• Title/Summary/Keyword: 페스티벌의 가치

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Valuation of the Hi Seoul Festival : An Application of CVM (CVM을 통한 하이서울페스티벌의 가치평가)

  • Jin, Cai Yu;Ma, Bo;Kim, So Eun
    • Asia-Pacific Journal of Business
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    • v.1 no.1
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    • pp.23-40
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    • 2010
  • This article estimates the total evaluation of the festival and investigates the determinants of visitors' WTP(willingness to pay) for the festival. Hi Seoul Festival is a way to introduce Korean culture to other foreigners as well as to serve as an economic and cultural stimulus for Seoul. A contingent evaluation survey was conducted and a total of 763 useful samples were collected. The results show that the evaluation of the festival were different across three different WTPs which were calculated as 2,846 won, 3,321 won, and 4,838 won. The annual total benefits value is calculated as 433.767 billion Korean won. And visitors' sex and visitors' satisfaction(keep up festival, need to modify) was a important determinants of the WTP for a visit. These findings may provide guidance managers and practitioners who help maintain the Hi festival.

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The Current Status and Problems of Researches about SICAF (서울국제만화애니메이션페스티벌, 그 현황과 과제)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.22
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    • pp.99-112
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    • 2011
  • Korea cartoon animation industry is recognized as a cultural content that the spread of popular culture, value-added industries. Yet in spite of external growth and support policies tend it sluggish. This aspect of the cartoon animation market status and government policy that best reveals the cultural industry held the status of Seoul International Cartoon & Animation Festival also not irrelevant. This study retrospect Seoul International Cartoon & Animation Festival that started in 1995 and enhances the scale of the cultural industry and popular culture has grown around, and tried to find a solution for establish the identity and the development plan.

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Estimating Willingness to Pay for Local Festival and Place Attachment in the COVID-19 era: A Case Study of Daegu Chimac Festival (코로나 시대의 장소 애착에 따른 지역 축제 입장료 지불 의사 평가 - 대구 치맥페스티벌을 중심으로 -)

  • Kim, Ju-ho;Kwon, Hyeog-in
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.181-193
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    • 2021
  • Due to the spread of COVID-19, the domestic market was inevitable to face the crisis of tourism industry. Accordingly, most of local festivals decided to cancel or postpone, and have been in difficult situation. In addition, people also have experienced the thrist of cultural activities and tours. However, this situation can also be opportunity to find the clues for activating local festivals in the post-COVID-19 era with estimating the preservation value and deriving the determinants for it. Therefore, this study economically assessed the value of the local festival, Chimac Festival in Daegu, under the hypothetical financial crisis situation for COVID-19. Consequently, monthly income, age and place dependence was found to be influential for Daegu and nearby area citizens to have willingness to pay for the Chimac Festival in Daegu. The result shows that respondents are willing to pay 16,909 on truncated average. Thus, total value of Chimac Festival was estimated as 9.376 billion won.

Effects of the Perceived Value of Convention & Exhibition Visitors on their Satisfaction, Revisit and Recommendation Intention (전시컨벤션 방문객의 지각된 가치가 만족도와 재방문의도 및 추천의도에 미치는 영향)

  • Jung, Yong-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.145-155
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    • 2011
  • This study aims to examine how convention & exhibition visitors perceived value on their satisfaction, revisit and recommendation intention. To accomplish the goals, a field survey was conducted on the visitors of the COEX in Seoul area. The results of this study, based on a positive analysis, could be summarized as follows. First, perceived value is factorized as acquisition value, emotional value, monetary value, social value. Second, all factor of perceived value turned out to have affirmative effects on hotel employee's visitors satisfaction. Third, visitors satisfaction turned out to have affirmative effects on revisit intention. Forth, visitors satisfaction turned out to have affirmative effects on recommendation intention.

The effect of experience factors of untact fashion·beauty performances on customer satisfaction through perceived value (비대면 패션·뷰티 공연의 체험요인이 지각된 가치를 매개로 고객만족에 미치는 영향)

  • Lee, Jihyo;Na, Jin-eok;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.383-395
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    • 2021
  • The purpose of this study is based on Pine and Gilmore's (1998) Experiential Economic Theory (4E's). This study mediates the perceived value of the experience factors (entertainment, aesthetic, deviant and educational experience) of Untact fashion and beauty performances. The impact on customer satisfaction was analyzed a total of 230 questionnaires were collected for visitors to the 15th Untact 'Asia Model Festival', which were successfully held in Seoul in 2020. The statistical analysis method used the SPSS 21.0 statistical program. As a result of the study, it was found that the experience factors had a significant effect on perceived value and customer satisfaction. In addition, perceived value was found to have a significant effect on customer satisfaction, and perceived value as a parameter was found to partially mediate the effect of experience factors on customer satisfaction. By studying the empirical analysis in this way, practical implications were presented and basic data that could be used for reference to related research were provided. However, future research should contribute to academic development through research on variables not covered in this research, and research on various untact performances should be continued.

