• Title/Summary/Keyword: spectators

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Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends- (e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-)

  • Kim, Joo-Hee
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.61-72
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    • 2019
  • This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.

Prediction Model of the Number of Spectators in Korean Baseball League Using Machine Learning (머신러닝을 이용한 한국프로야구 관중 수 예측모델)

  • Seo, WonBin;Kil, RheeMan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.330-333
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    • 2019
  • 본 연구는 기존 관중 수 예측에 주로 사용되는 ARIMA 모형과 다른 GKFN(Network with Gaussian kernel functions) 모델을 시계열 모델로 제안하고 여러 변수 간의 상관관계를 분석한 MLP(Multilayer Perceptron) 모델을 각각 따로 만들어 두 가지 RMSE값의 가중치를 결합한 새로운 모델을 최종적으로 제안한다. GKFN 모델은 phase space 분석을 위해 smoothness measure를 측정하고 커널 개수를 늘려가며 학습시키는 방법이다. 또한, MLP 모델은 관중 수에 영향을 주는 여러 변수(날짜, 날씨 등 팀과 관련된 특징들)의 상관관계를 correlation coefficient 값을 이용해 분석하고 높은 상관관계를 가지는 변수들을 이용해 MLP 모델을 만들어 학습하는 것이다. 이를 통해 프로야구팀 기아 타이거즈의 일일 단위 관중 수를 예측하고자 하였다. 관중 수 예측을 통해 구단과 관객 모두 긍정적인 활용이 가능할 것이다. 훈련 자료는 2010년부터 2018년까지 9년 동안 기아 타이거즈의 일별 관중 수를 자료로 하였다.

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Effect of We-ness and Flow on the Spectator Promotion of K-League (우리의식과 플로우가 K-리그 관람촉진에 미치는 영향)

  • Yoon, Jong-Hyun;Han, Se-Hee;Kim, Dong-Tae
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.435-443
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    • 2014
  • The aim of this study was to look for the cause of shortage of K-League spectators from a consumer's perspective and to offer solutions. For this, we offered enhancement method of the K-League spectators through dual path model based on existing relative researches. The first path involved consumer reaction to external factors of the K-League game. This path explained relational view(=we-ness) of consumers on K-League game(Hypothesis 1, 2). The second path explained personal view on K-League game. This path means consumer reaction to K-League game itself(Hypothesis 3, 4). The empirical study was based on a field survey and structural equation model. The results showed that we-ness positively affected team loyalty(Hypothesis 1) and the team loyalty positively affected spectating intentions(Hypothesis 2). It also revealed that flow of K-League game positively affected consumer satisfaction(Hypothesis 3). Finally consumer satisfaction was found to affect spectating intentions(Hypothesis 4). The significance of present study is to extend scope of research which is related with cheerleading of sports game. And this study emphasize the importance of we-ness and flow in sports game.

Analysis of Spectator Mobilizing Power for 2000's Korea Movies Based on Construction of Network (네트워크 기반 2000년대 한국영화의 관객 동원력 분석)

  • Kim, Hak-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.429-437
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    • 2011
  • Movie network as a social network shows power-law distribution that is one of distinct properties in scale-free network. We constructed movie network from 799 Korea movies that screened from 2000 to 2009 and analyzed structural properties of the network. The 799 movies was classified three groups as a spectator mobilizing power. One million spectators mobilizing power movie was denoted the first class. The best 10 movie directors who produced at least three movies for ten years and had 70% the first class movie of them were selected. We also preferred the best 20 movie actors who played at least five movies for ten years and had 70% the first class movie of them. We re-constructed core movie network that composed the best 10 directors, the best 20 movie stars, and 157 movies that were produced by the directors or were played by the movie stars. We predict a possible combination of the director and movie actor as a category of the movie that has highly spectator mobilizing power. Here, we provide insight and method for producing high spectators mobilizing power movies

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.18
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    • pp.37-56
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    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

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A study on the uniqueness of 's hyper-realistic animation style (영화 <아바타>가 보여주는 극사실적 애니메이션 스타일의 특이성 연구)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.20
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    • pp.47-61
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    • 2010
  • The Uncanny Valley is a hypothesis introduced by a roboticist, Masahiro Mori. The theory holds that as robots and other facsimiles of humans look and act more human-like, the emotional response from a human spectator to them will become increasingly empathic, until they approach realistic similarity to humans but not quite exactly like them, when those images stop being likable and instead become repulsive and "uncanny." Although the scientific validity of this hypothesis is still debatable, it is true that many spectators has tendency to reject hyper-realistic animation. For that reason, the great success of the recent movie Avatar is remarkable. Computer animations that try to represent humans in hyper-realistic way fall into a paradox: successful result images would look too mundane and unsuccessful ones look "wrong". On top of that, audience would expect from hyper-realistic animation to see same level of acting of live-action films, which is usually not the case. The subtle differences between digital characters and real actors irritate spectators and hinder them in absorbtion. The biggest difference between Avatar and other hyper-realistic animation is the referent of their representation. While Avatar pursues a similar hyper-realistic visual style, the referents of the representation shown in this movie are totally alien to us thus impossible to compare with the real counterparts. Unlike characters in other hyper-realistic animations who had to fight an uphill battle with great actors in real life, those in Avatar have criteria of their own. That is why this movie can be free from the dreadful valley and let the audience absorb into the spectacle.

