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      • KCI등재후보

        스포츠 정보 데이터 추출로서 안구추적(eye-tracking)과 설문지법을 이용한 프로축구선수 유니폼광고 효과분석

        손명준 한국스포츠학회 2017 한국스포츠학회지 Vol.15 No.4

        The purpose of this study is to extract data related to sports management based on eye-tracking technology and to conduct research with the theme of 'analyzing the advertising effects of professional soccer players' uniforms using eye tracking and questionnaire method Is as follows. First, eye tracking experiments were conducted to analyze the participants' time and number of examinations for the professional soccer player uniform advertisement. The most attention was focused on the center E of the player's chest, followed by the upper right part of the uniform, RespectivelySecond, the results of the analysis of the advertising effect of the professional soccer player 's uniform by questionnaire method showed that the most attention was focused on the area E, which is the chest area of the athlete, followed by the area D at the upper left of the athlete uniform, Respectively. Third, there were some differences in the results of eye trekking experiment and questionnaire. The most significant difference is that in the eye-tracking experiment, subjects' gaze converged to a higher level on the player's face, whereas according to the questionnaire method, the subjects in the area B, which is the player's face part, And that it was remembered to have given it. These results suggest that consumers may think that they have seen what they want to memorize rather than remember everything they have seen. 본 연구는 eye-tracking technology를 기반으로 스포츠 경영에 관련한 데이터 추출에 목적을 두고, ‘스포츠 정보 데이터 추출로서 아이트래킹과 설문지법을 이용한 프로축구선수 유니폼광고 효과분석’이라는 논제를 가지고 연구를 실시한 결론은 다음과 같다. 첫째, 프로축구선수 유니폼 광고에 대한 피험자들의 응시시간 및 응시횟수를 분석하기 위한 아이트래킹 실험 결과, 선수 가슴 중앙부위인 E구역에 가장 많은 시선이 집중되었고, 그 다음은 유니폼 우측상단 부위, 좌측상단 부위 순이었다.둘째, 설문지법에 의한 프로축구선수 유니폼 광고 효과에 대한 분석 결과는 선수의 가슴 부위인 E구역에 가장 많은 시선이 집중되었다고 나타났고, 그 다음으로 선수 유니폼 좌측 상단인 D구역, 유니폼 우측 상단인 F구역 순이었다.셋째, 아이트레킹 실험과 설문지법에 의한 결과를 비교해 볼 때, 다소 차이가 있었다. 가장 큰 차이는 아이트래킹 실험에선 피험자들의 시선이 선수 얼굴에 월등이 높은 수치로 집중된 것으로 나타난 반면, 설문지법에 의하면 피험자들은 선수 얼굴부위인 B구역이나 선수 유니폼 중앙 부위인 E구역이 거의 비슷하게 시선을 주었다고 기억한 것으로 분석되었다. 이러한 결과로 미루어 볼 때, 소비자들은 본 것을 다 기억하는 것이 아니라, 기억하고 싶은 것을 보았다고 생각할 수도 있음에 주의해야 될 것으로 판단된다.

