메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색

논문 기본 정보

자료유형
학술저널
저자정보
김용규 (경희대학교) 양걸 (경희대학교)
저널정보
한국스포츠리서치 한국 스포츠 리서치 한국 스포츠 리서치 제15권 제6호
발행연도
2004.1
수록면
831 - 840 (10page)

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색

초록· 키워드

오류제보하기
Although Taekwondo is very dynamic and powerful sports compared to games of others, it is not so popular in the media including TV. This is because the inquisitiveness of audiences is not satisfied and the qualitative improvement of telecasting Taekwondo game through active sponsorship and activation of relevant industry is insufficient. Thus, the necessity and purpose of this research lies in improving the inactivated problems of Taekwondo game through the embodiment of virtual image insertion. The embodiment of virtual image insertion is expected to have the following effects on the activation of Taekwondo game; 1) to attract more audiences by providing them with various information and spectacles, 2) to enhance the internationalization of domestic brand and activate sports telecasting, 3) to enhance international competitiveness of sports by increasing the income of broadcasting station and game organizations, 4) to elevate the quality of sports telecasting by saving the cost required to make TV telecasting. Viewing how the virtual image insertion system is realized through literature research and case survey, this study will present methods to activate Taekwondo game through attraction of audiences and development of relevant industries which will be made by applying virtual image insertion to the TV telecasting of Taekwondo game.

목차

등록된 정보가 없습니다.

참고문헌 (0)

참고문헌 신청

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0