• Title/Summary/Keyword: 관람몰입

Search Result 67, Processing Time 0.025 seconds

Effect of Satisfaction and Absorption of Spectating on Desire of Re-Spectating at the Professional Sporting Events (프로스포츠 관람만족 및 관람몰입이 재관람의사에 미치는 영향)

  • Kim, Hong-Seol
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.7
    • /
    • pp.216-223
    • /
    • 2008
  • The purpose of this study was to examine the effects of the satisfaction and absorption of spectating on desire of re-spectating at the professional sporting events. This study set a model of consumer behavior decision based on the results of the precedent studies about the determinative factors of consumer behavior and the hypothetical model done by Wakefield & Sloan(1995), Hansen & Gauthier(1989), Jeffrey(1997), Green(1995), and Kim(1999) and clarified it through the regression. To attain the goal of the study described above paragraphs, some viewers of 2007 season pro-soccer and pro-baseball games were set as a collected group. Then, using the stratified cluster random sampling method, finally drew out and analyzed 605 spectators in total. Data collected through a questionnaire designed for this study consist of fixed alternative choice response to items constructed to represent the operational definition for each variable. Statistics employed for data analysis was correlation and multiple regression. Based upon the results of the study, the following conclusions appear warranted: 1. Satisfaction of spectating influence on desire of re-spectating at the professional sporting events. 2. Satisfaction of absorption influence on desire of re-spectating at the professional sporting events.

Impact of the Fit of Immersive Technology and Media Art Type on User Commitment and Revisit Intention (몰입형 기술 특성과 미디어아트 관람 특성과의 적합성이 관객의 몰입감과 재방문의도에 미치는 영향)

  • Choi, Ji-Ae;Yoo, Kun-Woo;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.5
    • /
    • pp.654-667
    • /
    • 2021
  • This study examined the perceived fit between the characteristics of immersive technology and the type of media art affects commitment, satisfaction, and revisit intention. The results showed that the quality of projection mapping and the reputation of original art had a positive effect on the perceived fit whereas the accessibility of original art had a negative effect on the perceived fit. In addition, the reputation of original art and the perception of fit increased the commitment of the media art exhibition, which positively affected the satisfaction and revisit intention. This study provides theoretical and practical implications regarding the effect of immersive technology and media art type of digital media art.

Proposal on Immersion Assessment of Interactive Art (인터랙티브 아트에서의 몰입측정 방법 제안)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.353-358
    • /
    • 2014
  • Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.

The Effects of Bicycle Racing Spectator Motivation on Stress : Focusing the Mediating Effect of Flow (경륜 관람 참여 동기가 스트레스에 미치는 영향 -몰입의 매개효과 중심으로-)

  • Maeng, Seong-Jun;Lee, Dong-Jun;Kang, Jun-Hyeok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.5
    • /
    • pp.311-321
    • /
    • 2019
  • This study was conducted to investigate the relationship between motivation, stress and flow in bicycle race gambling. To accomplish this, data were collected from gambling users of a bicycle velodrome. A total of 347 samples were employed for analysis. The collected data were analyzed through multiple regression analysis. The results of the analysis were as follows. First, the level of flow increased as the motivation for participating in the contest increased. Second, the influence of the motivation to participate in the race on immersion showed that a higher motivation to participate in the race was associated with a higher level of stress. Third, verification of the motive for participating in the race and the mediated effect of immersion between stress revealed that immersion had a mediated effect on stress. Based on the results of these analyses, practical and policy implications were suggested. Accordingly, there is a need to identify the motivation for career participation in counseling of experienced gamblers. Moreover, it is important to establish a system to prevent excessive gambling flow.

