• Title/Summary/Keyword: Culture Digital Contents

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Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.747-759
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    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.

Visitors Satisfaction and Behavioral Intention of Local Historical Culture Festival (지역역사문화축제 방문객 만족도와 행동의도)

  • Choi, Cheol-Su
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.209-215
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    • 2020
  • The purpose of this study was to investigate the factors that the festival image has on the festival satisfaction of visitors, and the effect of festival satisfaction has on the degree of visitors' behavior. In order to accomplish this research purpose, this study collected data of 233 visitors. Regression analysis was conducted in order to achieve the causal relationship between each variables. The result of data analysis revealed that the factors of festival image suitability, convenience, and entertainment had a positive (+) effect on satisfaction. And, satisfaction was verified to have a positive effect on behavioral intention. Therefore, these results implied that this study will contribute to the revitalization of festivals by both discovering images based on unique historical characteristics and presenting them as utilization plans. Especially, it is necessary to find unique contents with history, representative programs by age, and stories related to historical figures. Further validation studies are necessary to ascertain this fact utilizing the image value factors that have negative influences.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

A Study on Improvement Plan for Senior Education in Korea -Based on Lifelong Learning for the Elderly in Japan- (우리나라의 노인교육 발전 방안 모색 -일본의 고령자 생애학습을 기반으로-)

  • Lee, Jin Ah
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.37-44
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    • 2018
  • In the situation where various social problems are raised due to rapid aging, how to send a long period of old age is emerging as an important issue. As the life span is extended, education for the elderly is attracting attention as a means of sending meaningful and effective old age that is about over 20years longer than before. This study aims to analyse the current status and characteristics of elderly education as lifelong learning in Japan where has already entered a super-aged society. This is because it will be expected to find meaningful lessons and implication for the development of education for the elderly in Korea, which is becoming more important. In order to complete this purpose, the literature review was conducted based on the data and reports published by the Ministry of Health, Labour and Welfare and Ministry of Education, Culture, Sports, Science and Technology of Japan which are institutions related to education for the elderly. Through this, the practical and policy support for the elderly education development in Korea was suggested. In specific, diversification of lifelong learning contents and execution places, expansion of out-reach education, and fostering coordinators were provided.

Effects of Mobile Instant Messenger Usage Pattern and Intensity on Users' Social Capital: Focused on Users in Their 20's and 30's (모바일 인스턴트 메신저 이용 행태 및 이용강도가 사회자본에 미치는 영향: 20~30대 이용자들을 중심으로)

  • Jang, Ye-Beet
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.541-548
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    • 2014
  • This study aims to examine how mobile instant messenger (MIM) usage pattern and MIM intensity influence MIM users' social capital. Total 253 MIM users in their 20's and 30's participated an online survey. Results showed that MIM frequency and network size affected bonding social capital. Meanwhile, MIM intensity was the only variable that influenced users' bridging social capital. Overall, the strength of strong ties in mobile media use was confirmed again. It was also confirmed that measuring the qualitative level of emotional attachment to the MIM (MIM intensity) was more important than gauging mere usage pattern when evaluating social capital enhancement through mobile media use.

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

A study on the Effects of Storytelling Advertising (스토리텔링 TV광고의 특성과 효과에 관한 연구)

  • Shin, Il-Gi;Choi, Yun-Seul
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.541-556
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    • 2014
  • study on Storytelling advertisement, this study examined its own characteristics and distinctive qualities, compared to other advertisements. For this purpose, not only previous discussions about Storytelling genre and theoretical system about its narrative are examined; but also, from actual advertisements, its classification and the distinction of their characteristics are established. According to the Storytelling advertisements, it is also examined that each impact on the field of consumer's response of sympathy, perception, and emotion; and on the process of advertising effect. Below is the results of each research. Through the comparison of Storytelling advertisement's clarification, the following was suggested: there are distinctive advertising strategies, the relationship between advertising strategies and advertisement forms, and the consideration for causing the consumer's response, depending on the advertisement form. Also, the concept of explaining how consumers perceive, in the process of advertising effect, the main concept of the drama advertisement, that is the constituents of drama genre, such as characters, plot, conflict, transition, helps achieve the deeper understanding toward advertising.

Modern Cultural Heritage Value and Utilization of Archiving Data in Daejeon (대전지역 아카이빙 자료의 근대문화유산적 가치와 활용)

  • Choi, Jang-Nak;Lee, Sang-Hee
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.1-7
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    • 2013
  • The reality which cannot protect existing tangible intangible modern cultural heritage in Daejeon is makes historical value and identity of a city weakened and then, this leads to absence of the foundation of urban regeneration based on the history. References as recording inheritance indicates characteristics or identity of the area and they represent the physical mental symbol of the area; images of diverse structures or sceneries with historical or cultural characteristics are contents of urban regeneration based on history and culture, which can be utilized as historical sources to verify realness of disappearing modern cultural heritage. Therefore, understanding and utilization of modern cultural heritage through this study on regional archiving can be deemed to be the first stage to bring community spirit, affection and pride to local residents. In this connection, this study intends to suggest a policy direction not only to maintain realness of modern cultural heritage through preservation and utilization but also to expect formation of settling and fellowship as well as cultural economical effect from the viewpoint of urban regeneration.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

A study on 'Uncanny anthropology' -Focused on The Bad Batch- (언캐니 인간학 연구 -<버려진 자들의 땅>을 중심으로-)

  • Kim, Seok-Weon;Kim, Seong-Ho
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.443-450
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    • 2021
  • This study focused on Ana Lilly Amirpour's movie 'The Bad Batch, 2016'. The core topic of the paper, 'Uncanny anthropology', was specially used in the sense of aiming for ideal anthropology, starting with the meaning of looking at Sigmund Freud's 'Uncanny' theory from 'human relationship (subject and other). The anthropology of F. W. Nietzsche, Martin Heidegger, and Emmanuel Levinas is the theoretical background of 'Uncanny anthropology', starting with Kirkegor for the discussion of a new theory of 'Uncanny anthropology'. However, this paper focused on Emmanuel Levinas' relational anthropology due to limited paper relations. The most important thing in this film is that it sublimated the malicious relationship with humans into love. He chose topics that were not routine, expressed themes and contents by disconnecting causality in the narrative, and Emmanuel Levinas' 'Uncanny anthropology' is evaluated as a film that expresses only.