• Title/Summary/Keyword: Audience Factor

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A Study on the Image Evaluation for hight accessibility in Museum for Children (어린이박물관 전시공간의 접근도 향상을 위한 이미지평가 연구)

  • Song, Jung-Hwa;Lim, Che-Jin;Yu, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.20-29
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    • 2011
  • This research is based on the environmental psychology model of Albert Mehrabian & JAMES a. Russell. The purpose of this research is to search a method of planning a spatial image improving the degree of access that is audience's dependent response to a display space image of a museum for children. A museum for children is the place for education with experience and its main audience is children and parents. It indicates with a basis of the environmental psychology model that a designer needs to consider the emotional response of children and parents in designing the space. The space design starts from a plan of space image that is delivered to audience through the five senses. Image on the space means visual image as people acquire information mostly through the sense of sight. Visual image consists of shape, the feel of a material, and color that is the most influential factor to the sensibility of audience. Therefore, firstly, this research measures the degree of audience's approach and avoidence on image of display space. In addition, this research suggests the improvement method by analyzing differences on the access of each space and audience based on visual image. Secondly, four factors are extracted through factor analysis based on the result of adjective survey result.

Effect of background music of TV documentary on audience's recall memory, flow, arousal of interest, evaluation (TV 다큐멘터리의 배경음악이 수용자의 회상 기억, 몰입도, 흥미유발, 평가에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.411-417
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    • 2017
  • This experimental research explores the effect of background music of TV documentary which can be classified as channel factor in the field of media effect, on audience's recall memory, flow, arousal of interest, evaluation of documentary. Most previous researches of media effect focused on the effect of sender factor and message factor on audience's memory, understanding, acquirement of knowledge, attitude, action. However the number of researches on the effect of background music on audience's various dependent variables is extremely limited, especially it is very difficult to find studies on the effect of background music of TV documentary on audience. Therefore this research tries to find the effect of background music of TV documentary on audience's recall memory, flow, arousal of interest, evaluation. For this research of experiment, 2 groups of subjects composed of 101 university students were exposed to 2 different video clips of TV documentary, one with background music, the other without it, After this experiment, Questions which were designed to measure audience's recall memory, flow, arousal of interest, evaluation were asked and analysed. This research found that background music of TV documentary increased audience's flow, degree of interest and raised evaluation, However meaningful effect of background music on audience's recall memory was not found.

Effects of Factors of Purchase Intention to Viewing Performance by Audience Type (관객유형에 따른 공연관람 구매의사 요인에 미치는 영향)

  • Kwon, Hyeog-In;Jung, Soon-Gyu;Choi, Yong-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.139-150
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    • 2015
  • This study highlighted influences which affect purchase intention of audience to viewing performance. And after grouping audience types by applying the cluster analysis to samples which are collected by survey, this study examined how purchase intentions influence audience to viewing performance by each audience type. Thus, to improve the reliability to classify audience type, the sample was selected by considering neither age group nor previous experience of viewing performance arts. Factor analysis and reliability analysis was performed to analyze the effect of purchase intention according to the type of audience. And we used AMOS program to verify using SEM(Structural Equation Modeling) how affect it was with moderating variable of audience type. Through surveying and analyzing th results, we confirmed that viewing motivation and quality of performing work have significant effect on purchase intention and significant moderating effect according to audience type. Therefore, we contribute to make suitable strategy that they figure out audience type, when performing art organizations make marketing strategy.

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

Audience and Media Predictors for Digital Content Purchases: A Multilevel Approach (디지털 콘텐츠 구매를 위한 고객 및 미디어 요인: 다층수준 접근 방식)

  • Bo-Ram Kwon;HanByeol Stella Choi;Junyeong Lee
    • Information Systems Review
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    • v.22 no.4
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    • pp.115-134
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    • 2020
  • Previous studies on willingness to pay for digital content have mainly focused on audience factors and individual level. To complement the limitation of previous research, this study conducts a multilevel analysis to find the factors influence digital content purchases considering two axes: audience/media factors and individual/household levels. Using a sample of 10,172 individuals within 4,313 households, the analysis results show individual media factors including theater-going, experience with cloud services, and multi-screen service usage have the greatest effects on digital content purchases. At the household level, the media ownership factors that the number of laptops, wireless routers, and tablets have a greater influence than audience factors such as household size or household income. Our findings help scholars to enhance the understanding of individuals' media use considering household environmental factors and shed light on the importance of multi-screen service usage, and content providers to improve their digital content sales using multi-screen environment.

