• Title/Summary/Keyword: Art platform

Search Result 206, Processing Time 0.021 seconds

Service Model Development for Art Education Platform (예술교육 매칭 플랫폼 구축을 위한 서비스 모델 개발)

  • Suh, Hyunju;Kim, Jinah;Kim, Yeonjung;Moon, Nammee;Kym, Hyogun
    • The Journal of Information Systems
    • /
    • v.28 no.3
    • /
    • pp.227-247
    • /
    • 2019
  • Purpose The purpose of this study is to identify the needs of art education suppliers and consumers and develop service models for an art education platform. In order to overcome the limitations of existing services limited to instructor-student customizing functions, our services take into account comprehensive relationships among various stakeholders and activities that constitute the art ecosystem Design/methodology/approach We reviewed the relevant reference and conducted interviews and surveys with stakeholders of art education market, so that identified the demand and functional priorities. Findings We identified the demand and functional priorities for customizing to as to develop major service models(i.e. service models for lessons, cubes, and businesses) for the art education platform.

Analysis of Online Art Platform Cases: Analysis of Business Model (온라인 예술 플랫폼 기업 사례: 비즈니스 모델 분석)

  • Jonghyok, Cho;Tae Jun, Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.17 no.6
    • /
    • pp.175-193
    • /
    • 2022
  • Although there is paradigm shift in art industry and interdisciplinary convergence between art and entrepreneurship, little has been done in "art entrepreneurship." First, this study organized the concepts of art entrepreneurship and conducted literature reviews on the trends of international and domestic research. Second, this paper aimed to understand the concept of art platform business. To do so, authors reviewed the general concept of business model and special features of platform business. Third, this paper categorized and introduced 11 art platform businesses from the based on the purposes of companies (① rental & selling, ②commercialize & selling, ③crowdfunding, ④information sharing & digital exhibition). Forth, this study provided two frameworks (①business model components, ②platform controllability and customers' information asymmetry) and applied them into 11 cases. By systematically reviewing the previous studies, this paper expects to increase scholarly understanding of the field of art entrepreneurship where two different areas (art and entrepreneurship) have studied separately. In addition, introduction and analyses of 11 online art platform have practical implications.

Analysis on Trends of Artworks Blockchain Platform

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.149-157
    • /
    • 2019
  • Recently, the blockchain platform is changing the art market. Changes are taking place in many areas, including artists, collectors, art investors, and auction. The platform that provides distribution history information on artworks on a blockchain basis can be used when information on the work history is suspected or needs verification, and can be used to manage the distribution history information of stolen and lost artworks and confiscated artworks by the police. Several companies currently operate these platforms, but they operate various blockchain platforms according to their contents. In this paper, we will compare and analyze features of artworks blockchain platform.

A Case Study on Exploring Service Examples of Domestic and International Art Content Platform (국내외 아트 콘텐츠 플랫폼의 서비스 사례 고찰)

  • Jun Hee Park;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.147-154
    • /
    • 2024
  • Since the COVID-19 pandemic, art content platforms have evolved into content venues for the holistic experience of art, which is distinct from offline experiences, and possesses unique characteristics that are no longer just auxiliary means of information delivery. The purpose of this study is to explore the direction of platform development for art content in order to revitalize art experiences in the era of the Fourth Industrial Revolution by analyzing functional utility cases of art content platform services both domestically and abroad. To achieve this, factors for analyzing the functional utility of art content platforms were extracted through literature research. Then, the functions and services of domestic and foreign art content platforms were categorized into three groups, and based on the analysis factors of 'interaction', 'reliability', 'convenience', and 'diversity' extracted from the literature, the development direction of art content platforms was examined through a service and function analysis. The significance of this study is that it analyzed the overall user experience online and the development direction of art content platforms through functional utility analysis. Through this, it aims to provide implications by analyzing the various utilization possibilities of art content platforms and the perspective of users who experience art in the media environment.

A Study on the Intent to Accept Online Art Platforms (온라인 미술품 플랫폼 수용 의도에 관한 연구)

  • Lee, Seung-Haeng;Lee, Won-Boo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.630-646
    • /
    • 2022
  • This study examines online art platforms as a new type of informational technology and seeks to verify the impact of the user's perceived value and acceptance of new technologies on the behavioral intention about art platforms. For this, it was conducted to survey 489 users of the online art platform. Several emotional value, functional value, social value, and value for money were selected as perceived value variables, and performance expectancy, effort expectancy, and facilitating conditions were set as variables of new technology adaptation. As evident in the correlation with perceived values, emotional value and social value have a significant impact on all parameters of new technology adaptation, while functional values and value for money only affect facilitating conditions and behavioral intention, respectively. Furthermore, the impact of acceptance of new technologies confirms that performance expectancy and facilitating conditions affect behavioral intention. This study demonstrates the perceived value of online art platform users and the acceptance of new technologies. Therefore, it is expected that platform providers will be able to use it as primary data to understand and reflect user requirements.