Using SNS Prosumer Marketing to Explore the Relationship between the Desire to Attend Dancing Performances among the Audience, Flow Experience, and Behavior Persistence (SNS프로슈머 마케팅을 활용한 무용공연 관객의 관람욕구, 몰입경험 및 행동지속성과의 관계)

  • Kwon, Rhee-Ahn;Cha, Su-Jung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.287-288
    • /
    • 2018
  • 본 연구는 SNS프로슈머 마케팅을 활용한 무용공연 관객의 관람욕구, 몰입경험 및 행동지속성과의 인과관계를 규명하는데 연구의 목적이 있다. 연구의 목적을 위해 서울, 경기지역을 비롯한 충청도, 경상도, 전라도지역의 무용전공자를 모집단으로 선정하여 총 807부의 설문지를 분석에 사용하였다. 본 연구의 결과는 다음과 같다. SNS프로슈머 마케팅을 활용한 무용공연 관객의 관람욕구, 몰입경험 및 행동지속성은 정적상관관계가 있으며, 인과관계가 나타났다. 또한 SNS프로슈머 마케팅을 활용한 무용공연 관객의 몰입경험은 관람욕구와 행동지속성의 관계에서 부분매개효과가 있는 것으로 나타났다.

  • PDF

The Effect of the Consumption Value of Classical Music Concert Audience on the Re-Spectating Intention through Flow and Satisfaction (클래식 관객의 소비가치가 관람몰입과 만족 그리고 재관람의도에 미치는 영향)

  • Byeon, Jiyun;Kim, Doyun;Ryu, Seungwan
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.46-56
    • /
    • 2019
  • This study aimed to understand the value pursued when consuming performances for classical music performance audiences, to identify the difference in influence by type, and to expand into the base of academic research focusing on audiences who are consumers in classical music performances, which was the existing supplier-centered. Also, this study tried to verify the effect of consumption value on flow and satisfaction. and we aimed to prove whether consumption value leads to re-spectating intention through structural relationship. For this purpose, a survey was conducted on the audience who watched classical music performances within one year by applying consumption value theory, and the analysis was conducted using smartPLS 3.0. As a result, functional value and emotional value had an effect on flow. The second one is that functional value had a positive effect on satisfaction. The third fact is that social value had a negative effect. Overall, the structural relationship between flow, satisfaction, and re-spectating intention had a strong effect on each other. Implications of this study are that the market characteristics and current status of classical music performances were examined, and that an effective marketing strategy to increase the re-spectator rate was sought by finding out the factors of audience's consumption value that affect viewing satisfaction.

Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.2
    • /
    • pp.79-91
    • /
    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
    • /
    • v.22 no.2
    • /
    • pp.167-199
    • /
    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

Design and Implementation of Museum Exhibition Contents Using Mixed Reality (혼합현실을 이용한 박물관 전시 콘텐츠의 설계 및 구현)

  • An, Sungwoo;Lee, Kyoungyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.111-113
    • /
    • 2018
  • 박물관은 문화유산을 직접 확인할 수 있는 역사교육의 산실로서 매우 중요한 역할을 함에도 불구하고 관람객이 지속적으로 감소하여 왔다. 이에 대한 주요 요인으로는 전시내용의 고정 및 콘텐츠의 부족, 일방적인 정보 전달에 치중함으로써 관람객의 흥미 유발을 이끌어 내지 못하는 것을 들 수 있다. 일부 박물관은 모바일 장비를 이용한 가상 및 증강현실 관람을 도입하고 있으나, 기술적인 한계와 조작의 불편함, 몰입도의 부족으로 인해 큰 효과를 보지 못하고 있다. 본 논문에서는 관람객이 재방문하고 싶은 박물관을 만들기 위해 혼합현실을 기반으로 한 박물관 전시 콘텐츠를 제작한다. 제작된 콘텐츠는 혼합현실을 이용함으로써 가상, 증강현실 콘텐츠보다 몰입감과 현실감을 높일 수 있다. 또한, 관람객과 상호작용할 수 있도록 혼합현실 기반 웨어러블 기기를 사용함으로써 생생한 전시물 체험을 할 수 있다.

  • PDF

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.3
    • /
    • pp.45-58
    • /
    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.