• Title/Summary/Keyword: 상품성 콘텐츠

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Tourist Experiences Characteristics on Performance Arts -Focus on JeJu 'Nanta' as Cultural Contents- (관광객의 공연체험 특성 -문화콘텐츠'난타'를 중심으로-)

  • Jang, Hye-Won;Kim, Hyoung-Gil;Oh, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.458-466
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    • 2011
  • JeJu Island is famous for beautiful scenery but relatively little attention was paid to social cultural attractions. My aim is to provide an alternative attraction for JeJu destination. Two main goals of this paper are to apply to the Pine and Gilmore Experience Economy Theory framework on performance arts experiences and identify causal relations among experience factor, experience satisfaction and performance loyalty. To accomplish the study object, theoretical review and empirical analysis were jointly carried out. Using samples of 280 participations in nonverbal comic performance 'Nanta' who were required to rate performance experiences, experiences satisfaction, and performance loyalty. Results of SEM(Structured Equation Model) was showed that only Entertainment factor of 4 experiences factors(aesthetics, entertainment, education, escapist) affected experiences satisfaction. While experiences satisfaction affected performance loyalty. These results support the concept of experiential Economy framework suggested by Pine and Gilmore on culture-arts products consumption.

Role Analysis for the Development of Animation Character - Focused on Long Animation Work of USA and Japan - (애니메이션 캐릭터 개발을 위한 배역 분석 - 미, 일 장편 애니메이션 작품 중심으로 -)

  • Kim, Jae-Ho;Park, Hang-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.909-914
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    • 2009
  • It can be said that the role of character is very important for the development of animation contents. It is because unlike in general motion picture, the emotional character, which is artificially controlled, plays the functional role in animation. Because of the function, the character may be differently expressed, depending on the culture of each country. However, general audiences and people selecting commodities have common factors. It seems that USA and Japan, which have led the world culture in the field of animation planning and manu facture, perform the animation manufacture by applying them properly. The purpose of this presentation is to analyze the works of USA and Japan, which have led animation manufacture. Because numerous works have been manufactured in two countries regardless of genres, the selection was made by concentrating on representative works that achieved good results from character commercialization. Therefore, the study will suggest the methodological direction for the new development of character, which is performed in industrial animation work and education field.

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Consumption Capital, Cultural Capital and Technology Catch-up in Cultural Industries: An Economic Model of Catch up in Cultural Industries (소비자본, 문화자본과 문화산업 기술추격: 문화산업 기술추격의 경제이론)

  • Ok, Sung-Soo
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.205-221
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    • 2009
  • Since second half of 1990s, Korean "Han-Ryu" focuses international attention, which means Korean cultural industries increase their exports. However, traditional theories of international trade in cultural industries could not explain this phenomenon of increasing cultural goods from developing countries. Using the fact that Becker(1996)'s 'consumption capital' can increase productivity in cultural industries as well as contribute to form 'taste' for new cultural goods. This study suggests the proper conditions for catching-up of developing countries in cultural industries through comparative statistics.

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A Study on the State-of-the-Art of 3D Printers (3D 프린터의 활용 및 현황 고찰)

  • Choi, Eun-Ji;Kim, Sang-A;Bae, Ji-Yoon;Kwon, Yeon-Ju;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.385-388
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    • 2013
  • 본 논문에서는 3D 프린터의 다양한 활용분야를 소개한다. 3D 프린터의 원래의 목적은 상품을 내놓기 전 시제품을 만들기 위해서였으나 최근 들어 그 활용분야가 공업, 의료, 실생활 분야로 넓혀지고 있다. 공업 분야에서는 한 장씩 레이어를 쌓아가는 3D 프린터의 장점을 이용해 보다 정밀하고 세밀한 공정이 가능해 진다. 이러한 특성은 기존의 방식보다 진행시간을 5~10배 이상 단축시켜 제품개발에 소요되는 비용과 노력을 절감하는 뛰어난 효율성을 보여준다. 의료분야에서는 3D모형물을 그대로 제작할 수 있기 때문에 인간의 신체와 보다 흡사한 보형물을 만들 수 있다. 나아가 3D프린터가 상용화 된다면 판매사가 제공하는 3D 콘텐츠를 사용자가 쉽게 이해하고 이에 따른 피드백을 받아 빠르게 제품생산에 이용할 수 있어 상품에 대한 만족도를 높일 수 있게 된다.

