• Title/Summary/Keyword: 엔터테인먼트 콘텐츠

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Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.

A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.133-138
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    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.

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.

An Exploratory Study on Acceptance of China Internet Entertainment Personal Broadcasting Contents (중국 인터넷 엔터테인먼트 개인방송 콘텐츠 수용에 대한 탐색적 연구)

  • Li, RuiXiang;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.907-916
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    • 2018
  • This paper is an exploratory study on the acceptance of Chinese Internet entertainment personal broadcasting contents. After analyzing the factors affecting viewer satisfaction, we analyzed the relationship between these factors and viewer satisfaction on reuse intention. As a result of the survey, first, the information system quality has a significant effect on the viewer satisfaction of internet personal broadcasting. Second, indirect experience, entertainment pursuit, and social relationship have a significant effect on viewing satisfaction of internet personal broadcasting. Third, viewing satisfaction of internet personal broadcasting has a significant effect on reuse intention. These results are expected to help establish the marketing strategy of the company operating the Internet personal broadcasting and prepare the requirements to be provided by the host.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

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

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 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.

Analysis of HYBE Insight's BTS Exhibition Content from the New Museology Perspective (뉴 뮤지올로지 관점의 하이브 인사이트 방탄소년단(BTS) 전시 콘텐츠 분석)

  • Kim, Su-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.193-202
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    • 2021
  • HYBE Insight, opened in May 2021, is an exhibition space that visually displays and re-interprets the BTS Universe and its content. The space echoes the identity of BTS as an artist and the specificity of the cultural phenomenon they have generated. This study analyzes HYBE Insight's BTS exhibition by applying new museological theories and discourses. Based on a qualitative research methodology including literature review and observational method, the primary themes of the exhibition are follows: 1) a contextualized exhibition content presenting the identity of BTS and their music, 2) the role of the fandom Army's participation in (re) producing BTS content related to the characteristic of popular music museums, 3) the elements of convergence art and its contemporary implication, 4) and the illumination of cultural value in popular music museum management. As the pivotal theory of new museology suggests, investigating a specific exhibition based on each context it has created is significant. However, those studies, including exhibitions related to popular music/artists, were mostly developed in Western nations. In this respect, HYBE Insight's BTS exhibition provides considerable room to explore. In addition to the recent research on BTS, such as their convergent artistry, socio-cultural influence, the role of Army, and the characteristics of HYBE's content management, this article aims to contribute to the multifaceted research by scrutinizing the BTS exhibition content from the new museology perspective.

Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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Applying Multitexturing Techniques to Increasing the Image Qualify of Dynamical X3D Contents (동적 X3D 콘텐츠의 영상 품질 향상을 위한 다중텍스쳐링 기법의 적용)

  • Yoo Kwan-Hee;Ha Jong-Sung
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.71-77
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    • 2006
  • This paper is concerned with the techniques of multitexturing for increasing the image quality of 3D contents in the Internet, where the attributes of objects such as textures are dynamically changed. First we explain the empirical results of implementing the X3D nodes related with the multitexturing in the recent X3D viewers. Next we discuss the directions for developing the next-generation of X3D viewers that satisfy the user requirements and the advanced graphics accelerators.

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A study of using a game engine technique to produce 3D Entertainment contents (게임엔진 기술을 활용한 3차원 엔터테인먼트 콘텐츠 제작 연구)

  • Noh, Seung-Seok;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.294-297
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    • 2006
  • All through the World, the Game Market has grown up speedily and the Game technology progress rapidly for the advancement of the computer technology and the increase of the number of PC in use. For in this thesis, we will research on a real-time 3D game engine technique that is the core of FPS(First Person Shooter) which apply a 3D virtual reality and deduce a production of contents. Finally we will comment on a direction in development of the game engine.

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