• Title/Summary/Keyword: Culture and Art Consumption

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An Analysis of Movie Consumption Behavior from Transaction Cost Perspectives (거래비용관점에서 본 영화 소비행위 분석)

  • Park, Hye Youn;Kim, Jai Beom;Lee, Chang Jin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.3-33
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    • 2017
  • The present study analyzed movie consumption behavior from the perspective of transaction cost, taking into account the possible incurrence of additional costs in the process of consumers obtaining movie information to choose movies. Regression and multinomial logistic regression analyses were performed in the analysis by taking movie information and the individuals' social demographic characteristics as independent variables and the number and frequency of movies watched as dependent variables, using information from the "2015 movie consumer survey." The results showed that consumers considering elements such as "directors" and "online reviews" were found to be more active in movie consumption. The analysis of movie-watching frequency showed that the information considered when choosing a movie was different for high- and low-frequency movie viewers. Putting these factors together suggests that movie consumption can vary according to an individual's cultural capital, preferences, and their degree of movie information awareness. While existing studies have mostly analyzed the determinants of box office performance, the significance of the present study is its empirical analysis of individual movie information in terms of transaction cost. Based on the results above, it can be inferred that the cyclical structure of trading expenses influences movie consumption and, once preferences are formed through a certain level of consumption, the trading cost expenses decrease, which results in increasing consumption. Therefore, film makers need to establish and execute marketing strategies that appropriately use movie information so that consumers can reduce the trading costs necessary for movie watching.

A Study on the Factors Affecting the Consumption of Coffee and Tea among Female in Seoul (여성의 커피와 다류의 섭취에 영향을 주는 요인에 관한 연구)

  • Sohn, Kyung-Hee;Lee, Min-June;Min, Sung-Hee;Lee, Hyun-Jou
    • Journal of the Korean Society of Food Culture
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    • v.15 no.5
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    • pp.398-412
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    • 2000
  • The purposes of this study are : (a) to investigate the attitude to various coffee and tea of women, (b) to analyze the characteristics of each classified group according to eating frequency, and (c) to abstract the factors which can influence the consumption of coffee and tea. Questionnaires were hand delivered to 1,200 women residing in Seoul. A total of 1012 was usable: resulting in 84% response rate. Statistical data analysis was completed using SAS Package program for the one way-analysis of variance(ANOVA), Duncan's multiple comparison test, factor analysis and analysis of covariance (ANOCOVA). (a) Instant coffee was most consumed(22.1 times a month), green tea in tea bag(8.7), Donggulre tea(8.3), Coffee (72) in order of frequency. Among Korean traditional tea Donggulre tea(8.3) and Yuja tea (2.0) were most prefered but still a minute quantity of Korean traditional tea was enjoyed. (b) Coffee and Black tea was regarded unhealthful but habitual, delicious and familiar beverage. Green tea was regarded good for health but not so habitual, practical and familiar. The consumer awareness can be grouped into 3 clases : Healthy factor, Habitual Practical factor, Familiar factor. (c) The sociodemographic characteristics of women influenced the beverage consumption. Women in their 30s and 40s consumed much of instant coffee and coffee. 10s and 20s consumed much of canned coffee. Working women drank much of instant coffee and green tea in tea bag. Women in highest income group$({\geq}\;4,000,000\;won/month)$ consumed much of coffee. (d) The factors which influenced the eating frquency of those beverages were various. The eating frequency of instant coffee was influenced by the age, familiar factor and habitual practical factor. And coffee were influenced by income level, habitual practical factor. The frequency of green tea in tea bag was influenced by habitual practical factor and familiar factor, green tea was influenced by healthy factor and habitual practical factor, Donggulre tea was influenced by habitual practical factor.

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A Study on the Meaning of 'the Improvement and Development of Culture' under Article 1 of the Korea Copyright Act (저작권법 제1조상 '문화의 향상발전'의 의미에 관한 연구)

  • Lee, Byoung-Kyu
    • Journal of Legislation Research
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    • no.44
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    • pp.539-569
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    • 2013
  • Article 1 of the Korea Copyright Act stipulates that the purpose of this Act is to protect the rights of authors and the rights neighboring on them and to promote fair use of works in order to contribute to the improvement and development of culture. Hence, the improvement and development of culture is the final goal of the Copyright Act and should be the essential standard of the interpretation and application of the law. However, most of Korean copyright scholars do not explain the meaning of it and they even assume that protection of the copyright and promotion of fair use themselves are deemed as it. The meaning of the improvement and development of culture should be derived from the Constitution and there is a principle of the nation of culture as one of the basic constitutional principles. Pursuant to the principle of the nation of culture, the improvement and development of culture means maximization of the right of enjoyment from culture by the building of the ecology for the sustainable production and consumption of the works. This should be not only the legislative purpose of the Copyright Act but also the goal of culture policy.