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Effect of Tourism Motivation for Traditional Indigenous Foods on Expectation, Community Attachment and Tourism Satisfaction in Festival Event (축제이벤트에서의 전통향토 음식체험관광에 대한 관광동기가 기대도와 지역애착 및 관광만족에 미치는 영향)

  • Kim, Jae-Gon;Song, Kyeong-Suk
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.434-448
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    • 2011
  • In this study, an empirical analysis was carried out to determine the effect of tourism motivation for traditional indigenous foods experience tourism on expectation, community attachment and tourism satisfaction in festival event. The result is as follows. First, the effect of tourism motivation for foods experience tourism on expectation of tourism products in experience event showed that exchangeable, educational, aesthetic, derivative and adventurous attributes have a positive effect on expectation of tourism products. Second, the effect of tourism motivation for foods experience tourism on community attachment in experience event showed that exchangeable, educational, aesthetic and derivative attributes have a positive effect on community attachment. Finally, expectation of tourism products and community attachment had a statistically significant effect on community attachment and tourism satisfaction, and tourism satisfaction, respectively. That suggests that the development of various food tourism resources as the tourist value, which can get tourism resources of traditional foods through festival events, could not only introduce tourists to unique food culture, but add the pleasure of delicious food and tourism. Consequently, the preservation, inheritance and development of regional indigenous foods could increased local patriotism, and develop the related industry, maximizing economic effects.

The Development of Usability Assessment Tool for Customized Clothing Web Site Using Nitting Machine (니팅머신을 이용한 커스터마이징 니트 제작 웹사이트 사용성 평가도구 개발)

  • Jang, Hui-Su;Park, Eun-Hwa;Nam, Won-Suk;Jung, Do-Sung
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.630-643
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    • 2020
  • Recently, consumers have changed their role to consumers and producers who make what they want. The way clothes are produced is also needed to change according to modern consumption methods. Knitting Machine was one of them, and although it was a mass-produced device, it developed a device that could make clothes anywhere on a small production craze. Knit-making requires more consideration than other clothing designs, which requires consideration of users' web usability. Therefore, this study proposes an assessment tool that can evaluate web usability of clothing-making sites using knitting machines. To this end, the examples of the Knitting Machine program and custom product production websites and the each UI were investigated and analyzed. Based on these prior surveys, the draft evaluation items were drawn, and three Delphi surveys were conducted on the basis of the draft to produce assessment tools after classifying, modifying and deleting items. Through this study, we look forward to improving the usability of the customized product-making website of Knitting Machine in the future and popularizing the Knitting Machine.

Factors Affecting Behavioral Intention to Use the Integrated Platform of Newspaper (신문사 통합형 플랫폼 사용의도에 영향을 미치는 요인)

  • Kim, Daewon;Kim, Min Sung;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.122-138
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    • 2015
  • This research examines factors affecting behavioral intention to use integrated platform (IP), which is one of the business models regarding paid digital contents, based on extended United Theory of Acceptance and Use of Technology (UTAUT2). IP is a service which is designed to make digital content charged. It combines digitalized format of newspaper, premium news or behind news, and additional information. The results of this paper show that effort expectancy, social influence and hedonic motivation have positive relationship with behavioral intention to use IP (BI). Satisfaction with newspaper shows negative relationship with BI, which means that newspaper and IP can be replaced with each other. Newspaper subscribers tend to have higher BI than non-subscribers. Performance expectancy, gender, age, and satisfaction with website do not have significant effect on BI.

The Influence of Open Banking Characteristics on Intention to Use Open Banking (오픈 뱅킹의 특성이 오픈 뱅킹의 사용의도에 미치는 영향 )

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.312-321
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    • 2021
  • With the full implementation of open banking in which both banks and fintech companies participate, changes in the whole society such as new types of products, services, and businesses are taking place. Whenever new systems and environments change, research on technology acceptance by system users has been continued, and this study also verified how the characteristics of open banking affect the perceived ease of use and usefulness of the Technology Acceptance Model, and the intention to use open banking. As a result of the study, it was found that both information provision, service interactivity, and system stability had a significant effect on perceived ease of use, usefulness, and intention to use open banking. In the future, open banking may bring significant benefits to data sharing, financial access, banking infrastructure, product innovation and pricing, but it is also expected to bring unexpected damage. Therefore, domestic financial institutions should actively cope with the situation where the business environment is greatly changing due to the digital environment change, and at the same time actively foster fintech companies and promote innovation in the financial industry.

Effects of Information Retrieval and Coffee Shop's Attributes on the Means of Repositioning (정보검색과 커피전문점 선택속성이 재방문 의도에 미치는 영향)

  • Baek, Young Ju;Lee, Min Jung
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.549-557
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    • 2020
  • Recently, the number of coffee shops has continued to increase, and information searches have been increasing for consumers who want to visit coffee shops. We wanted to find out the impact on the intention of revisiting a coffee shop by adding information search factors to the existing coffee shop's selection properties and search for the actual selection properties, and summarize the results as follows. The analysis of this study was conducted in two ways, before and after visiting a coffee shop through information search. First, the four factors and optional attributes that are important in information retrieval were the reliability of information (the number of reviews and views by coffee shops, recent postings), physical environment (the proximity of stores, the atmosphere, size, presence of side menus), visuality of information (physical environment, background, design, easy composition), merchantability (the taste of coffee, convenience of parking). In addition, the selection properties for satisfaction after visiting coffee shops through information search were derived from five general characteristics of coffee shops, menu, information consistency, taste of coffee, and convenience of parking, and among them, the consistency of information, taste of coffee, and general characteristics of coffee were found to affect the intention of revisiting again.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.