• Title/Summary/Keyword: 엔터테인먼트 콘텐츠

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Infotainment System for Building a Smart Port (스마트 항만 구축을 위한 인포테인먼트 시스템)

  • Min-Jung Kwak;Ye-Eun Park; In-Kwon Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1090-1091
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    • 2023
  • 최근 자동차와 항공 산업에서는 승객들의 편의에 맞추어 엔터테인먼트 서비스를 선보이고 있다. 선행 연구에 따르면, 이동 시간대 스마트폰으로 프로그램을 이용하는 동기로는 '오락용'(19.8%), '소통용(SNS)'(18.8%), '정보용'(15.0%), '게임용'(6.8%)로 전체의 60.4 %를 차지한다. 이는 콘텐츠와 커뮤니티 이용 및 정보탐색 등으로 이동 중 지루한 시간을 해소한다는 유의미한 통계를 보여준다. 해상 분야에서도 정보와 오락 기능을 결합해 편리한 항해를 지원할 필요가 있다고 사료된다. 본 논문은 인터넷 통신이 어려운 선박에서도 무선 통신망을 이용하여 미디어 콘텐츠 및 커뮤니티 활성화뿐만 아니라 안전사고 발생 시 신속하고 정확한 정보 전달 등을 목표로 삼는 선박 인포테인먼트 시스템을 제안하고자 한다.

Determinants of Safety and Satisfaction with In-Vehicle Voice Interaction : With a Focus of Agent Persona and UX Components (자동차 음성인식 인터랙션의 안전감과 만족도 인식 영향 요인 : 에이전트 퍼소나와 사용자 경험 속성을 중심으로)

  • Kim, Ji-hyun;Lee, Ka-hyun;Choi, Jun-ho
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.573-585
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    • 2018
  • Services for navigation and entertainment through AI-based voice user interface devices are becoming popular in the connected car system. Given the classification of VUI agent developers as IT companies and automakers, this study explores attributes of agent persona and user experience that impact the driver's perceived safety and satisfaction. Participants of a car simulator experiment performed entertainment and navigation tasks, and evaluated the perceived safety and satisfaction. Results of regression analysis showed that credibility of the agent developer, warmth and attractiveness of agent persona, and efficiency and care of the UX dimension showed significant impact on the perceived safety. The determinants of perceived satisfaction were unity of auto-agent makers and gender as predisposing factors, distance in the agent persona, and convenience, efficiency, ease of use, and care in the UX dimension. The contributions of this study lie in the discovery of the factors required for developing conversational VUI into the autonomous driving environment.

New Firm of Korean Movie Industry, Next Entertainment World's Strategy (한국 영화 산업의 신생 기업, N.E.W.의 성장 전략)

  • Han, Jae Hoon;Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.62-72
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    • 2015
  • The purpose of this study is to discuss new entrants' role in a business ecosystem and to analyze growth strategies of a new entrant in the movie industry. When participants of a business ecosystem complement one another with their own unique capabilities, they can coevolve and develop the business ecosystem. Especially, new entrants armed with competitive advantages are the key success factor for improving robustness of business ecosystem. Korean movie industry is dominated by a few large enterprises and thereby threatening fair trade. In an effort to encourage new entrants in the industry, this study analyzed success factors of a film distributor, Next Entertainment World(NEW). The success factors include unique criteria in selecting scenarios, quality management, rapid decision making process, and competent management team. Implications for the results and the future study are discussed.

The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students- (모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로-)

  • Choi, Yoo-Me;Yu, Hyun-Jung;Lee, Hye-Sun;Kim, Eun-Jung;Jang, Ha-Ri
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.92-102
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    • 2013
  • The definition of mobile phone was a device that can make and receive telephone calls or messages for communication but it has rapidly developed from communication tool into multi-function device. Especially since release of smart phone, Korea is one of the highest country in the world and the statistics can be interpreted into people positively accept new technology. Therefore it's time to study on usage behavior according to different generation of mobile phone. Based on media richness theory and elaboration likelihood model, we analyzed factors affecting usage behavior of mobile phone. Case study methodology were constructed a survey to female university students from 20-24 years of age.

Prosperity of Korea Casino Industry (한국 카지노산업의 발전 방안)

  • Lee, Jung-Chul;Shin, Chul-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.218-225
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    • 2008
  • The flow of world casino industry come to function of resort, theme park and convention. Thus, Current casino industry coming to total entertainment. But our casino industry impose legal controls on speculation industry till now. So, This is study on the casino industry with tourism. Result of this study presents thirds proposals. First, We have to a correct understanding about casino industry is not speculation industry but tourism industry. Seconds, We have to strengthen the competitiveness of our casino on international markets. For example, Introduce new advanced technology, Improve the nation’s foreign investment environment and Strengthen the competitiveness. Thirds, Constant efforts of casino business and government for attract foreign tourists to casino business.

Exploring Determinants Affecting Mobile Application Use and Recommendation (스마트폰 앱 사용 및 추천의도 영향 요인에 관한 연구 - Utilitarian vs. Hedonic 유형간 차이비교)

  • Lee, Hee Seo;Kwak, Na yeon;Lee, Choong C
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.481-494
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    • 2015
  • Recently mobile application providers and telecommunication companies went through a difficult time in a highly competitive mobile and its application market where we've seen a huge trend for diverse mobile applications occurring on smart phone. If there were a time when those of companies need to analyze factors affecting users' intention to download or recommend others applications more than ever, it is now. Based on UTAUT model, this research is to provide them with strategic implications by analyzing those factors according to application types with utilization and hedonic values. As a result, firstly trust and personalization have positive impact on Performance Expectancy and users' intention to use have been significantly affected by Performance Expectancy and Effort Expectancy. Secondly the result of path analysis has a different outcome according to application types with utilization and hedonic values. Therefore it is expected that the research gives practical and strategic implication for application developer, mobile companies and others helping application development, new service launch and marketing implementation.

'Korean Wave' News Analysis Using News Big Data ('한류' 경향에 관한 국내 언론 기사 빅데이터 분석 연구)

  • Hwang, Seo-I;Park, Jeong-Bae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.1-14
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    • 2020
  • This study conducted a topic modeling and semantic network analysis of 'korean wave' and its meaning in Korean society from 2000 to 2019 by applying an agenda setting theory. For this purpose, a total of 197,992 newspaper articles which reported 'korean wave' issues were analyzed by applying topic modeling and semantic network analysis. As a result, first, the word 'korean wave' mainly appeared in korean-related regions in the korean press. culture and economy. second, a total of 9 topics related to korean wave issues appeared. This was followed by 'broadcast', 'export', 'domestic and foreign affairs', 'education', 'beauty and fashion', 'music and performance', 'tourism', 'media(platform)', and 'region'. Lastly, korean wave was mainly discussed at the cultural and economic ares. In addition, it was clustered into five characteristics: 'cultural hallyu', 'business hallyu', 'education', 'environment', and 'geography'.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

Corporate strategy in Korean Contents production industry (국내 방송 콘텐츠 제작사의 기업 전략 특성)

  • Lee, Moon-Haeng
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.155-163
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    • 2022
  • The ecology of Korean Production Industry has been changing rapidly. Small & medium size independent production companys have been shrinking in market share while big size production companys are taking larger share than before. This study intends to show the dramatic change of the ownership in Korean production industry and the consequencies. When considering positive development of production industry, small & medium size independent production companys should play important roles but the environment of the industry is not easy for them. The implication of this study is that small & medium size independent production companys have to search for survival strategies to adapt environmental change.