발명하는 사람들-제53호

  • Han, Mi-Yeong
    • The Inventors News
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    • no.53
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    • pp.1-16
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    • 2006
  • '여성기업지원에 관한 법률' 개정 한 목소리/발행인 칼럼/'제4회 여성발명경진대회' 수준 높아졌다/심사착수 예정시기 직접 통지 서비스 실시/특허청.한국기계연구원, 업무협약체결/낙도어린이들에게 꿈과 희망 심어주는 초청 행사 가져/특허청 팀장 선발 방식 변화 통한 팀제 강화/디자인 권리화 지원사업 실시한다/'DMB 특허품과 지재권전략 세미나'/'2006 독일 국제발명품 전시회' 회원 4명 수상/고성능 하이브리드 보호복, 출원 증가/'이달의 기능 한국인' 박순복 씨 선정/모방상표, 더 이상 등록 받을 수 없다/국내제약업계, 유사브랜드 너무많아/'2006 여성 재활용 발명경진대회' 개최/순수 한방재료로 만든 헤어 클리닉 화제/발명자에게 편리한 특허제도 마련/차로 마시는 '허브 추출물'로 살충제 만들어/종이컵에도 웰빙 바람이 불고 있다/특허공보 통해 '나의 발명' 확인가능/지역특산품도 지리적 표시로 보호 받는다/한미약품,'비만치료제 특허권 분재' 연승/국내특허, 해외에서 신속하게 심사 처리/'스판덱스 특허소송'에서 일본업체 패소/아모레, 다국적 화장품회사 로레알에 승소/제7차 한국.유럽 특허청장 회담 개최/고부가가치 창출하는 단백질 의약품 개발 필요/한방 진료에도 변화의 새바람 분다/에너지 절감'기능성 유리' 출원 급증/역사 속의 발명품/하루 10분 발명교실/특허Q&A/세상을 밝히는 여성들의 발명 아이디어/'특허넷' 정부기관 최초 CMMI 레벨4인증 획득/'해외지재권 보호 가이드북' 제작배포하다/아이디어 착상 및 발명 기법/고정관념을 깨트려 블루오션을 장악하라/에반스의 증기제분기/50년 후엔 동물과도 대화할 수 있다/첩보용 도구 전달 '발명팀' 실제 존재/중소기업 위한'2006 특허유통 페스티벌' 개최/출원료.심사청구료 반환제도 도입, 시행/'지재권 e-러닝 콘텐츠' 전 세계특허청 교육 자료로 활용/대한변리사회, 미 특허법 세미나 개최/한국여성발명협회 회원사 발명품 가이드

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Policy Issues for the Globalization of Korean Traditional Liquer (전통 우리술의 세계화를 위한 정책과제)