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A Study on Preference Analysis on Eating/Drinking Table Decoration - Centering on Floral Art & Design on display space - (식음 테이블 데커레이션에 대한 선호 분석에 관한 연구 - 전시공간의 화예디자인을 중심으로 -)

  • Yang Jong-Youl;Hong Jang-Pyo;Kim Tai-Ho;Jang Young-Soon
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.291-301
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    • 2005
  • This study aims to understand causal relationship among preference factors - preferred design, design image, and design elements-to create interaction between artists and spectators, concerning eating and drinking table decoration which is produced with subjective representation chiefly by virtue of the authors' conceptualization and planning. As an experimental research , face-to-face personal interviews have been made in off-line setting through questionnaires. Acquired information from it has been analyzed, which results are as follows. As harmonious, warm, womanish design image, combination of pink-tone similar colors were preferred. As image adjectives highly related with design preference were 'harmonious and inharmonious' A design factor of 'harmonious' was combination of similar colors, while that of 'inharmonious' was association of mixed colors. It has been found that 'colors' have been an important factor among preference design factors. As above, a new concept for design can be established by using data-based information, along with suggesting a direction for preferred design in the field of eating and drinking table decoration. Furthermore, it will be possible to make a study of new preferred design through evaluation of quantitative spectators in this area. It is expected that such researches could give an opportunity to get satisfactory results from newly experimented designs using quantitative data even in a creative design area, as well as table decoration.

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Deep Neural Network Based Prediction of Daily Spectators for Korean Baseball League : Focused on Gwangju-KIA Champions Field (Deep Neural Network 기반 프로야구 일일 관중 수 예측 : 광주-기아 챔피언스 필드를 중심으로)

  • Park, Dong Ju;Kim, Byeong Woo;Jeong, Young-Seon;Ahn, Chang Wook
    • Smart Media Journal
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    • v.7 no.1
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    • pp.16-23
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    • 2018
  • In this paper, we used the Deep Neural Network (DNN) to predict the number of daily spectators of Gwangju - KIA Champions Field in order to provide marketing data for the team and related businesses and for managing the inventories of the facilities in the stadium. In this study, the DNN model, which is based on an artificial neural network (ANN), was used, and four kinds of DNN model were designed along with dropout and batch normalization model to prevent overfitting. Each of four models consists of 10 DNNs, and we added extra models with ensemble model. Each model was evaluated by Root Mean Square Error (RMSE) and Mean Absolute Percentage Error (MAPE). The learning data from the model randomly selected 80% of the collected data from 2008 to 2017, and the other 20% were used as test data. With the result of 100 data selection, model configuration, and learning and prediction, we concluded that the predictive power of the DNN model with ensemble model is the best, and RMSE and MAPE are 15.17% and 14.34% higher, correspondingly, than the prediction value of the multiple linear regression model.

The Spread Effect of the 'Cheongdo Bull-Fighting Festival' upon the Regional Tourism Industry in Cheongdo-Gun (청도 소싸움 축제의 지역관광 활성화에 대한 파급효과)

  • Lee, Jae-Ha;Bae, Ki-Hak
    • Journal of the Korean association of regional geographers
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    • v.10 no.3
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    • pp.624-641
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    • 2004
  • Since 1995, when local autonomy policies were enacted in Korea, many local governments have adopted festival-centered place-marketing strategies, in order to develop their regional economies by attracting tourists, as well to provide the general public with information about local comparative advantages. This study assesses the spread effect of the Cheongdo Bull-Fighting Festival upon the regional tourism industry, by analysing questionnaire data obtained from festival visitors and merchants at other major tourist attractions in the area. It is concluded that the Cheongdo Bull-Fighting Festival has been insufficient in attaining the objective of developing the regional economy and the tourism industry, because at present, most of the festival spectators are not tourists as such, but rather residents of the Cheongdo daily community (Daegu metropolitan area), and they do not visit other major tourist attractions in conjunction with attending the festival. It is recommended that planning authorities adopt a strategy explicitly designed to increase the "tourists to local residents" ratio, and to improve tourism services to facilitate intra-regional movement of tourists and visitors alike.

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A Study on Effective Methods to Enhance the Role of Private Security Firm for security Management in the Site of Performing Arts Events (공연장 안전관리 실태 및 개선에 따른 민간경비 역할증대에 관한 연구)

  • You, Young Il
    • Journal of the Society of Disaster Information
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    • v.8 no.2
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    • pp.158-170
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    • 2012
  • Citizens'income has been increased along with the trend of rapid changes in society, and the quality of their lives has been improved as well. As much as the degree of increase of quality of life, the number of spectators for performing art events, etc. who desire to fulfill their needs for enjoyment of varied cultural performances have been increasing, and also a large number of spectators enjoys a variety of festivals being held in each provincial area as well as international events: we still remember such frantic rooting shown by citizens during 2002 World Cup drawing attention and interest of entire nation. There are always risks of loss of human lives if accidents occur as there sult of close-packed crowd gathered at the same time. Therefore, it is required to prepare adequate security measures in order to prevent various accidents before hand. It is hoped that this research work would be of help for further efficient and systematic security management for the performing arts centers or public theaters encouraging the event organizer and the private security firm and the Korea Private Security Association to exert great effort and investments in further projects for development of security technology. Also, it is required to build a performance culture to consider audience's safety first from the beginning to the end of the event on the basis of efficient security management. Furthermore, spect at or sare required to recognize the fact that safety in the site for performing arts should be guaranteed for everyone's sake, and, to achieve this, they are obliged to be more cooperative with the event organizer and the private security firm, forming a trinity all together, in order not to have safety threatening situations in the site of performing arts events.