The Development of Remodeling Process for Visual Content's Story by Big Data (빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발)

  • Lee, Hye-Won;Park, Sung-Won;Kim, Lee-Kyung
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.

Study on the Non-Characteristic Space Concept of Korean Traditional Residential Space Shown in Public Space of Sharehouse (셰어하우스 공용 공간에 나타난 한국전통주거공간의 무자성적(無自性的) 특성에 관한 연구 - 일본 셰어하우스 공용공간의 사례분석을 중심으로 -)

  • Yoon, Deuk Geun;Kim, Kai Chun
    • Korea Science and Art Forum
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    • v.19
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    • pp.515-525
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    • 2015
  • Along with a rapid increase in the number of 1-person households where the concept of 1-person consumption and 1-person economy is emphasized, the proportion of 1-person household in Korea occupies a 25.3% at present, and the number is expected to grow continuously. And this rapid increase will bring about a host of problems such as housing shortage in the metropolitan area, egoism, loneliness felt by individuals, and other social problems such as crime. As an alternate movement to this phenomenon, concern on and interest in community, community culture, and sharing of space are on the rise, together with concern on and preference for sharehouse culture. In news media as well, articles on life shared with members of a sharehouse often appear. This sharehouse, which is widely spread and well received in Japan, not only reduces economic burden but also creates their own community and promotes their own culture. In this sense, it is a new way of life that represents benefits of sharing, well beyond just economic interests. Accordingly, In this research, an attempt was made tp examine the circumstances in the use of space based on existing studies on sharehouse characteristics in order to shed new lights on the meaning that non-characteristic space concept of the traditional residential space has as the concept of sharehouse space by considering it in connection with the non-characteristic space concept of the Korean traditional residential space where diverse circumstances occur centered on communal life and which were accepted by all naturally.

An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.

A Study on the Development of the Wine Cabinet Design (와인 장식장 디자인 개발에 관한 연구)

  • Kang, Shin-Woo;Kim, Sang-Kwon
    • Journal of the Korea Furniture Society
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    • v.20 no.1
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    • pp.42-51
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    • 2009
  • As wine culture becomes popular among the people in modem society, the consumption of wine has increased due to the need to enjoy wine at home. Nonetheless, the development of wine cabinet has not made much progress. In order to compensate such matter, a wine cabinet that satisfies the taste of new generation as well as the need demanded in the modem living space is transcended its simple and solemn image embedded in wooden colored form, which is often found in existing products. First of all, the definition, kind, bottles, and glasses of wine are examined and then a cabinet is developed depending on the design process. The body of the wine cabinet is finished with black lacquer after attaching ash-patterned veneer on MDF and the front plate of the drawer is finished with the colors displayed in Mondrian's painting on MDF. The upper part is designed to store wine glasses and below the wine rack is the space for wine storage considering the overall shape. The storage at the lower part is equipped with drawers of different sizes to emphasize practicability. In conclusion, such a unique design is believed to introduce the importance of design to the domestic furniture market being a foundation for the furniture industry.

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The Influence of Art-provoked Affect on Product and Product Attributes Evaluation (명화(名畵)에서 유발된 감정이 차용된 제품과 제품속성 평가에 미치는 영향)

