• 제목/요약/키워드: Enjoy

검색결과 1,311건 처리시간 0.024초

인터랙티브 초다시점 콘텐츠 제작 기술 (Interactive Super Multi-view Content Technology)

  • 정재숙;김상원;허기수;정일권
    • 전자통신동향분석
    • /
    • 제32권5호
    • /
    • pp.39-48
    • /
    • 2017
  • Since the world's first 3D commercial film with red-blue glasses was introduced in 1922, remarkable progress has been made in the field of 3D video. 3D video content gained enormous popularity with the movie "Avatar," which greatly increased the sale of 3D TVs. This momentum has weakened owing to lack of 3D content. However, the recent trend of virtual reality (VR) and augmented reality (AR) made 360 VR video and 3D games using a head mounted display wide spread. All these experiences mentioned above require wearing glasses to enjoy 3D content. Super multi-view content technology, on the other hand, enables viewers to enjoy 3D content without glasses on a super multi-view display. In this article, we introduce the technologies used to make super multi-view content, interact with it, and author content, which are developed by ETRI.

키덜트(Kidult)족의 의복행동 (Clothing Behavior of Kidult Group)

  • 김지선;김용숙
    • 한국가정과학회지
    • /
    • 제9권1호
    • /
    • pp.63-70
    • /
    • 2006
  • This study is a review of the clothing behavior of kidult group that is a new minority group in 21st century. Kidult is the compound word of kid and adult and refers the persons who have become adults but with the inclination to focus on childlike culture and consumption. As the background of the appearance of the kidult group these days, the prevalence of throwback fashions, high valuation of appearance, the phenomenon to prefer light things caused by economic depression, the individualism that does not care about others and the ageless phenomenon that the consumptions are mind age oriented, may be pointed out. The most prominent cloth behavioral characters of the kidult group are that they enjoy bounding color combinations such as candy color and. that cute t-shirts, crop pants and volume skirts of girlish look are easily found. Also, they enjoy toy-like ornaments and illustrated clothes or accessories and the school uniform fashion implying nostalgia for girl-hood and lovely make-up indicate the kidult inclination.

  • PDF

Hedonic Shopping Value as a Determinant of Brand Loyalty in Apparel Shopping

  • Chang, Eunyoung
    • The International Journal of Costume Culture
    • /
    • 제4권3호
    • /
    • pp.203-216
    • /
    • 2001
  • Subjects were 405 female college students and 505 was utilized for structural equation modeling. As results, hedonic shopping value had positive effects on impulse purohasing, variety seeking, and purchasing involvement. In contrast, interestingly, impulse purchasing did not show any significant effect on brand loyalty and purchasing involvement had rather a positive effect on brand loyalty. There was a Positive effect of hedonic shopping value on brand loyalty. This result indicates that people who get more involved in and enjoy clothing shopping are likely more brand loyal than others. This seems to come from the intrinsic characteristics of shopping. People who enjoy clothing shopping likely have high level of fashion or style concern, and this might lead higher levels of purchasing involvement and brand loyalty. Due to the symbolic characteristics of clothing, the brand loyalty of clothing seems to be more symbolic and emotive rather than utilitarian and cognitive.

  • PDF

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
    • /
    • 제10권2호
    • /
    • pp.37-41
    • /
    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

대구 패션 소비자의 구매성향 분석 - 동성로 야시골목을 중심으로 - (An Analysis on Shopping Orientations of Small Store User in Yhasi street of Dong-Sung Ro, Daegu)

  • 김정원
    • 한국의류산업학회지
    • /
    • 제3권1호
    • /
    • pp.61-69
    • /
    • 2001
  • The purpose of this study was to analyze the purchasing behavior related factors of Small Store User in Yhasi street of Dong-Sung Ro, Daegu. Frequency, $X^2$-test MANOVA, ANOVA and Duncan multiple range test were used to analyze the sample. The results of this study were as follows: 1) The largest sample were as follows: un married female, college students of twenties, 101-200 thousand won for salaries. 2) The factors of purchasing behavior were classified into 8 factors, enjoy shopping, store image, unique goods, culture space, salesperson, low price, information seeking, value via price orientation. 3) There were significant differences found between attitude on information source, number of seeking store, music in shop, music sound, size, display, price, street, in their factors of purchasing behavior (unique goods, value via price, low price, store image, enjoy shopping) 4) There were significant differences found between demographic characteristics (personal sales, location, transportation) in their factors of purchasing behavior (salesperson, cultural space, store image).

  • PDF

Changes in Specialty Coffee Consumption Post-pandemic

  • Lim, Miri;Ryu, Gihwan
    • International journal of advanced smart convergence
    • /
    • 제11권3호
    • /
    • pp.157-161
    • /
    • 2022
  • The coffee industry continues to grow steadily due to the spread of coffee and changes in consumer awareness. Once upon a time, instant coffee was common, People today have distinct personal preferences As consumption needs for favorite foods are segmented, ways to enjoy coffee are diversifying. This study was conducted through analysis of consumption changes for specialty coffee as a changed issue of COVID-19 The goal is to present a vision for the future of the specialty coffee industry. As a research method, text mining through big data analysis was conducted to extract and analyze factors affecting the change in specialty coffee consumption. As a result of the study, we judged that specialty coffee is consumed by using a drip tool that allows you to easily enjoy coffee at home after Corona 19. Therefore, hand drips used in home cafes were found to play a central role in the change in specialty coffee consumption.

모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구 (The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game)

  • 박정민;노기영
    • 한국게임학회 논문지
    • /
    • 제15권6호
    • /
    • pp.17-28
    • /
    • 2015
  • 본 연구는 상호작용 요소가 강화된 피트니스 앱게임의 사용자의 운동경험과 앱게임의 재미, 만족, 이용의도 효과를 검증하기 위해 플레이테스트 실험 방법론을 통해 분석하였다. 실험에 사용된 피트니스 앱 게임은 한림대 헬스커뮤니케이션 연구소에서 제작한 'Enjoy Your Fitness'를 사용하여 남녀 대학생 각각 50명씩 총 100명을 대상으로 실험을 진행하였다. 연구결과, 사용자들의 운동경험인 운동성취감, 몰입, 관심과 같은 운동효과는 상호작용성이 강화된 앱 게임에서 더 높은 것으로 나타났다. 또 피트니스 앱게임의 재미, 만족, 이용의도 역시 상호작용적 요소가 강화된 피트니스 앱 게임에서 더 높은 것으로 나타났다. 본 연구는 상호작용성이 강화된 앱 게임이 사용자의 운동 경험과 앱 게임 자체의 사용자 경험을 강화한다는 점에서 건강증진을 위한 앱 게임 설계에 대한 실무적 함의도 제공한다.