• Title/Summary/Keyword: 오락.문화

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A Case Study on Virtual Reality-based Science Exhibition: Study on Korea, Hong Kong and Japan Science Museums (가상현실 기반의 과학관 전시물 사례 연구 - 한국, 홍콩, 일본 과학관을 중심으로 -)

  • Lee, Juyeon;Jang, Shinho
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.107-128
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    • 2020
  • In this study, the present state and characteristics of VR exhibits currently exhibited in Korea, Hong Kong, and Japan were studied to derive the improvements in the domestic VR exhibits. The previous literatures on VR exhibits at Science Museum were reviewed and online and offline data were collected, analyzed and compared. As the result of the study, VR exhibits at Science Museum in Korea turned out to focus on interest and fun rather than containing scientific content, and exhibits aimed at recreational play and physical activity. The Hong Kong Science Museum VR exhibits are more physically targeted exhibits than the cognitive target exhibits. In addition, at the Japanese Science Museum, there are many exhibits aimed at the physical target exhibits. As the result of classifying VR exhibits into the similar types, it was possible to derive them into four characteristics. The implications for future KOREA VR museum exhibitions were discussed.

A Sentiment Analysis of Customer Reviews on the Connected Car using Text Mining: Focusing on the Comparison of UX Factors between Domestic-Overseas Brands (텍스트 마이닝을 활용한 커넥티드 카 고객 리뷰의 감성 분석: 국내-해외 브랜드간 UX 요인 비교를 중심으로)

  • Youjung Shin;Junho Choi;Sung Woo Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.517-528
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    • 2023
  • The purpose of this study is to analyze and compare UX factors of connectivity systems of domestic and overseas car brands. Using a text mining analysis, UX factors of domestic and overseas brands were compared through positive-negative sentiment index. After collecting 120,000 reviews on Hyundai Motor Group (Hyundai, Kia, Genesis) and 190,000 on Tesla, BMW, and Mercedes, pre-processing was performed. Keywords were classified into 11 UX factors in 3 dimensions of the system connection, information, and service. For domestic brands, sentiment index for 'safety' was the highest. For overseas brands, 'entertainment' was the most positive UX factor.

Analysis of the use status of animation contents in Over The Top service (Over The Top 서비스의 애니메이션 콘텐츠 이용 현황 분석)

  • Sukyung Park;Teagu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.445-450
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    • 2023
  • This study analyzed the factors that viewers consider when watching anime on Over The Top(OTT) service platforms and the characteristics of each type of preference, which are the components of anime preference. To this end, the survey data of 240 animation major students were used for analysis, and the conclusions drawn through frequency analysis and cross-tabulation of IBM SPSS Statistics 27 are as follows. Netflix is the OTT service platform that viewers use the most, and TV series are the most preferred for animation works. In addition, it was found that Netflix OTT original animation works were preferred over other platforms, and long-form animation preferred Disney+. Among the characteristics of each type of animation preference, it was found that the factors considered when watching animation in terms of narrative value, aesthetic value, and entertainment value respectively value the structure, screen production, and immersion of the storyline. It is hoped that this study will be used as useful data for producing animation contents with the OTT service platform.

'Cook and Restaurant' reality program, structure, representation, and its cross-cultural implications: A comparative study between and of tvN ('요리 및 식당'의 리얼리티 프로그램의 구성과 재현의 의미와 문화 함축성 - tvN <윤식당1>과 <윤식당2>에 대한 기호학적 비교분석)

