurate calls such as an offside, but this is being put off due to the fact that real time decision-making cannot be carried out by using this technology. This has led this study to decide developing a device that will accurately identify offsides on a real time basis using various latest sensors and related technologies. This device will aid referees in calling offsides in a soccer match.

User Application for Sports Climbing on Interactive Climbing Wall (인터랙티브 인공 암벽장 활용을 위한 스포츠클라이밍 사용자 애플리케이션)

  • Kim, Minsang;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.201-203
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    • 2016
  • 도시민들의 다양한 여가활동의 요구로 날씨와 계절에 상관없이 즐길 수 있는 운동으로 실내 스포츠 수요가 급증 하고 있다. 이에 스포츠 클라이밍의 인기 또한 증가하고 있는 추세이다. 또한, ICT기술의 발전으로 스포츠 산업에서도 ICT융합이 활발히 진행 중이다. 이에 실내 스포츠 클라이밍은 ICT기술 융합이 용이한 환경으로 컴퓨팅 환경을 구성하기 적합하다. 따라서 ICT융합 스포츠 클라이밍에 대한 새로운 신조어 스크린 클라이밍이라는 말이 나오고 이에 대한 인터랙티브 인공 암벽이라는 연구가 진행 되었다. 하지만 스포츠 클라이밍에서 사용되는 모바일 애플리케이션의 연구는 현저히 부족한 상황이다. 현재 상용화되어 있는 클라이밍 애플리케이션은 일방적인 정보제공에 그쳐 정보의 확장 및 재생산이 어렵고, 자신의 기록 측정 및 정리 과정이 번거롭다는 한계가 있다. 이에 본 논문에서는 인터랙티브 인공 암벽 활용을 위한 모바일 애플리케이션을 제안하고 구현한다. 즉, 사용자가 실제로 쉽고 편리하게 등반 루트와 등반 기술에 대한 정보를 제공받고 자신의 등반 기록을 관리할 수 있는 사용자 친화적 클라이밍 모바일 애플리케이션을 구현한다.

Prototype Design for unmanned aerial vehicle-based BigData Processing (무인항공기 기반 빅데이터 처리 시스템의 프로토타입 설계)

  • Kim, Sa Woong
    • Smart Media Journal
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • Recently, the unmanned aerial vehicle Drone technology is attracting new interest around the world. The versatilities in science, military, marketing, sports, and entertainment fields are the driving force of the drone fever. Thus, the potential power of future industrial is expected as the application range is extensive. In this paper, we design and propose the prototype of unmanned aerial vehicle-based bigdata processing system.

Exploring K-League Club's YouTube Channel: Focusing on Seoul E-Land Football Club

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.12-16
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    • 2021
  • Soccer is one of the popular sports globally, and South Korea is no exception; the professional domestic soccer tournament has been held in South Korea since 1983. The national soccer team in South Korea has shown outstanding performances, hosting the 2002 World Cup and achieving a bronze medal at the London 2012 Olympic Games and second place at the 2019 U-20 World Cup. In addition, one of the South Korean soccer players, Heung-min Son, has played a remarkable role in the English Premier League. Like other global soccer clubs, South Korean domestic soccer clubs create and manage their own YouTube channel to interact with fans and keep them updated. In this study, we explore how and why Seoul E-Land Football Club (SEFC) utilizes its YouTube channel. SEFC is distinctive in that they are playing at the second division, their home ground is based in Seoul, and they are sponsored by a company run on Christian values. We analyze one of the soccer club's YouTube channels multi-dimensionally and discover the roles of YouTube.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

A Study of BioSignal Analysis for Physical Activity of Wu-Shu Training (우슈 수련자의 신체활동에 따른 생체신호 분석에 관한 연구)

  • Kim Chang-Mo
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.230-237
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    • 2005
  • In this paper, we are suggested a method that's a major topics in sports medicine. It is disease control, control and management of chronic degenerative disease, and promotion of health. We are analyze physical activity to scientific and quantitative a trainee at Wu-Shu gymnasium, for a suggested method. We are measured a quantity of physical activity by SenseWear-PRO2-Armband which develop body-media company. Armband include to skin temperature sensor, near-body temperature sensor, accelerometer, heat flux sensor, galvanic skin response sensor. Acquired data was recorded to storage in Armband. We are analyzed using InnerView Wearer Software in the Stored data to skin temperature, calorie expenditure, quantity of physical activity. The result of this analyzed, we are know that a man of long-term exercise expenditure energy at short time and if liveliness of physical activity was Increase in expenditure energy with increase skin temperature. Also, we are know that the heat flux after increase expenditure energy with increase skin temperature. And, know that GSR was not affected a factors that physical activity, expenditure energy, increase skin temperature, and others.

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Examining News Report Research Trends Using Keyword Network Analyses (국내 뉴스 보도 연구 동향에 관한 주제어 연결망 분석)

  • Cho, Yiyoung;Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.278-291
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    • 2016
  • This study examined research trends via network analyses of keywords appeared in academic research articles about news reports in South Korea during the last 10 years from 2006 to 2015. Keyword network analyses of 4410 keywords from 1108 articles suggested that framing, agenda setting, third-person effect, selective exposure, and uses and gratification were main theories but most studies used framing theory. Research areas included news reports on politics, economics, science, world issues, or tour. However, research on news reports covering culture, sports or daily life were not identified. In terms of media, research on both traditional and emerging media were ample. Research on broadcasting new, online news, and social media were frequently observed.