      • KCI등재

        스포츠 경영정보 데이터 추출로서 타액 코디졸 활용에 관한 연구

        손명준 한국스포츠학회 2018 한국스포츠학회지 Vol.16 No.2

        사람의 무의식적 상황을 측정하여 추출된 정보로 경영에 활용한다는 점에서는 뉴로마케팅과 유사하지만, 실험절 차나 비용 측면에서 상당한 이점이 있다고 판단되는 코티졸을 활용한 스포츠 정보 데이터 추출에 대한 탐구 결론는 다음 과 같다. 기존의 선행 연구들에 대한 이론적 체계와 연구 방법들을 잘 숙지한다면, 연구 설계에는 큰 어려움이 없어 보이 며, 타액채취도 피설험자에 큰 부담을 주지 않고 채취가 가능하나 몇 가지 주의할 점에 대한 세심한 관심과 노력이 필요 할 것으로 보인다. 분석과정은 의학적 전문기술이 필요해 실험자가 직접 진행하기는 힘든 상황으로 보이며, 전문가 또는 전문기관과 협의 및 협조 하에 진행 되어야 할 것으로 보여 진다. 이러한 과정 등을 통해 획득한 데이터는 다음과 같은 스포츠 경영 현장에서 활용이 가능할 것으로 사료된다. 첫째, 스포츠 시설업 경영에 있어 스포츠 센터가 운영하는 프로 그램 등이 현대인의 스트레스 해소에 어떤 긍정적 영향을 미치는가에 대한 정보를 호르몬중심으로 제공 가능하게 한다. 둘째는, 프로 스포츠 경기업에서 경기 현장이든, 미디어를 통한 관람이든, 경기 결과에 따른 팬들의 스트레스 분석 등에 대한 정보 분석을 통해 팬십 측정과 팬 관리에 필요한 유익한 자료로 활용될 수 있을 것이다. 셋째, 아동, 청소년 여가시 간 활동 및 관리에 있어서 모바일 게임 중심 학생과 스포츠 중심 학생간의 연구 등에 대한 데이터들은 아동, 청소년의 올바른 성장에 필요한 최소한의 신체활동과 프로그램을 운영하는 스포츠 경영 활동에 매우 훌륭한 정보가 될 것이다. The following is the conclusion of an exploration of sports information data extraction using cortisol : If you are familiar with the theoretical framework and research methods of previous research, it appears that there is not much difficulty in the design of research, and saliva sampling by design is not a big burden on the subjects. Data obtained from these processes and others are considered available on the following sports management sites: First, information on how a program operated by a sports center in sports design business affects stress relief by modern people can be determined based on hormones. Second, whether watching a game or watching a game through the media, measuring fans ' stress according to the results of the game can be a good basis for fan management. Third, the information of young adults who will invest a lot of time in managing leisure time in children and teenagers, and those who regularly participate in sports programs, is the information of youth.

      • 주 5일 근무제가 직장인의 여가활동 참여에 미치는 영향

        손명준,최윤형 한국스포츠리서치 2004 한국 스포츠 리서치 Vol.15 No.4

        The purpose of this study is to investigate the effect of 5-day working day system on financial workers' leisure activities before and after introducing it, and to give some basic information for productive, developtrmental leisure activities, To achieve the purpose, SPSS 10.0 for data analysis, chi-square, independent Hest, one-way ANOVA for frequency analysis, and the Convenience Sampling Method was used for collecting data, 500 of 17,9b0 financial workers in Busan were participated and 426 of 500 questionnaires were meaningfully related, After analysing this data, the following results were reached, 1. Before and after putting the 5-day working system in effect, in every leisure activities, significant statistical differences in the degree of every leisure activity participation were made. 2. After introducing the 5-day working system, the interfering factors of activity participation were finance, busy life, lack of time, and lack of information and programs in order. 3. There were differences in gender, and the average degree of leisure activity satisfaction was relatively high.

      • KCI등재

        노동가능여성의 여가활동에 따른 행복도 결정요인

        손명준(Myung Jun Son),최영환(Young Hwan Choi),최정웅(Jeong Woong Choi) 한국사회체육학회 2011 한국사회체육학회지 Vol.0 No.46

        This study is set out to examine the effects of women`s marriage and labor and leisure activities on the leisure satisfaction and the level of happiness. It is designed to provide the basis required to come up with ways to enhance the level of happiness for women and the results derived from the statistics of 「Inquiry on the National Leisure Activities」by Korea and Institute in 2010, reprocessed to fit the research purpose of the study are as follows. First, the type of leisure activities the women of working age participate in were concentrated on inactive leisure activities such as the relaxation (73.1%) while the leisure activities related to the sports, rather viewing or participating in sports, ranked almost at the bottom. Second, as for the difference between the leisure resources and the level of happiness according to the characteristics of the women of working age, the older group had the most hours on leisure while the group with the lower level of academic background, economically inactive group and bereaved group were found to have the most hours on leisure. On the other hand, the cost of leisure the youngest group, the group with the highest level of academic background (graduate degree), unmarried and the economically active group spent much money on leisure. The level of happiness showed a difference only in two factors such as the academic background and the marital status. Third, as for the support for the leisure and the level of happiness according to the type of leisure activities, only the cost of leisure showed a difference. The group which participated in the sports showed the highest level of happiness while the relaxation activities showed the lowest level of happiness. Forth, among the total of 12 separation criteria for the determinants of the level of happiness based on the leisure activities, the separation criteria related to the economic factor were the biggest determinants with 5 times and the type of leisure activities(3 times), marital status (2 times) were the most important determinant for the level of happiness.