  • Kim, Hanku;Jung, Bohee;Chu, Wujin
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.99-130
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    • 2011
  • In recent years, a new way of differentiating product design has emerged -better known as 'masterpiece marketing,' this is a strategy where famous art pieces are borrowed on to product designs. Because the recent trends of well-being and LOHAS have encouraged the consumers' desires to enjoy culture and live a more opulent lifestyle, famous and notable paintings have grown to be more of "approachable masterpieces" to the public. As a strategy intended to develop a new consumerism, while still prioritizing customers' values and their satisfaction, companies have been drawn to this new type of marketing. The current consumption society has converted renowned art pieces from simply works of 'high culture' to a further way of marketing, aimed to differentiate products and dominate the market. Though many products have had masterpieces applied to their designs and have been noticed for their marketability, there has been less systematic research done on the scientific background behind this marketing approach. This research focused on the art pieces' fundamental nature of inducing emotions in the viewer, and hypothesized about how the evaluation of a product may be influenced by the affect provoked by the art piece used. To be more specific, if art pieces with different levels of pleasure and arousal -the two axis of emotion suggested by existing research on emotion -were used on each product, the goal was to see how the different levels influenced the consumer's assessment of the products, focusing on product's type as well as the evaluation of their attributes. First, a pretest was done to verify the relationship between the emotion provoked by the art piece and the consumer's preference. There were two types of surveys, each with five drawings from the ten that were assumed to differ in levels of the two axis of emotion. The survey was composed of questions asking for positive emotion, negative emotion, level of arousal, and preference. The correlation between the measurements of positive and negative emotions was -0.792, so an integrated entry was used in the analysis by subtracting the measurement of negative emotions from that of positive emotions. The first hypothesis that paintings that provoke positive emotions will be more preferred than paintings that bring out negative emotions was supported; and through this research, paintings that were to be used for the products were selected. The second pretest was conducted to settle on an item that would be used in the research. Items meant to measure utilitarian and hedonic attributes of milk and chocolate, the two products to be used in the research, were extracted. Because milk is a utilitarian product with strong practical attributes while chocolate is a hedonic product with strong hedonic attributes, these two were selected to be used in this research. The first study was executed to see if there is a difference in attitude about products that have different painting on their designs, which either induces positive or negative emotions. It was also to verify whether this difference in attitude was mediated by the viewer's preference for the art piece. This study showed that when positive emotion inducing painting was used, the product was better evaluated compared to the product with a painting that provokes a negative emotion, thus supporting the second hypothesis. It was also supported that the effect of affect on product evaluation was mediated by preference for the art piece. The second study was done to see the influence of the level of arousal on the evaluation of the product's attributes. Art pieces that differ in the level of arousal were selected through the pretest, and later it verified the hypothesis that the level of arousal has an effect on the assessment of the attributes of the product. In the case of milk, a utilitarian product, the fourth hypothesis that a high-arousal painting will better evaluated for its hedonic attributes was supported, as well as the fifth, which hypothesized that a low-arousal painting will receive a higher assessment for its utilitarian attributes. However, for chocolate, a hedonic product, both fourth and fifth hypotheses were not supported. This study is significant for the following basis: first, it verified the importance of the emotion induced by the painting on the evaluation of the product's attributes, by applying a systematic and scientific method. Second, it expanded from the existing research on positive/negative emotions to confirm the additional influence of the state of arousal on product evaluation.

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Historical Study of Glamour Style (글래머 스타일의 사적 고찰)

  • Park, Ju-Hee
    • The Research Journal of the Costume Culture
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    • v.16 no.2
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    • pp.382-396
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    • 2008
  • The purpose of this study is to analyze the transition of glamour style expressed in modern fashion throughout the history. The glamour style in modern fashion was categorized into five periods which are Hollywood glamour(H), Feminine glamour(F), Rich glamour(R), Decadent glamour(D), and Trash glamour(T). These categories were analyzed and compared in the viewpoint of aesthetic values deduced on the previous study. As a method of analysis, literature study and case study through the publications in aesthetics, history and preceding theses were used. The results of analysis are: Ostentatious luxury was suggested by extravagance of the movie star in H, the splendid American lifestyle in F, conspicuous consumption in R, fin de siecle bad taste in D and self-assured exposure in T. Mysterious idolatry was studied as exaggerated goddesshood of the movie star in H. It was expanded to celebrities including fashion models, television actresses, pop singers and young couture designers in the other periods. Artificial sensuality was originated from the femme fatale image of the courtesan as well as the traditional femininity of Victorian era in H. It was developed through exaggerated hourglass silhouette of the wife dressing in F. But an aggressiveness in R, a hyper-sexual femme fatale in D, an independent and defiant image of the showgirl in T were observed. Playful queerness stood out clearly by the fin de siecle phenomena. Though it was embodied in sexual perversive subculture, it emerged as hi fashion by young designers in the late R and became a crucial aesthetic value throughout D and T. It is more connected with the origins of glamour which arouses sexual ambiguity, crudity, aggressiveness and death. The continuity and discontinuity of the glamour style based on the theory of 'linked solution' were also analyzed.

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