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      • 스포츠선수에 대한 윤리적 평가와 내러티브 정체성

        박성주 ( Park Sungjoo ) 국민대학교 스포츠윤리연구소 2023 스포츠와 윤리 Vol.3 No.2

        Drawing on the theories of David Velleman, Charles Taylor, and Alasdair MacIntyer on narrative identity, the purpose of this study is to identify the fundamental causes of public moral condemnation of elite athletes for cheating as public figures. To do so, it examines the unique role and character of narratives that have emerged from the recent rise of agent-centered ethics, arguing that achievement in sport is not just about the individual athlete, but is deeply tied to who they are as the person. It argues that the public moral condemnation of cheating athletes is not because they broke the rules of the sport, but because they lied about who they were. The fact that achievements in sport are inextricably tied to the person who accomplished them provides a compelling explanation for why the public is so interested in the lives of elite athletes that have nothing to do with their performance. This also creates a responsibility on the part of the athlete to strive to live with dignity in all aspects, and a reciprocal obligation on the part of the fan to recognize and respect the athlete as a person.

      • KCI우수등재

        e스포츠는 ‘진짜’ 스포츠인가?

        박성주 ( Park Sungjoo ) 한국체육학회 2020 한국체육학회지 Vol.59 No.3

        eSport industry, whose access is based on the Internet, has been fast expanding due to the high-speed internet and the ubiquitous use of smartphones. Academic interests in eSport have been similarly increasing, along with eSport’s global popularity and economic profits. One of the core issues of the debate on eSport is whether it can be considered as “real” sport. The goal of this paper is to enlarge the discourse about the academic definition of sport and show that eSport can be deemed as sport. To accomplish this goal, a theoretical framework through which to analyze eSport in conjunction with sport is first established by contemplating necessary components of sport, as well as the philosophical definitions of sport, suggested by eminent philosophers, such as Suits, Guttmann, and Parry. Next, in order to look into the required conditions for video games to be considered as eSport, the concept and practice of eSport is examined. Last, by demonstrating the way eSport satisfies the conditions of sport, this paper argues that eSport may well be viewed as sport. Insofar as eSport satisfies the following necessary conditions of sport: voluntary play, competition to determine winner and loser, structured according to rules, requiring diverse skills and strategies for victory, fast movement, concentration, endurance, physicality including control of the body, and wide following and institutional frame, eSport should be recognized as sport.

      • KCI우수등재

        트랜스젠더의 스포츠 접근권에 관한 윤리적 고찰

        박성주 ( Park Sungjoo ) 한국체육학회 2020 한국체육학회지 Vol.59 No.6

        The purpose of this paper is to analyze the ethical issues of transgender female athletes competing in the women’s sport sector, and then to present the justification that transgender women should be allowed to compete according to their gender identity. In order to achieve this goal, first, since the debate on transgender athletes is intertwined with the debate on segregation of sport by gender, the position that argues for gender segregation and integration, as well as the value theory underlying these positions, will be examined. Next, I will explain the issues related to transgender athletes and why they cause controversy. Finally, by examining the arguments against the competition of transgender women in the women’s sport, and by critiquing the nature of sport presented as the basis for such arguments, that is, the skill thesis and the theory of fairness, this paper will show that these arguments lack validity and consistency as a reason for excluding transgender female athletes. My argument is that the basis for excluding transgender female athletes comes from a misconception about the nature of the sport, which views sport only as a comparative test of equal competitors. Because of this idea, I would argue, when deciding whether an athlete can participate or not, or determining the manners of participation, sport becomes a means of giving unfair privileges to certain individuals and penalizing or excluding others.

      • KCI우수등재

        종합격투기의 윤리적 평가에 관한 비판적 고찰

        박성주 ( Park¸ Sungjoo ) 한국체육학회 2021 한국체육학회지 Vol.60 No.2

        The purpose of this paper is to critically examine whether the basis for the ethical evaluation of mixed martial arts is justified. For this purpose, the difference between the concept of violence in general and the concept of violence in sport was examined, and the main theories and issues on the justification of violence in sports were reviewed. Next, by examining literature by sport philosophers on the ethical evaluation of mixed martial arts, the value theory underpinning each position that supports or criticizes mixed martial arts was reviewed. Finally, the validity of Dixon’s argument that mixed martial arts are inherently immoral, along with the logical problem of Dixon’s basis, was pointed out. The key to the ethical evaluation of mixed martial arts is whether the intentional and injurious action inevitably violates human dignity, or whether there is a context where such action can be compatible with respecting one’s opponent as an end. This paper argues that the attitude and behaviors of mixed martial arts athletes founded upon voluntary consent are morally acceptable because they are consistent with respecting each other as an end.

      • KCI등재

        워크플로우 소셜 네트워크 근접중심성 분석 알고리즘

        박성주 ( Sungjoo Park ),김광훈 ( Kwanghoon Pio Kim ) 한국인터넷정보학회 2013 인터넷정보학회논문지 Vol.14 No.5

        This paper proposes a closeness centrality analysis algorithm for workflow-supported social networks that represent the collaborative relationships among the performers who are involved in a specific workflow model. The proposed algorithm uses the social network analysis techniques, particularly closeness centrality equations, to analyze the closeness centrality of the workflow-supported social network. Additionally, through an example we try to verify the accuracy and appropriateness of the proposed algorithm.