      • KCI등재

        정량화된 뇌파측정(QEEG)을 이용한 스포츠 스타 모델의 제품유형에 따른 광고효과분석

        손명준(Myung Jun Son) 한국사회체육학회 2013 한국사회체육학회지 Vol.0 No.51

        This study conducted a questionnaire survey and EEG (electroencephalography) together in order to examine whether there were differences in advertising effectiveness associated with advertised product type when sports stars appear as an advertising model. As for the questionnaire survey, this study analyzed the difference between advertising and product attitudes. In addition, this st udy aimed to understand consumer responses comprehensively by analyzing EEG of frontal lobe, which controls human thought at the moment when seeing advertisement. The results were as follows: First, the analysis showed that consumers felt higher advertisi ng effectiveness in product and purchase at -titudes when sports stars appear in advertisements for sports products than for general products. Second, this study analyzed the EEG response of the consumers i n order to analyze the advertising effectiveness associated with design of advertised products sports stars appeared. As a result, there was no significant difference in theta wave (4-7 Hz) and alpha wave (8-13 Hz). However, in beta wave (more than 14 Hz), the advertisements for sports products were more significant than advertisements for general products in left domains of frontal lobe such as FP1 (left anterior frontal lobe), F7 (left frontal lobe) and F3 (left middle frontal lobe), right domain FP2 (right anterior frontal lobe) and middle domain Fz (medial frontal lobe). Third, completely different results were derived in the study c onducted on the same subjects in the same conditions depending on measuring methods. It is considered tha t academic discussions on the previous research base that has been dependent only on questionnaire survey from the sports scientific perspective are required.

      • KCI등재

        스포츠 콘텐츠 이용동기와 스포츠 태도가 이용행위에 미치는 영향

        손명준(Myung Jun Son),강지숙(Ji Suk Kang),최영환(Young Hwan Choi) 한국사회체육학회 2011 한국사회체육학회지 Vol.0 No.45

        The purpose of this study was to investigate the motive for using sports content and the effects of sports attitude on the behavior of using sports content. The convenience sampling, to achieve the purpose, was conducted on the students who were attending five Universities located in Busan as of 2010 and who were using Internet and TV and a total of 238 questionnaires were used for analyses. The frequency analysis, t-test, oneway ANOVA(Analysis of Variance), and reliance analysis were performed using SPSS(ver 18.0), and a structural equation model was built and analyzed. The results of the analyses are as follows: 1) The path coefficient between motive for using sports content and behavior of using sports content were measured as 0.142(t=2.395) to be significant, indicating that the motive for using sports content have effects on the behavior of using sports content. 2) The path coefficient between motive for sports attitude and behavior of using sports content were measured as 0.106(t=2.126) to be significant, indicating that the sports attitude have effects on the behavior of using sports content. 3) The path coefficient between behavior of using sports content and sports attitude were measured as 0.212(t=5.338) to be significant, indicating that those two factors have interrelation.

      • KCI등재

        스포츠 스타 광고 시청시 QEEG Montage Default 판독을 통한 뇌파변화에 관한 연구

        손명준(Myung Jun Son) 한국사회체육학회 2014 한국사회체육학회지 Vol.0 No.56

        The purpose of this study is to analyze effects of advertisements featuring sports stars by using data gained through a program to digitize the Quantitative Electroncephalograph recorded in 19 channels. Therefore, differences of EEG changes between when watching a general product commercial showing a sports star and when watching a sports product advertisement featuring him/her are analyzed based on the EEG in the resting period of 10 subjects. For the EEG electrode arrangement, 2 electrodes (Fqz and Oz) are added to 19 ones (Fp1, Fp2, F7, F8, F3, F4, Fz, T3, T4, C3, C4, Cz, T5, T6, P3, P4, Pz, O1, and O2) according to internationally unified 10-20 formula, so a total of 21 ones are arranged. The findings are as follows: 1. Changes of 5 area bands such as delta wave, theta wave, alpha wave, beta wave and gamma wave are analyzed to measure variations of subjects` EEGs in resting and watching general and sports advertisement featuring a sports star, but a significant difference can be found only between delta and alpha wave. In particular, advertisements of experiment stimuli are not seemed to significantly affect retrospection or recognition given the fact that there are no differences among awakening waves such as beta wave and gamma wave, and negative value is shown in delta wave engaging in meditation and memory. 2. From the decipherment of Montage Default which analyzes EEGs of each subject participating in the experiment, as pictures, it is found that the advertisements are not acted as stimuli according to individuals, but rather advertisement stimuli are capable of returning them into resting state, though this is not significantly different from the conclusion 1.

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