• Title/Summary/Keyword: 상품성 콘텐츠

Search Result 239, Processing Time 0.022 seconds

Korean Education Contents Improvement Directions through K-drama (드라마 활용을 통한 한국어교육콘텐츠 개선방향)

  • Lee, Il-Soo;Chu, Chin-Oh
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.4
    • /
    • pp.45-55
    • /
    • 2015
  • The Korean wave contents such as Korean TV dramas and K-pop are sweeping over foreign countries. This Korean wave has improved positive national brand image and also brought up interest across Korean culture. Due to expansion of Korean wave, some Korean education contents started to be made by using Korean wave contents. These kinds of Korean educational online contents induce interest in studying Korean by using Korean wave contents. Furthermore, people can indirectly experience Korean culture. so we need to come up with more effective application plan. However, contents which has produced currently still have insufficient part. Based on that, current state of Korean education online contents by using Korean wave contents will analyze into especially a series of 'Pit-A-Pat Korean' from Nuri-Sejong school need to be proposed a review of the limitations and improvement conclusion in this paper. The K-drama produced by effectively utilizing the planning and the Korean educational content. This will reveal to the culture and traditions of Korea, as well as a simple information transfer. So we expect to be a valuable activity that is responsible for a stem to improve the country's image as one item K-culture itself.

Corporate Environment, Six Sigma Program, and Work Commitment;Focused on Hotel Cuisine Department (외식환경, 호텔 조리부서의 6시그마기법, 및 업무몰입간의 관계)

  • Kim, Hyeon-Muk;Yoo, Young-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.8
    • /
    • pp.261-273
    • /
    • 2008
  • One recurrent theme within the literature on 6 sigma was the study of its effect on organizational performance. Nonetheless, most research were focused on analyzing the relationships between the implementation of different elements and several types of performance. This research incorporated the effect of organizational environment as a variable for explaining the impact of 6 sigma on business results. The model was tested using regression analyses, employing a survey of employees of hotels' cuisine departments involved in 6 sigma. The causal analysis results showed that dynamism, munificence and complexity influenced the degree of implementation of the main 6 sigma principles. Similarly, the dimensions of 6 sigma had an impact on employees' work commitment. The model could be used by hotels to assess their level of 6 sigma success depending on specific environmental characteristics.

Service Quality Factors Affecting Satisfaction and Repurchase Intention of Social Commerce (소셜커머스의 만족도와 재구매의도에 영향을 미치는 서비스품질요인)

  • Jin, Guo-Shan;Lee, Jong-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.3
    • /
    • pp.311-321
    • /
    • 2012
  • This study derived from 5 variables(information, product diversity, communication possibility, responsiveness, price) of service quality on social commerce from literature studies and set up the research model and hypotheses. The 167 questionnaires are used in this analysis. The results were as follows: first, all the variables had positive influences upon satisfaction except responsiveness. Second, all the variables had positive influences upon repurchase intention except price. Third, the satisfaction of social commerce had a positive influence upon repurchase intention. This study suggested the strategic implications to induce customers satisfaction and repurchase intention after analyzing critical factors about service quality of social commerce.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.9
    • /
    • pp.1110-1116
    • /
    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

The Proposal about Commercializing Cartoon on Rhetoric (수사법을 통한 카툰의 상품화 방안 연구)

  • Hur, Young;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.185-189
    • /
    • 2006
  • Cartoon, which has the longest story among comics' kinds, has absorbed adults into the audiences by current cartoon based on satire. Nowadays cartoon is trying to represent not only current issues but also everyday things and spread out the formal fields through the media; for instance, Web-toon, Mobile-toon, or Object-toon. However cartoon is not commercialized compare to comics in spite of the tries. Thus this thesis aims at suggestion of the possibility in commercializing cartoons by researching object cartoon newly being tried. So to speak, in order to revitalize commercializing cartoon, the purpose of this thesis is to bring up the commercialization methods of object cartoon which is able to express messages in various ways on rhetoric.