      • SCOPUSKCI등재

        유전자조작 기술과 스포츠윤리 쟁점 연구

        박성주 ( Sungjoo Park ) 한국스포츠과학원 2018 체육과학연구 Vol.29 No.2

        [Purpose] This study analyzes ethical issues about genetic technology used for the enhancement of athletes. In so doing, this study aims to rethink gene manipulation in sports and suggest theoretical groundwork for an ethical discussion of gene doping, as well as providing some guidelines. [Methods] For this purpose, this study looks at the relationship between genetic engineering and morality as discussed by eminent domestic and international philosophers, medical ethicists, and scholars of sport studies. Then, the pros and cons of the use of genetic engineering in sport are analyzed to show the different values embedded in each of the opposite positions. [Results] This study identifies three points of debate: fairness, coercion, dignity and autonomy. Through a literary and philosophical review, it is revealed that prior criticism against gene manipulation has logical loopholes. [Conclusions] Rather than approaching the issue with groundless fear and prejudice, it is necessary to look into its benefits and ethical problems in detail. In addition, better equipped ethical as well as practical grounds are required to control the introduction of gene doping technology.

      • SCOPUSKCI등재

        e스포츠선수의 약물복용 문제에 관한 윤리적 고찰

        박성주 ( Sungjoo Park ),임다연 ( Dayoun Lim ),김진희 ( Jinhee Kim ) 한국스포츠과학원 2020 체육과학연구 Vol.31 No.2

        [Purpose] Highly popular these days, eSport is inviting increasing scholarly attention and research. Scholarly work on eSport, however, remains focused on whether eSport is a “real” sport, that is, its sporting qualities and status, excluding ethical issues. This paper analyzes ethical issues about cognitive enhancement drugs often associated with eSport in order to suggest guidelines for resolving these issues. [Methods] First, environmental features of eSport are examined to find out types of cheating in eSport, as well as the ways eSport athletes are exposed to drugs. Next, ethical issues of cognitive enhancement drug use and why they are important are discussed, drawing upon multiple scholars. Last, this paper argues that the ban on drug use conventionally implemented in sport is not appropriate to eSport due to the characteristics of eSport. The paper concludes with possible future approaches to this issue. [Results] The ban lists administered by ESIC and WADA would not work for the need of eSport athletes and even run a risk of stunting the growth of eSport industries. It is thus important to think up an appropriate drug-related policy for eSport. Preemptive education for eSport athletes is also required to promote the ethical consciousness and judgment regarding drug use. [Conclusion] Insofar as eSport’s huge popularity leads to the increased status of eSport athletes, thereby exerting much influence on young people, ethical questions about eSport, drug use in particular, need to be urgently discussed for the sake of eSport’s wholesome development.

      • KCI등재

        웹 기반 미디어 콘텐츠를 위한 맞춤형 데이터 서비스

        박성주(Sungjoo Park),정광수(Kwangsue Chung) 한국정보과학회 2010 정보과학회 컴퓨팅의 실제 논문지 Vol.16 No.12

        타겟팅 서비스는 다양한 미디어 서비스 환경에서 사용자 프로파일, 선호도 및 사용 내역 등을 기반으로 사용자의 취향에 가장 적합한 서비스를 추천 및 제공함으로써, 서비스의 만족도와 이용량을 향상시키는 주요한 응용서비스로서 주로 방송분야에서 연구되어 왔다. 타겟팅 서비스는 방송 콘텐츠에서 interstitial 콘텐츠로, 고정형 TV단말에서 모바일 단말로 서비스의 영역이 확대되고 있으며, 단순한 방송데이터에서 광고 데이터, 쿠폰 및 관련 미디어 콘텐츠 정보 등으로 데이터의 종류가 다양해지고 있다. 본 논문에서는 사용자 정보를 기반으로 기사, 광고 및 방송정보에 대한 타겟팅 데이터 서비스를 설계, 구현하고자 한다. 이를 위해 웹 기반의 미디어 콘텐츠에 적용할 수 있도록 사용자 프로파일, 선호도 및 사용 내역 정보를 기존 TV-Anytime Forum의 사용자 메타데이터 및 OpenSocial의 사용자 정보를 기반으로 새롭게 정의하였다. 또한, 사용자 정보와 콘텐츠 정보간 유사도 및 사용 내역을 기반으로 사용자 선호도 정보 및 행동 패턴 정보를 생성하여 타겟팅 데이터 서비스를 구현하였다. 성능평가를 통해서 제안하는 타겟팅 데이터 서비스 기술이 기존의 방송 서비스뿐만 아니라, 웹 기반의 미디어 콘텐츠에서도 적용 가능하다는 것을 확인하였다. As an useful application in broadcasting services, the targeting service has been mainly studied to improve the service satisfaction and user usage in various media service environments based on user profile, preferences, and usage history. Targeting service is expanding its domain from broadcasting contents to interstitial contents and from fixed TV devices to mobile devices. Service data also include advertisement data, coupon, and information about media contents as well as simple broadcasting data. In this paper, the targeting data service is designed and implemented on articles, advertisement and broadcasting information on the basis of the user information. To adapt this to web-based media contents, information on user profile, preferences, and usage history is newly defined on the basis of the user metadata developed in TV-Anytime Forum and the user information defined in OpenSocial. The targeting data service is implemented to generate user preferences information and usage history pattern based on the similarity among user preference, contents information, and usage history. Based on performance evaluation, we prove that the proposed targeting data service is effectively applicable to web-based media contents as well as broadcasting service.

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