  • Lee, Ji Hye;Baek, Seon-Gi
    • 기호학연구
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    • no.56
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    • pp.71-107
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    • 2018
  • The purpose of this study was to find out the presentation of food and cooking process shown through the media and its cultural implications by comparing and analyzing seasons 1 and 2 of , tvN's reality program which has gained high viewer ratings and sympathy from the viewers. In light of the existing documents, the research reviewed the social and cultural meanings implied through a series of processes of "the act of cooking- the act of providing food - the act of having a meal."The authors concerned narrative structure of the program, paradigmatic analysis, actantial analysis, and analysis by applying the culinary triangle of $L{\acute{e}}vi$-Strauss were conducted, in order to find out the difference between seasons 1 and 2 of the . As a result of semiotic analysis on the programs, by focusing on the value of composure and slowness which may be felt through the simple everyday lives and travelling by running a Korean restaurant in a foreign country, the reality program revealed the changed consumption behaviors for Korean food, and the evolutionary process of cooking and the act of providing food reflecting the above. Meanwhile, the transformation of the Korean food may mean the "statelessness of Korean food" hidden under the name of localization or globalization. Furthermore, although the program intended to put up globalization of Korean food, the uniqueness of the Korean food wash armed, and this is the reason why it needs to be examined whether Korean food was used simply for entertainment in the program. Also, the program showed limitations such as drawing cultural inferiority as the motive for watching the program.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.31-56
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    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.

A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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A Study on the Influence of Educational, Historical, and Tourism Characteristics of Suwon Hwaseong on Visiting Intention (수원 화성이 가지고 있는 교육성, 역사성, 관광성이 방문의도에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.61-73
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    • 2020
  • The purpose of this study is to investigate the relationship between educational attainment, history, tourism, psychological benefits, educational benefits, and hedonic benefits on visitors 'intention, and to provide Suwon Hwaseong' We propose a suggestion point. The implications of this study are as follows. First, the participants of Suwon Hwaseong Fortress are not only aware of the fact that the meaning of Mars is simply a stone build-up, but also a place to learn Korean history, experience various cultural experiences and attractions, Should be developed and made available to tourists. Second, the officials of Suwon Hwaseong Fortress should develop educational materials to understand the history of Mars as the representative history of Korean history. Furthermore, contents that show the superiority of Suwon Hwaseong in comparison with various world cultures It is necessary to provide policy support so that it can be developed and provided. Third, the officials of Suwon Hwaseong Fortress will have to worry about the development of culture prototype that can be excavated as a tourism factor when visitors visit and how to provide contents. In order to make sure that tourists do not inconvenience during sightseeing, It should be enough. Finally, the officials of Suwon Hwaseong should provide various entertainment factors around Hwaseong, and should try to create a desire to visit Hwaseong through a systematic PR method.

On the Real Variety Show since "Infinite Challenges": A Study of its Expandability and Comparison with Traditional Theatrical Performances (리얼 버라이어티쇼의 확장성과 전통 연희에 대한 소고(小考): 2006년 <무한도전> 등장 이후를 중심으로)

  • Kim, Jin-Seob
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.95-109
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    • 2014
  • The variety show has expanded as a contemporary genre of popular culture since it first appeared as the Industrial Revolution allowed the public to enjoy their leisure time. In Korea, it has developed itself in similar ways, but it also has been criticized as low-brow. Recently, however, the real variety show has caught great attention as one of the social phenomena and is winning fervent responses from general publics as it is not consumed as a kind of entertainment show but is establishing its form and style as Korean real variety show. On the basis of these features, this paper focuses on the characteristics of real variety show as openness and expandability which can be found in the pre-modern Korea's traditional theatrical performances. Quite different from the cases in the Western culture, the Korean traditional theatrical performances used to set a stage up around the living space, attract audience to willingly approach the stage and participate in the theatre, and let them enjoy their participation. At the same time, however, The perfection of the shows had not been missed. And in comparison with the traditional theatrical performances, the present real variety show reveals the anticipation that the real variety show will not settle down just as a certain format or a genre, but accumulate its abundant contents and continue its new attempts and changes.