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.41
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    • pp.133-152
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    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

Effect of audience's cognition desire and attention to TV documentary on acquirement of information and understanding (TV 다큐멘터리에 대한 수용자의 인지욕구와 주목도가 정보습득과 이해에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.241-247
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    • 2015
  • This experimental research explores effect of cognition desire as audience's factor, and attention as context factor on audience's acquirement of information and understanding. Most previous researches of media effect focuses on news contents of TV, Newpaper and Internet. However the number of researches on TV documentary which contains lots of information very limited, and It's difficult to find researches on effect of cognition desire and attention on audience. Therefore this research tries to find effect of cognition desire and attention on audience's acquirement of information and understanding through experiment of TV current documentary. For this experimental research, 2 groups of subjects composed of 135 university students were exposed to 2 different viedeo clips of TV current documantary, one with window buzz, the other without it, after designing cognition desire as internal factor of 2 groups. Questions which were designed to measure cognition desire, acquirement of information and understanding of message were asked and analysed. This research found that subjects with higher degeree of cognition desire showed higher degree of acquirement of information and understanding than subjects with lower degree of cognition desire. However the effect of attention on audience's acquirement of information and understanding could not be found.

Scaenae frons: Audience' Space, Actors' Space (Scaenae frons - 관객의 공간, 배우의 공간)

  • Cho, Eun-Jung
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.83-107
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    • 2007
  • The continuous struggle to establish virtual reality on the stage during the history of Western Theater has been centered upon the development of scenographic setting and devices. It began with the Classical Greek drama where the place of performance became separated from the place of the audience. These two places were united as the orchestra - the place of the Dionysiac festival in the earliest stage of the Greek theater. And the skene, once a storage building outside the theatrical area, became an essential factor of the scenic space to provide illusion of the other world where the actors dwell. As a natural consequence it followed the structural change of Roman theater where the stage became a high and wide platform and the skene converted into the permanent stone scaenae frons. Such a tradition of the Classical theater was revived in Italian Renaissance and Baroque theater, which succeeded Vitruvius' concept of scaenographia as well as the vestiges of Imperial Roman theater. The cases of Serlio, Palladio, and Andrea Pozzo reveal the way how Western theater conjured the fictional space by traditional representational scenery, including architectural background setting and painted devices. It resulted in the physical and emotional division of actors' space and audience's space. The rejection of representational scenery upon the stage by avant garde artists like Edward Gordon Craig in the early years of the twentieth century should be interpreted as an attempt to recover an emotional attachment of actors and the audience, which was the case of Greek antiquity. This new scenogrpahic endeavor in modern theater is to challenge the main purpose of traditional scaenae frons to establish the boundary of the illusional 'scene' of performance where the audience should remain as passive spectators, and instead, to try to unite the action of actors and the audience upon the stage as a 'place'.

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A Study of Communication Factor in Lunyu (『논어(論語)』의 커뮤니케이션 속성고(屬性考))

  • Lee, Bum-Soo
    • (The)Study of the Eastern Classic
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    • no.36
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    • pp.85-104
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    • 2009
  • This study examines a study of communication factor in Lunyu, as a communication text, in terms of communicator, audience, message, communication factor, communication text, interdisciplinary research. In many respects, it is generally accepted that Lunyu have been the generic references of the Oriental culture. Lunyu consider ethics, logic, and practicability as the qualifying requirement of communicator, asserting that communicator should speak true language, like a "chuntzu"(君子) does, and should also put their language into practice. The audience's attitude and method as contained in Lunyu are that hearers should have sharp ears for language, hear selectively the right language, and use the language suitable to the situation. It is also emphasized that the Hearer should actively lead in the situation of transactional communications. In Lunyu, one property of message is that language, which determines the rise and fall of a nation and is also the basis of judgement for other people, should comply with ethics and reasons and sould also be put into practice. In other words, credible message, as the practice of language, is the practical requirement of ethics and the qualification of a "chuntzu"(君子, superior man) in ruling the nation or conducting one's life.