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스포츠 4차 산업혁명 기술의 효과적 융합을 위한 법·제도적 개선방안Improvement of Law and Institution for Efficient Convergence of 4th Industrial Revolution Technology in Sports

Authors
최정호이제욱
Issue Date
2019
Publisher
한국사회체육학회
Keywords
4th Industrial Revolution; Legal; Institution; Big Data; AI (Artificial Intelligence); IOT (I0nternet of Things); VR (Virtual Reality)
Citation
한국사회체육학회지, no.75, pp 61 - 77
Pages
17
Journal Title
한국사회체육학회지
Number
75
Start Page
61
End Page
77
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/45159
DOI
10.51979/KSSLS.2019.02.75.61
ISSN
1229-358X
Abstract
Purpose: The convergence of technology, the fourth industry technology and sports has become a key factor for the future of the sports industry beyond social interest. However, it remains a prerequisite which resoling of human dignity, ethical and moral issues is to be kept in the process of development and establishing a legal & institutional environment for technological growth. Therefore, this research is aimed at grouping legal and institutional improvements for the development and effective application of the fourth industrial revolution in the field of sports. Method: Thus, we introduce each cases which Big Data, AI (Artificial Intelligence), IOT (Innternet of Things), and VR (Virtual Reality) technologies established, which are actively integrated with sports among the core technologies of the fourth industry and introduce each cases. In addition, we introduced cases of convergence between sports and the fourth industry and drew legal and institutional problems. Through policies and strategies related to the fourth industrial revolution in USA and the EU, this study presented guidelines suitable for the actual situation in the domestic sports sector. Specific details were found as follows. Results: First, new legislation on AI copyright was required. Sport had a close relationship between intellectual property rights and legislation is required through the consensus of the members of society concerning the ownership rights of works through AI. Second, flexible legislation was needed to develop the Internet of Things. Although sports had been developing a lot by converging with the IOT (Internet of things), they were suffering from difficulties due to many regulations. To solve these problems, flexible systems such as Co-regulatory and soft law were necessary. Third, there was a need to deal with copyright infringement issues that can occur in Virtual Reality. It was necessary to establish detailed and specific criteria for fair use law applicable to Virtual Reality. Conclusion: Substantial protection of the right of the informant is required. The management should be strengthened to ensure that control of the information can work well, such as the GDPR case of the EU rather than expanding the regulatory scope because the personal and genetic information of players are of very high protection value.
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The Office of Research Affairs > Affiliated Research Institute > 1. Journal Articles
College of Sport Science > School of Sports Sciences > 1. Journal Articles

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