산지의 관광자원 활용과 마케팅

  • 김형서
    • Proceedings of the KGS Conference
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    • 2002.05a
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    • pp.49-53
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    • 2002
  • 국토의 효율적 이용과 여가공간의 개발에 있어서 산악지형의 개발 잠재력은 무궁무진하다고 볼 수 있다. 그간에 산악지형의 개발은 관광자원으로서의 활용이라는 견지에서 무분별한 개발과 자연환경 훼손을 방치해왔던 것이 사실이다. 산악지형의 관광자원 활용은 그 범위에 있어서나 방법에 있어서 매우 다양한 방식을 채택할 수 있다. 한국의 산이 보유하고 있는 자연경관과 문화유적이 접목된 명산사찰을 활용한 문화관광, 자연자원의 보존과 경제 개발, 도시민의 위락 여가공간 제공이라는 세 가지 목적을 동시에 충족시킬 수 있는 산악형 자연공원, 동계스포츠 활동을 위한 스키리조트의 개발과 이용, 마지막으로 산악지형의 경제 발전을 위한 대체산업 육성이라는 취지 하에 등장한 산지 카지노리조트 등 사회, 문화, 경제, 보건, 오락 등 산지는 그 효용성을 날로 더해가고 있다. 산은 더 이상 인간과 격리된 공간이 아니라, 인간의 생활 공간이자 휴식공간이며, 다양한 여가행위를 위한 공간이다. 유럽 등 구미 관광 선진국에서는 이미 산악지형 고유의 경제적, 사회적 중요성에 입각하여 공간의 효율적인 정비를 통해 합목적적이고 친환경적인 산악형 리조트 건설을 통해 지속적인 개발을 추진하고 있으며, 개발에 일부제약이 뒤따르기는 하지만, 관광개발을 위해서 환경보존을 필수적인 조건으로 인식하고 있다. 다시 말하면 관광개발과 환경보존은 불가분의 관계에 놓여있다는 것이다. 따라서 산이 우리에게 가져다주는 이로운 점을 생각할 때 인간의 지나친 개발욕구와 몰지각한 자원활용을 위한 관점에서 산을 보아서는 아니될 것이다. 산을 개발하고 정비하여 관광자원으로 활용할 때보다 친환경적인 시각으로 접근해야 하며, 우리의 산이 우리에게 돌려줄 것을 생각하기 보다 우리가 산에게 해주어야 할 것이 무엇인지를 먼저 생각한다면, 산은 우리에게 경제적 이득과 함께 우리의 여가생활을 위한 최적공간으로 다가설 것이다(요약 및 결론에서 발췌)는pocyanidin C-1-3'-3" -3.'S _0-trigallate는 100rM에서 70%의 강한 저해효과를 나타냈으며,epigallocatechin-(4$\beta$$\longrightarrow$8)-epigallo-catechin-(4$\beta$$\longrightarrow$8)-catechin는 51%의 저해효과를 나타내었다. 산업적응용을 위해 분획한 폴리페놀군은 미백효과 검증실험인 tyrosinase 저해율 측정평가에서 폴리페놀 함량이 가장 높은 Fraction 111의 경우 Sooppm에서 74.2%의 높은 저해율을 나타내었다. 항산화력 실험에서는500pw1이상에서 강한 활성능을 보인 SOD 유사활성능을 제외한 나머지 DPPH와 xanthine oxidase 저해효과에서는 Fraction II와III 모두가50ppm이상에서 80% 이상의 높은 유리라디칼 소거능력을 나타내었다. 그리고 각 Fraction별 항균력 측정 결과 Fraction 르와 111이 우수하게 나타났고 항균활성은 그람음성균보다 그람양성균에서 효과적이었으며, 농도별 항균력시험 결과 농도가 증가할수록 비례하여 저해율도 증가함을 알 수 있었다. 첨가농도를 달리하여 미생물의 생육도를 측정한 결과, fraction II磎꼭\ulcorner경우 그람양성균에 대해 500 ppm 이상에서 뚜렷한 증식억제효과를 나타내었다.서 뚜렷한 증식억제효과를 나타내었다.min/+}$계 수컷 이형접합체 형질전환 마우스에 AIN-76A 정제사료만을 투여한 대조군은 1.40$\pm$0.24(100%)에 비하여 I3C 저농도 투여 실험군(Group 1; 0.85$\pm$0.23; 61%, P<0.01), 그리고 I3C 고농도 투여 실험군(Group 2 ; 1.32$\pm$0.2

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