• Title/Summary/Keyword: Sports Media

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Middle-aged male consumers' outdoor sportswear purchase behavior of according to shopping orientation (중년남성의 쇼핑성향에 따른 아웃도어 스포츠웨어 구매행동)

  • Park, Hea-Ryung;Park, Mi-Ryung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.20 no.1
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    • pp.183-197
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    • 2018
  • This study examined outdoor sports wear purchase behaviors among middle-aged male consumers based on outdoor sports wear shopping orientation. Data research was conducted on 300 internet users in their 40s and 50s located all parts of the country. The SPSS 24.0 software program was used to conduct data analyses such as descriptive statistics, frequency analysis, factor analysis, cluster analysis, $x^2-test$, t-test, ANOVA, and Duncan test as a post-hoc analysis. The results of this study were as follows: Firstly, outdoor sports wear shopping orientation was identified with fivefactors : the tendencies of wanting to show off a brand name, conservative purchasing, economical purchasing setting a high value on a salesperson, and impulse purchasing. Secondly, the middle-aged male consumers were classified in to three groups by the cluster analysis: a rational group, an indifferent shopping group, and pursuit brand shopping group. Thirdly, the evaluation criteria of products were significantly different depending on outdoor sports wear shopping orientation subdivision in all factors. Fourthly, in the case of fashion information sources regarding outdoor sportswear, significant differences were found according to shopping orientation subdivision in mass media/store source, personal source/ prior shopping experience. Fifthly, all types of stores were significantly different depending on shopping orientation subdivision except for large discount stores.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Study on the Present Condition of Senior Sports and Activation Plan of Silver Taekwondo (노인체육의 현황과 실버태권도 활성화 방안 연구)

  • Jeong-Soo Oh
    • Journal of Industrial Convergence
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    • v.22 no.4
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    • pp.31-38
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    • 2024
  • The purpose of this study was to examine the current status of elderly sports both domestically and internationally, and to explore strategies for the activation of Silver Taekwondo as one of the sports disciplines for the elderly. To investigate the status of elderly sports globally, press releases and statistical data from various national public institutions and sports facilities (including the Ministry of Culture, Sports and Tourism, the Ministry of Health and Welfare, the Korean Statistical Information Service, e-National Indicators, and the Korea Sports Promotion Foundation) were collected. Comparative analysis with related papers, journals, and books led to the following findings for activating Silver Taekwondo. Firstly, elderly sports in South Korea are primarily conducted through welfare centers, with a preference for dance, yoga, and music, while martial arts, including Taekwondo, had a lower preference rate. To increase participation in Silver Taekwondo, a variety of marketing approaches, similar to those used internationally, such as experiential case studies in media, film production, distribution, and telephone promotions, are necessary. Secondly, the development of Silver Taekwondo programs tailored to the training targets and the cultivation of instructors capable of executing these programs are needed. The development of programs should involve collaboration with Taekwondo institutions, dojangs, universities, and lifelong education centers, requiring the participation of majoring students and elderly sports instructors.

Social Media Celebrities in Bangladesh

  • Md. Sayeed Al-Zaman
    • Journal of Information Science Theory and Practice
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    • v.11 no.1
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    • pp.49-60
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    • 2023
  • This study endeavors to answer four research questions: (a) Who are the celebrities? (b) How popular are they? (c) What do they post on social media platforms? (d) How do their followers react to them? Following quantitative methods, this study analyzes the top 195 Facebook celebrities of Bangladesh and their 9,441 Facebook posts' interactions. The result suggests that actors, music-related celebrities, and sports stars are the most popular celebrities. While male celebrities have a higher frequency, female celebrities have higher average followers than their male counterparts. Celebrities mostly share photos on Facebook, perhaps to recreate their public images and provide regular updates to their followers. The followers also engage the most in photos with affection and surprise reactions. Their reactions to celebrities' Facebook content are highly positive. Some strengths and limitations of this study are also discussed.

