• Title/Summary/Keyword: Sports Media

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Analysis of Spectator Factors of Seongnam Football Club Spectators

  • Kim, So Hee;Kwon, Ki Hyun;Han, Seung Jin
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.63-71
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    • 2021
  • Purpose: The purpose of this study, we will evaluate and analyze the importance and performance of Seongnam Football Club visitors using IPA analysis to present new marketing strategies and improvement plans based on the basis of the audience's perception of the team's priority, low priority, and excessive effort. Research design, data, and methodology: In order to achieve the purpose of the study, the survey was conducted on 120 home spectators of Seongnam Football Club, and the analysis of the data was conducted using SPSS Window Version 21.0. Data were analyzed via frequency analysis, exploratory factor analysis, corresponding sample t-test, and IPA analysis. Findings are as follows. Results: First, the first quadrant showed 'The convenience of access to the stadium', 'Parking lot convenience', 'Tournament schedule guidance', 'Providing information about player', 'Providing information about the team', 'Ticket reservation method'. Second, the second quadrant showed 'Players' fan service', 'Cleanliness of toilets', 'A player's level of performance', 'Team's level of play', 'A match against a rival team'. Third, the third quadrant showed 'Indication of facility guidance', 'Seat comfort', 'Team's Star Player Possession', 'Various participation events', 'Gift recommendation'. Fourth, the fourth quadrant showed 'Player-related promotion through media', 'Promote match schedules through media', 'Entrance convenience', 'Ticket Price'. Conclusions: Based on these findings, Factor in first quadrant, fourth quadrant should be kept. On the other hand, factors in second quadrant should be improved as soon as possible while factors in third quadrant can be improved through new marketing strategies in the future. Future implications were discussed.

A Heuristic Method of In-situ Drought Using Mass Media Information

  • Lee, Jiwan;Kim, Seong-Joon
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.168-168
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    • 2020
  • This study is to evaluate the drought-related bigdata characteristics published from South Korean by developing crawler. The 5 years (2013 ~ 2017) drought-related posted articles were collected from Korean internet search engine 'NAVER' which contains 13 main and 81 local daily newspapers. During the 5 years period, total 40,219 news articles including 'drought' word were found using crawler. To filter the homonyms liken drought to soccer goal drought in sports, money drought economics, and policy drought in politics often used in South Korea, the quality control was processed and 47.8 % articles were filtered. After, the 20,999 (52.2 %) drought news articles of this study were classified into four categories of water deficit (WD), water security and support (WSS), economic damage and impact (EDI), and environmental and sanitation impact (ESI) with 27, 15, 13, and 18 drought-related keywords in each category. The WD, WSS, EDI, and ESI occupied 41.4 %, 34.5 %, 14.8 %, and 9.3 % respectively. The drought articles were mostly posted in June 2015 and June 2017 with 22.7 % (15,097) and 15.9 % (10,619) respectively. The drought news articles were spatiotemporally compared with SPI (Standardized Precipitation Index) and RDI (Reservoir Drought Index) were calculated. They were classified into administration boundaries of 8 main cities and 9 provinces in South Korea because the drought response works based on local government unit. The space-time clustering between news articles (WD, WSS, EDI, and ESI) and indices (SPI and RDI) were tried how much they have correlation each other. The spatiotemporal clusters detection was applied using SaTScan software (Kulldorff, 2015). The retrospective and prospective cluster analyses were conducted for past and present time to understand how much they are intensive in clusters. The news articles of WD, WSS and EDI had strong clusters in provinces, and ESI in cities.

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Spatial Clustering Analysis based on Text Mining of Location-Based Social Media Data (위치기반 소셜 미디어 데이터의 텍스트 마이닝 기반 공간적 클러스터링 분석 연구)

  • Park, Woo Jin;Yu, Ki Yun
    • Journal of Korean Society for Geospatial Information Science
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    • v.23 no.2
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    • pp.89-96
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    • 2015
  • Location-based social media data have high potential to be used in various area such as big data, location based services and so on. In this study, we applied a series of analysis methodology to figure out how the important keywords in location-based social media are spatially distributed by analyzing text information. For this purpose, we collected tweet data with geo-tag in Gangnam district and its environs in Seoul for a month of August 2013. From this tweet data, principle keywords are extracted. Among these, keywords of three categories such as food, entertainment and work and study are selected and classified by category. The spatial clustering is conducted to the tweet data which contains keywords in each category. Clusters of each category are compared with buildings and benchmark POIs in the same position. As a result of comparison, clusters of food category showed high consistency with commercial areas of large scale. Clusters of entertainment category corresponded with theaters and sports complex. Clusters of work and study showed high consistency with areas where private institutes and office buildings are concentrated.

Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.11-18
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    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

Development of an IoB-Based HW/SW Platform for Human Motion Detection and Heart Rate Measurement (IoB 기반의 인체 모션 감지 및 심박수 측정을 위한 HW/SW 플랫폼 개발)

  • Cha, Eunyoung;Seol, Kwon;Lee, Jong Hyun;Kim, Gyeol;Ahn, Haesung;Kwon, Hyuk In;Kim, Hyeongseok;Kim, Jeongchang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.172-174
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    • 2019
  • 본 논문에서는 사용자가 자신의 움직임 및 심장 박동 상태를 모니터링 하기 위한 생체 인터넷 (Internet of Biometry: IoB) 기반의 HW/SW (hardware/software) 플랫폼 (platform)을 제안한다. 제안하는 시스템은 모션 센서 (motion sensor) 또는 심박 (heart rate) 센서와 같이 사용자의 생체 정보를 수집할 수 있는 센서를 사용한다. 또한, 마이크로프로세서 (microprocessor)를 사용하여 센서로부터 수집된 데이터를 사용자에게 필요한 생체 정보로 변환하고, 블루투스 (Bluetooth) 통신을 이용하여 사용자의 스마트폰 앱 (smartphone application)으로 변환한 생체 정보를 전달한다. 스마트폰 앱은 수신한 생체 정보를 디스플레이 (display)함으로써, 사용자가 자신의 상태를 모니터링 (monitoring) 할 수 있다. 제안한 시스템을 사용하여 해양 레포츠 (leisure sports) 등과 같은 활동을 하는 사람들이 자신의 몸 상태를 스스로 확인할 수 있고, 사고 예방의 효과를 얻을 수 있다.

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The Analysis of Leisure Time Use of Urban Dual-earner Couples with Preschool Children (미취학 자녀를 둔 도시 맞벌이 부부의 여가시간에 관한 연구)

  • Han, Young-Sun;Yoon, So-Young
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.81-95
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    • 2009
  • The purpose of this study is to examine gender equity in the quantity and flow experience of leisure time of urban dual-earner couples having preschool children. The quantity of leisure time is measured by primary activity and the flow experience of leisure time is measured by primary and secondary activities. The data collected by Korean National Statistical Office in 2004 is used. The sample for this study consists of 255 couples, and the statistical methods are frequency, percentage, paired t-test, and one-way ANOVA. The following is a summary of the major findings. The first, the pattern of the leisure time was different between husbands and wives. The quantity of leisure time of husbands was longer than that of wives. The husbands spent more time to perform social activities, media contact, sports and outdoor activities, while women did more in religious activities. The second, husband's leisure flow experience was higher than that of wives. The pure leisure time of wives was shorter than that of husbands and wives experienced more contaminated leisure time by a secondary activity. In other words, wives's leisure is more likely to be interrupted, to involve episodes of shorter duration, and to be associated with personal care and unpaid work.

The Values, Consumption Culture, and Clothing Attitudes of a Modern New Generation as the Primary Consumer of Modern Korean Culture: From the 1920's to the 1930's (한국 근대 문화 소비 주체로서 모던 신세대의 가치관, 소비문화, 의복 태도 특성: 1920년대~1930년대를 중심으로)

  • Park, Hye-Won
    • Journal of the Korean Home Economics Association
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    • v.49 no.9
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    • pp.99-109
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    • 2011
  • The purpose of this study was to characterize the new women, modern girls and modern boys from the 1920's to the 1930's as a modern new generation, the primary consumer of modern consumption culture, and to examine their values, lifestyles, consumption culture and clothing attitudes. The data were obtained from the magazines and newspapers published from 1920's to 1930's and previous literatures, and analyzed by qualitative content analysis. The results were as follows: A modern new generation meant the new women, modern girls, and modern boys seeking for the western looks and cultural tastes. The values of a new generation people were individualism, materialism, and modernism which was the same as Americanism. They enjoyed western lifestyles and sports and consumed new mass media and popular culture. Their clothing attitudes were fashion orientation, conformity, symbolism, conspicuous consumption, aesthetic value, individuality, and practicality.

Analysis on the Organizational Structure and Activities of Library and Information Advisory Committee in USA and UK (미국과 영국의 도서관$\cdot$정보정책위원회 조직과 활동에 대한 분석)

  • 이용남
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.14 no.2
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    • pp.97-117
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    • 2003
  • This study analyzed the functions, organizational structure and activities of NCLIS, LIC and Resource in USA and UK. In result, NCLIS as an independent agency within executive branch performs the powerful advisory function to U.S. Congress and government agencies and supports to improve the library and information services with IMLS conducting the government policies. LIC and Resource in UK renders advisory function to improve library and information services with government fund although they are only committee under the Department for Culture , Media and Sports.

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A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

A Study on the Space Design Characteristics of Scenography in Bauhaus (바우하우스 무대 미술의 공간 조형성에 관한 연구)

  • 김일환;김주연;전흥수
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.77-85
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    • 2001
  • The change of society causes the change of art necessarily. The experiments of plastic art which as been done by avant-garde movements at early 20th century have pursued ″Object drama″ consistently as trials of more or less abstract drama. As these plastic arts have used genre or media like circuses, sports, variate, films, screen play, newspapers and a quick method which had not been considered suitable for conventional aesthetic plastic arts, these arts looked provocative and, these provocative plastic arts have ignored universality shown in conventional arts and have caused extreme ″sensation″ accordingly. As a result, abstract art based on style which is against aestheticism and naturalism has been generalized. This style does not deny customary laws of art wholly but it requires new concept. Having ignored traditional styles, a new compositive and responsive way of composition which does not deviate from tradition has been pursued. A new and general understanding of arts which do not deny all conventionally-effective standards extremely has been developed. In this regard, this study analyzes characteristics of Bauhaus Theater which has tried to apply new technology engineering to plastic art as an integrated concept of art and technology amongst the directions of development of provocation, innovation and revolution in case of the plastic art of stage painting, and analyzes how this influences on modern painting in terms of avant-garde arts reviewing the meaning of this theory.

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