  • PDF

Multi-Context Based Information Service for Ubiquitous Commerce (유비쿼터스 커머스를 위한 다중 컨텍스트 기반 정보 서비스)

  • Kwon Joon-Hee;Kim Sung-Rim
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.7
    • /
    • pp.13-21
    • /
    • 2006
  • Context-based information services are required in ubiquitous application. In the ubiquitous application, ubiquitous commerce addresses information service that recommends items to consumers with the use of the situated contexts. This paper proposes a multi-context based information service for ubiquitous commerce. This enables a consumer to get multi-context based information efficiently by using consumer's attention for each context. The method is described and an ubiquitous commerce application prototype based on multi-context is presented. Several experiments are performed and the results verify that the proposed method's performance is better than other existing method.

  • PDF

Java Aglet-based Design for Electronic Commerce System (전상거래 시스템 구축을 위한 자바 애글릿 기반 설계)

  • 김평중;김정호;박진양
    • The Journal of the Korea Contents Association
    • /
    • v.1 no.1
    • /
    • pp.41-50
    • /
    • 2001
  • Electronic commerce offers the opportunity to integrate and optimize the global production and distribution supply chain. Rapid response to changes in demand and customer preference, and the ability to exploit new technologies, are becoming critical. The computer of the various corporations communicate with each other to determine the price and the availability of the components, to place and confirm orders, and to negotiate delivery time scales. In this paper, We describe a trading system that is based on mobile agent technology, called aglet. Aglets for the buyer and sellers are dispatched to the various marketplace, where they negotiate autonomously orders and deliveries, returning to the buyer and seller with their best deals for approval. We show that the electronic commerce system is feasibly built by using the Java aglet technology to demonstrate for simulating a traditional retail marketplace.

  • PDF

A Study on User Evaluation Regarding Universal Design (유니버설디자인에 있어서 사용자 평가에 대한 연구)

  • Choi, Ji-Sook;Yoo, Hyun-Bae
    • Journal of Digital Contents Society
    • /
    • v.10 no.1
    • /
    • pp.11-16
    • /
    • 2009
  • This study is about evaluation by users and evaluation cases centering packaging and containers for Universal Design products which are currently being used. This study also shows standards of evaluation for Universal Design items which are required for Universal Design and packaging. I also conducted a case study in Japan as a preceding case to suggest a viable guideline in time of displaying design. As a result, I could grasp parts to be improved and problems regarding standards of guideline for evaluation and evaluation methods which are necessary for developing goods by user evaluation. In addition, as shown by advanced cases, I suggested the necessity that the Universal Design should be fairly reflected in all design parts because of an increase in cases of packaging and containers corresponding to product identification items in the design evaluation division.

  • PDF

A Study on Activation of Online Performances Using Sac on Screen Project Analysis (Sac on Screen 사업 분석을 통한 온라인 공연 활성화 방안 연구)

  • Kim, Gyu-Jin;Na, Yun-Bin
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.8
    • /
    • pp.114-127
    • /
    • 2020
  • The online performance market is increasing due to recent pandemic events. However, due to the short introduction time of domestic online performances, there is a lack of related prior studies or success stories. In addition, most of these projects are short-lived projects or poor profits, so it is necessary to study how to activate them. The Sac on Screen project, which has been in progress since 10 years ago, has its own imaging experience, and the screening works and screening venues are also diverse, so it is an object of study. In addition, since annual satisfaction surveys are conducted, the business was evaluated based on the voice of customers from the data of the past three years. Based on the analyzed results, a free and paid version of the business model canvas was drawn through a group of experts. As a result of this synthesis, the following major implications were drawn. First, expanding research on online performances, second, needing a sense of responsibility for quality management of content, third, increasing diversity in content selection, and fourth, enhancing the liveliness of online performances, Fifth, efforts are needed to attract private investment and develop value-added products.

Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.537-541
    • /
    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.