Leisure Time of Unmarried Workers and Influencing Factors (미혼취업자의 여가시간 및 영향요인 연구)

  • Ahn, Soo-Mi;Lee, Ki-Young
    • Journal of Family Resource Management and Policy Review
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    • v.16 no.3
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    • pp.109-132
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    • 2012
  • This study explores how unmarried workers use their leisure time according to the 2009 Korean Time Use Survey. The purposes of this study are: 1) to investigate leisure time as it relates to leisure participation rates and leisure participation time and 2) to analyze the effect of socio-demographic variables on leisure time and leisure participation by unmarried workers. The following is a summary of the major findings. First, leisure participation differed with variations in leisure activities. Unmarried workers participated in media contact, human relations activities, and hobby activities more than other activities. Participation in learning activities was higher on weekdays than on Sunday. Men participated in sports and outdoor activities more than women on Sundays. The participation rate of media contact was the highest, while the participation rate of volunteer activities was the lowest. Second, influencing factors on leisure time included gender, age, monthly income, and gender role attitudes when work time was controlled. For example, unmarried workers with egalitarian attitudes spent less leisure time. Third, gender was the strongest determinant of leisure participation. The probability of women's leisure participation was higher than men except in regards to sports and outdoor activities, and hobby activities.

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A Relationship with Sports Casualwear Consumer′s Fashion life Style and information source (스포츠 캐주얼웨어 소비자의 패션 라이프 스타일과 정보원과의 관계)

  • 박경연;유태순
    • Journal of the Korean Society of Costume
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    • v.50 no.4
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    • pp.103-115
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    • 2000
  • The purpose of this study is to provide consumers with practical information for reasonable purchasing by analyzing apparel purchasing behavior. information source use, demographic differences in terms of life style patterns, moreover, to support apparel manufacturers in producing goods and making a plan by developing more effective advertisements and efficient marketing strategy, such as media strategy. This study targeted 832 men and women wearing sports casual wear. Information source is used to analyze the data and MANOVA, ANOVA. Scheffe is employed for post-inspection and demographic bases are based on the frequency of each type. The followings are the conclusions of this study : 1. In case of print media, TV, PC factor, fashion advocates and individuality advocates most frequently used information source. In case of purchasing experience factor, individuality advocates skewed higher frequency than conformity type. and then, in case of observation information use factor, individuality advocates were ranked as the highest and conformity type as the lowest. In case of human information use factor, fashion advocates and individuality advocates showed higher frequency than practical type and conformity type. 2 In case of female, Individuality advocates was ranked as the highest. In case of male, practical type and conformity type were rank as the highest. Fashion advocates ranked as the lowest in any case. 3. Individuality advocates were ranked as the highest among people aged 14 to 16, practical type among 17 to 19, conformity type among 20 to 23, conformity type among over 20. 4. Middle school students tended to be the individuality advocates, high school students the practical type, university students the practical type and the conformity type, and company workers conformity type.

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A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

A Study on the Meaning of The First Slam Dunk Based on Text Mining and Semantic Network Analysis

  • Kyung-Won Byun
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.164-172
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    • 2023
  • In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.

Differences between Purchasers and Non-purchasers of Naturally Dyed-products -Usages of Media, Media Programs, and Information Sources- (천연염색 제품 구매 고객의 매체 프로그램 및 정보원 이용 특성)

  • Hong, Hee-Sook;Kim, Gi-Eok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.1
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    • pp.79-91
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    • 2010
  • This study investigates the differences between purchasers and non-purchasers of naturally dyed-products in the hobby/leisure, media exposure, usage of media program type, and information sources about naturally dyed-products. Data were collected from a total 213 Korean females ranging from 20 to 59 years old, and in data analyses, there were partially significant differences between the two groups. Compared to non-purchasers of naturally dyed-products, Purchasers of those ones were more interested in traditional fields and nature. They are also more exposed to newspapers and less exposed to TV. Purchasers used more informational and educational programs as well as personal and commercial information sources (store visual presentations and sales persons) than non-purchasers. However, the differences between these two groups were not significant in the interests of fashion/cooking and sports, Internet exposure, entertainment programs and public/commercial information sources about naturally dyed-products. Marketers can use the results to access the market of naturally dyed-products for promotion.