  • Lee, Dong-Phil
    • Food Industry And Nutrition
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    • v.11 no.2
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    • pp.1-9
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    • 2006
  • 우리 전통술산업의 육성은 원료농산물의 소비증대와 수입주류의 대체, 전통문화의 복원 등 다양한 의미를 가지고 있다. 즉 쌀과 잡곡, 과일, 약초 등 우리 농산물로 빛은 민속주의 재현을 통해 개방여파로 인해 남아도는 우리 농산물의 소비증대와 국민들의 건강 증진, 전통문화의 계승발전에도 기여할 수 있기 때문에 산업적 활성화의 필요성이 크다. 특히 술은 지역축제나 관광, 예술 등과 결합한 고부가가치 문화상품이 될 수 있는 만큼 그린투어리즘(green tourism)이나 농촌문화관광을 풍요롭게 하는 중요한 컨텐츠가 될 수 있을 것으로 기대된다. 우리술산업의 활성화를 위한 정책과제로는 다음을 제시할 수 있다. (1) 우리술의 맛과 향, 숙취제거 등 품질을 개선하되 특히, 젊은층과 서민들의 기호에 맞으면서도 건강기능성을 가미한 다양한 제품의 개발과 포장 및 디자인의 개선이 필요하며 이를 위해 전문연구기관을 설립하거나 한국식품개발연구원을 통한 연구개 발과 교육 훈련이 선행되어야 한다. (2) 우리술의 품질관리와 차별적 유통을 위한 브랜드화가 필요한데 이는 지방자치단체와 관련업체에서 지역에서 생산되는 술에 대해 원료나 제조방법, 생산지역 등 품질기준과 표기방법을 제도화하고, 이를 소비자들에게 알리는 방법을 강구해야 한다 (3) 시음회나 품평회, 우리술페스티벌 등 다양한 이벤트행사를 통해 우리술에 대한 부정적 이미지를 개선하고 소비를 촉진하기 위해서는 적극적인 홍보와 판매촉진이 필요하다. (4) 우리 전통술의 품질향상과 가격인하를 위해 시설현대화와 기술개발, 포장 및 디자인개선, 원료구입, 홍보 및 판매촉진 등에 소요되는 자금을 지원하고 주세 차등화 등 조세감면과 경영컨설팅 등의 지원이 필요하다. (5) 현재 국회에 계류 중인 [전통술산업육성 및 지원법(안)]를 통과시켜 제도를 정비하고, 여러 부처에 흩어져 방치되고 있는 농민주 및 민속주 관련 행정체계를 정비해야 한다.

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Evaluation Model Based on Machine Learning for Optimal O2O Services Layout(Placement) in Exhibition-space (전시공간 내 최적의 O2O 서비스 배치를 위한 기계학습 기반평가 모델)

  • Lee, Joon-Yeop;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.291-300
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    • 2016
  • The emergence of smart devices and IoT leads to the appearance of O2O service to blur the difference between online and offline. As online services' merits were added to the offline market, it caused a change in the dynamics of the offline industry, which means the offline-space's digitization. Unlike these changing aspects of the offline market, exhibition industry grows steadily in the industry, however it is also possible to create a new value added by combining O2O service. We conducted a survey targeting 20 spectators in '2015 Seoul Design Festival' at COEX. The survey was used to analysis of the spatial structure and generate the dataset for machine learning. We identified problems with the analysis study of the existing spatial structure, and based on this investigation we propose a new method for analyzing a spatial structure. Also by processing a machine learning technique based on the generated dataset, we propose a novel evaluation model of exhibition-space cells for O2O service layout.

The Internal Representations of (1973) as seen through Walter Benjamin's Dialectical Images (프랭크 무리스의 콜라주 애니메이션 <프랭크 필름>(1973)에 나타난 내적 표현 : 발터 벤야민의 변증법적 이미지를 중심으로)

  • Kim, Young-Ok;Moon, Jae-Cheol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.53-70
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    • 2015
  • In industrialized societies throughout the 19th and 20th centuries, Over Produced and Mass consumption images were constantly shown to people via Mass-Media as means to provoke one's desire. Frank Mouris, the American independent animator, captured and showed the infinite nesting of industrialized image with his autobiographical story through his work (1973) and made it as an intense visual flow. This innovative art animation has broke the traditional form of narrative animation and won the Annecy Animation Festival Grand Prix and the Academy Awards in 1974. This was also selected for preservation in the United States National Film Registry by the Library of Congress as being culturally, historically, or aesthetically significant in 1996. This study explores and shows that how these a-half million images to express Franks Mouris's autobiographical story in could be analyzed by the concept of Walter Benjamin's 'dialectical images'. Typically, the term 'dialectic' need to be formed by contradiction or opposite concept in the basic principles, but a dialectical image of Benjamin could be formed without any opposite concept while maintaining the uniqueness of each new relationship of the past. Benjamin's dialectical images are no longer stay in the historical past, It always meets with the present when someone realizes the past in the present moment. I suggest three different aspect according to Benjamin's point of view to analyse this animated film such as 'Historical-dialectical imaging of private/collective memory', 'Reconfiguring of present through analysing the relationship between the image flows and its own time/space', and 'Old future over the existing fragment and the presence of fragment. has the great value not only to present the experimental and innovative aesthetics of animated film, but also to show an analysis of contemporary culture and social aspect in mid-20th century. This study is to explore the diversity of animation representation, aesthetics, and also to suggest a new aspect of animation studies.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.