• Title/Summary/Keyword: 콘텐츠 활용 분석

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The Effect of the Personalized Recommendation System of Online Shopping Platform on Consumers' Purchase Intention (온라인 쇼핑 플랫폼의 개인화 추천 시스템이 소비자의 구매의도에 미치는 영향)

  • Yingying Lu;Jongki Kim
    • Information Systems Review
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    • v.25 no.4
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    • pp.67-87
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    • 2023
  • Many online shopping sites now offer personalized recommendation systems to improve consumers' shopping experiences by lowering costs (time, cost, etc.), catering to consumers' tastes, and stimulating consumers' potential shopping needs. So far, domestic and foreign research on the personalized recommendation system has mainly focused on the field of computer science, which is advantageous for obtaining accurate personalized recommendation results for users but difficult to continuously track the users' psychological states or behavioral intentions. This study attempted to investigate the effect of the characteristics of the personalized recommendation system in the online shopping environment on consumer perception and purchase intention for consumers using the Stimulus-Organism-Response (S-O-R) model. The analysis results adopted all hypotheses on the effect of the quality of the personalized recommendation system and information quality on trust and perceived value. Through the empirical results of this study, the factors influencing consumers' use of personalized recommendation system can be identified. In order to increase more purchase, online shopping companies need to understand consumers' tastes and improve the quality of the personalized system by improving the recommendation algorithm thus to provide more information about products.

Study of Policy on Seowon's Preservation·Support : Focusing on Big Data Analysis on Laws (한국 서원의 보존·지원 정책에 관한 연구 : 법률에 대한 빅데이터 분석을 중심으로)

  • Bang, Mee Young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.875-883
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    • 2023
  • In Korea, the number of preservation and management entities to connect the traditional cultural heritage to next generations is rapidly decreasing. Building an infrastructure to pass on traditional cultural heritage to the next generation and to pay attention to the preservation and management of the next generation is important including the 'Seowon', a World Cultural Heritage listed by UNESCO. This study is based on the laws that regulates the preservation and support of traditional cultural assets and 'Seowon, through Big Data analysis techniques. The main keywords in each law were extracted, schematized, and a mutual Word Network was constructed and policy advice was derived. As policy advice, it is necessary to establish and implement policies to nurture and support businesses specialized in the region for the preservation·utilization, preservation·management and preservation·support of Seowons.

A Study on Word-of-Mouth of an Electric Automobile using YouTube: A Focus on Statistical Network Analysis (유튜브를 활용한 전기 자동차 결함에 대한 구전 확산 연구: 네트워크 통계분석을 중심으로)

  • EuiBeom Jeong;Keontaek Oh
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.1
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    • pp.15-29
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    • 2024
  • With recent advances in information and communication technology, YouTube has become a powerful online space for users to create and share content about their interests and experiences, creating new cultural phenomena. In particular, there needs to be more research on social media in the manufacturing sector because, unlike distribution and retail, there has been relatively little direct contact with consumers. YouTube can positively affect firms' performance by promoting products and brands. On the other hand, it can also cause risks, such as production disruption due to rumors or misinformation. Thus, it is necessary for firms to examine how information about an electric automobile defects spreads on YouTube according to the number of subscribers and views through statistical network analysis.

Towards Next Generation Game Development: A Comprehensive Analysis of Game Engines Technologies

  • Soo Kyun Kim;Iqbal Muhamad Ali;Min Woo Ha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.165-173
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    • 2024
  • Game engines are essential tools in game development, speeding up processes and simplifying the integration of various modules like physics, graphics, animations, and AI. This study provides a comprehensive overview of modern game engine technologies, including advanced rendering techniques, graphics APIs, physics simulations, AI integration, audio systems, networking, VR/AR, and development tools. It highlights recent advancements such as real-time ray tracing, physically based rendering, machine learning for content generation and intelligent NPCs, cloud gaming, and novel input methods like brain-computer interfaces. The paper also explores future directions, including enhanced cross-platform support and new technologies that will drive the evolution of game engines. This analysis serves as a valuable resource for developers, researchers, and industry professionals.