Design and Empirical Study of an Online Education Platform Based on B2B2C, Focusing on the Perspective of Art Education

  • Hou, Shaopeng;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.16 no.2
    • /
    • pp.726-741
    • /
    • 2022
  • The purpose of this study is to provide instructive theoretical models for art (music) education institutions especially when unpredictable risks, such as pandemics, occur again. Based on the customer behavior theory of the business-to-business-to-customer (B2B2C) platform, and in combination with the technology acceptance model (TAM) and expectation confirmation model (ECM), this study proposes an online education model from the perspective of art education. The framework is based on the three decision-making processes of the customer, and includes the product owner, content owner, and customer area. This paper highlights the factors that influence customers in making decisions when art education institutions are product owners. Regression analysis was introduced to study the factors influencing the expectation confirmation, and the overall fitting testing and six hypotheses testing of 385 effective samples were performed using the structural equation modeling (SEM). The results show that the course-design and after-service positively influenced the expectation confirmation, and the domain image positively influenced the continuance behavior. Negative emotions skipped the mediator (expectation confirmation) and directly exerted a significant negative impact on customers' willingness to continue system usage (continuance behavior). In addition, expectation confirmation positively influenced continuance behavior. The paths of detailed items comprising course-design, after-service, and negative emotion were also analyzed and discussed. In this path analysis, ordinary art learners did not believe that AI partners can play a very good auxiliary role. The findings contribute to the scope of information systems acting as an art education platform academically, and provide effective and theoretical support for the actual operation of art education institutions.

A Study on the Satisfaction Survey of the Online Content Sharing Platform 'XELF' and Methods of Application Method (온라인 콘텐츠 공유플랫폼 'XELF'의 만족도 조사 및 향후 적용방안에 대한 접근방법 연구)

  • Kim, yi yeon
    • Korea Science and Art Forum
    • /
    • v.30
    • /
    • pp.33-40
    • /
    • 2017
  • The study has been initiated on the background of rapidly changing environment, and from the perspectives that new ecological systems are continuously generated accordingly in various fields. Recently, ICT platform, which is the platform related to information communication, has drawn much attention, and many tools are being made that can design and implement documents in a specific on-line space by utilizing UI/UX authoring tools for on-line contents sharing platforms which are public platforms for industrial and educational uses. Following these trends, actual building environment for 'XElF', a newly developed on-line contents sharing platform, and actual design proposal for UI/UX authoring tools will be described according to the sequences of building the platform. Before this design proposal is actually utilized in the future, opinions have been collected from related persons through an actual survey. Efforts are being made to reduce problems, which can be generated in the future in the actual on-line contents education environment, through the results of the study so that the platform can be produced without errors. The final results for this matter are planned to be posted by papers in the future.

Modeling of Artworks Blockchain Platform Using Colored Petri Net

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.242-248
    • /
    • 2020
  • Most works of art are done through brokers, and transaction details are not disclosed to the public and are always at risk of tampering. To solve these problems, many Artworks Blockchain Platforms that apply blockchain technology to art transactions are being used. Several companies are currently operating these platforms, but since various blockchain platforms are operated according to the content, the operating methods of each platform are different, and a related model is needed to solve these problems due to compatibility issues between platforms. In this paper, we collect the latest Artworks Blockchain Platforms data, and based on this, we will create and analyze the Color Petri net model of Artworks Blockchain Platform.

Offline Platforms of Fashion Films (패션필름의 오프라인 플랫폼 연구)

  • Kwon, Jeanne;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.42 no.5
    • /
    • pp.809-822
    • /
    • 2018
  • Fashion brands communicate with consumers through the use of fashion films that are effective in the delivery of the image. This is because digital media (such as fashion films) are popular and accessible as well as effective in attracting people's attention. The reasons why fashion films have become a new fashion media among many others is becuase they are based on an existing platform. This study will examine offline platforms of fashion film: flagship store, fashion exhibition, and fashion show. The offline platform of a fashion film is a physical space where a fashion film can be exhibited and viewed as a medium that can effectively convey fashion film to consumers. As a research method, the concept of an offline platform of fashion film is established based on a literature review of fashion films and platform that is followed by an empirical case study. The study results show that the offline platform of a fashion film is in the progress of turning into an autotelic space where the consumption of such culture as cinema and theater has become possible.

A Proposal of Procedure for Restoring Ownership in Blockchain-based Art Trade Platform (블록체인 기반 예술품 거래 플랫폼에서의 소유권 회복 절차 제안)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.219-224
    • /
    • 2020
  • One of the main reasons for the commercial failure of various early blockchain-based art trade platforms, including Maecenas, is the lack of clear ways for owners to fully restore ownership of artworks. In this paper, we proposed a procedure for the owner of the artwork to rebuy shares and restore his or her entire ownership in the blockchain system. Using the proposed procedure, we can find a balanced price between the owner and investors, and then restore ownership through a public purchase of the stake. The balanced price can be induced by penalizing the owner for proposing unreasonably low price, and by rewarding investors for deciding reasonable prices. The proposed procedure of restoring ownership is expected to be utilized not only on the block chain-based art trading platform but also on the block chain-based trade platform in other applications.