Study on Public Design Development Plan for Traditional Culture Transmission Zone -With Focus on Public Design for Gwangju Metropolitan City Daechon-dong Theme Park- (전통문화 전승지구 공공디자인 발전 방안에 관한 연구 -광주광역시 대촌동 테마파크 공공디자인을 중심으로-)

  • Hwang, Yoo-Soon;Lim, Chae-Hyong
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.43-56
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    • 2015
  • Amidst various efforts which have been made to revive a city, the potential discovery related to the development of public design based on copious cultural heritages is extremely significant. Therefore, in this study, qualitative researches were conducted based on bibliographic data and image materials centered on public design of Theme Park in Daechon-dong, Gwangju Metropolitan City. The case studies verifying the identity of Korean public design through countless numbers of research materials. However, it's necessary to pay attention to a common fact because it's essential to find the national legitimacy and regional identity by tiding over problems in standardized urban development through well-designed development plan for history, living and economy bloc among the regional traditional cultural assets while rejecting the meaning in an excessively broad sense. The spaces assigned with significance are cultural contents embedded with cultural original form of the region and there is room for creative development in order to generate city brand value and to activate the space. This study is significant in that the spatial interpretation of Daechon-dong's Theme Park and the methodology of semiotic spatial planning can not only be applied but also in that this study has demonstrated positive effects on space.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

The Value of Film as Material for Learning a Foreign Language: Using Posh Discourse (영상자료가 지니는 외국어 학습 자료로서의 가치 : 공손한 언어를 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.643-651
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    • 2016
  • This study considers the value of English-language films as material for learning a foreign tongue using posh discourse. In daily life, when we decline an invitation or convey unpleasant information to a listener, we use polite expressions; we are careful with our words. English language learners need to learn polite expressions in order to interact peacefully with others; doing so can minimize conflict, which is inherent in social relationships. This study uses the British drama Downton Abbey, which is about aristocracy. This study analyzes the posh discourse used in Downton Abbey and insists that students need to learn it explicitly. It is important to learn the polite expressions of this authentic drama in a real classroom. This study suggests that students work in groups to create a short video, and to try to understand the characters' personalities. Movies, TV dramas, and sitcoms provide great content that shows the various functions of the language that students want to learn. As a source of learning material, film can help improve students' motivation and interest in learning a foreign language.

Effects of Korean Wave Image Influences on the Purchase Intention of Korean Educational Product -Focus on the Controlling Effects of Engagement in Chinese University Students- (한류 이미지가 한국교육상품의 구매의도에 미치는 영향 -중국대학생들의 몰입도의 조절효과를 중심으로-)

  • Kim, Seong-Pil;Kim, Song-Juk;Lee, Min-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.460-474
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    • 2013
  • This research is to verify the effects of Korean wave image on the national image and purchase intention of Korean educational product empirically. Also, it is to find out the moderating effect of engagement when Korean wave image is affecting purchase intention of Korean educational product. In order to verify this, the questionnaires were distributed to the Chinese university students of Shandong, in China, who recognized the Korean wave, and among those questionnaires, 315 were analyzed for this research. As a result of analysis, cognitive images is found out to make a positive effects on the affective image, national image and purchase intention of Korean educational products. And affective images is found out to make a positive effects on the national image and purchase intention of Korean educational products. This result suggests that throughout the factor of Korean wave, we should improve national image and try to find ways to export Korean educational industry to China. In order to activate Korean wave image in China, the government has to review the cultural contents development policies positively like promoting Korean soap operas.

Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.25-33
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    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.

A Study on case for making immediacy Visual Effects field - With Focus on The Load of The Ring - (시각효과(Visual Effects) 분야가 비매개화에 기여한 사례에 관한 연구 - 반지의 제왕을 중심으로 -)

  • Cho, hyun-je;Jung, min-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.208-212
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    • 2008
  • The mediacy is now evolving with the development of mankind civilization. In the evolution, mediacy shows duplicate logic of remediacy with the opposite mediacy property between immediacy and hypermediacy. The duplicate logic of remediacy is defined as a result of hypermediacy which clearly requires transparency and absorption of immediacy. Because of changes from analog to digital age and the development of image technique, At present, the era is coming when the splendid and spectacle visual speaks for the screen not well-organized script and direction. With this developing period, the research for visual effect is actively performed and advanced to the new study. Though the study of visual effects contains the hypermediacy trait, it is also conjugated as a research field for immediacy on the screen which is the wish of content production directors. In this study, the analysis of case study for the movie "The Lord of The ring"'s visual effect application is carried out. Also, it is investigated that visual effects can guarantee for the verification of valuable new research filed which insure transparency and absorption in the hypermediacy results. Furthermore, on this study, it is executed for the contribution of the identity and systematization in the new research field "Visual Effects".

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