• Title/Summary/Keyword: Entertaining

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Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.1
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    • pp.75-87
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    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.

The Effect of Instatoon Service Quality on Diffusion Intention through Satisfaction and Dissatisfaction Coexistence

  • Chanuk Park;Sin-Bok Lee;Young-Il Chae
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.108-119
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    • 2023
  • Instatoon is a type of webtoons distributed through Instagram, but in the process of advancement of the webtoon industry, it shows the possibility of diversifying into a new genre that meets creativity, and diversity beyond uniform commercial webtoons. Since it does not go through a large platform, the content is freely composed. In addition, it is differentiated from other types of webtoons because in many cases artists create instatoon by adding entertaining elements into their real-life stories rather than drawing fictional ones. Furthermore, instatoons are free to enjoy, satisfaction level is high, but in most cases, even if there is a complaint, readers just enjoy webtoons without expressing it. We aimed to find out how the service quality characteristics of these instatoons affect behavioral intentions through the coexistence of satisfaction and dissatisfaction of readers, and meaninful results were found through empirical analysis. We discusses factors affecting the spread of Instatoons, including readers' satisfaction and dissatisfaction, the importance of relatability, good directing, and informativeness. The study emphasizes the need to approach maintaining existing readers and attracting new ones separately, and to manage readers effectively in the future.

A Study on the Preference and Intake Frequency of Korean Traditional Beverages (한국 전통음료에 대한 기호도와 섭취빈도 조사 연구)

  • Lee, Yeon-Jung;Byun, Gwang-In
    • Journal of the Korean Society of Food Culture
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    • v.21 no.1
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    • pp.8-16
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    • 2006
  • This study was performed by questionnaire to investigate the preference and intake frequency of Korean traditional commercial beverages. The subjects were consisted of 320 participants in Daegu and Kyungpook area. 'Chain market' scored 49.4% as purchasing place of traditional beverages. 'Tea bag' scored 31.6% as the favorite package of traditional beverages. On the reasons of drinking traditional beverage 'good for health' scored the highest with 31.3% respondents, followed by 'good smell' with 14.4%. Coffee and traditional tea were the choice of beverage after having a rich meal and on occasion of entertaining guests. The favorite foods in ordinary days were 'tea', 'alcohol', 'ice cream', 'nuts' and 'cookie'. More than thirty percent of the respondents, both male and female, raised the need of improvement in taste of traditional beverage. In the intake frequency, Korea traditional beverages obtained 1.80 points as a whole. 'Green tea' scored highest(3.40points) while 'mulberry-leaf tea' received the lowest score of 1.31 points. The preferred Korean traditional drinks were 'greed tea', 'shick hae', 'citron tea', 'misitgaru', 'maesil tea', 'rice tea' in the order. On the other hand, the preference for 'mulberry-leaf tea', 'boxthom tea', 'ginger tea', 'chrysanthemum tea' and 'omija tea' was very low. The people who are on twenties preferred 'shick hae', 'honey tea', 'citron tea', 'black tea' and 'misitgaru' more than the other generation.

An Analysis of Difference between Importance and Satisfaction of Destination Attractiveness for Marine Sport Event using IPA Method (IPA기법을 활용한 해양스포츠이벤트 관광지 매력성에 대한 중요도와 만족도의 차이분석)

  • Mun, Sun-Ho;Kwon, Il-Kwon;Kim, Nam-Young;Hwang, Ji-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.2
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    • pp.589-600
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    • 2015
  • The purpose of this study was to verify the analysis of differences between importance and satisfaction of destination attractiveness for the national marine sports games using IPA method. By doing so, this study aimed to utilize the result of study for a practical marketing strategy in operating and establishing Korean marine sports market circumstances. The participants of this study consisted of 328 who were participated in marine sport event (yacht, fin-swimming, canoe, triathlon and so on) of 9th national marine sports games. Samples were extracted by convenient sampling method. A total 328 questionnaires were collected in this study except data which did not respond or trustless responded. In data processing, Cronbach's ${\alpha}$, frequency analysis, paired t-test and Importance-Performance Analysis were performed through SPSS 20.0. The results were as follows. First, I quadrant included Programs Multiplicity, Pamphlet, Stand preparations, Food Cleanliness, Effective Progress, Guide Know-How, Food taste. Third, II quadrant included Pre-Publicity, Internet Information, Proper Food Price, Shade Facilities, Convenient Parking, Restroom Cleanliness, Number of Restroom, Safety Facilities. Fourth, III quadrant included Entertaining Program, Number of Guide, Local Culture, Game Progress, Directional Sign. Fifth, IV quadrant included Performance Program, Well-Matched Event, View Distance, Various Food.

Analysis and a Proposal of a Framework for Park's Sign Design (공원 사인 디자인 체계 분석 및 제안)

  • Park, Eun-Young;Park, Young-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.207-216
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    • 2009
  • The effects of 5day-work-week have given us strong family relationships by increasing sparing time. People who visit national parks enjoy the intimate with family. Especially, the public park has much benefits, such as people visit easily with moderate prices. This research is focused on the sign-design to increase watching effects with low price. However, there are some problems suck as assignments of sign without much considerations for moving line, unmatched with circumstances, lacking of consistency images. Thus, the effect of entertaining is decreased. For this, the paper analysis large-scale public park and large-scale private parks, and solves the several kinds of the problems. We also classify the types of sign designs and propose the sign design methods on characteristics. Therefore, we provide the objectivity of proposed sign designs by evaluating conveniences and expectations, and proposed the design methods of public parks and private parks.

An Analysis on the Value of Korea Professional Baseball as TV Contents (TV콘텐츠로서의 한국프로야구 가치분석)

  • Chung, Ji-Gyu
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.379-388
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    • 2014
  • This study analyzed the status of Korean professional baseball as TV contents utilizing ratings. For the purpose of the study, Korea professional baseball's relative status to other genres though ratings is investigated. For this study, ratings per minute for the whole cable TV channel viewer ratings in 2010 were analyzed, and the following is the result of comparing and analyzing ratings per genre and channel of cable TV. Among 11 genres, drama showed the highest rating, and entertainment, movies, kids, news/reports, sports, music, etc followed. Drama and entertaining channels showed the highest ratings and sports did not show any high ranking. However, when analyzing times for broadcasting Korean professional baseball separately, Korean professional baseball in both genre and channel showed the highest r ratings and it was significant statistically. Thus, it is considered that Korean professional baseball is the most valuable contents for the related cable TV times.

Design of the Web-based Interest-Type Test using Occupational Card (직업카드를 이용한 웹 기반 흥미유형검사 시스템 설계)

  • Kang, Myung-A
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.185-190
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    • 2018
  • In the recent field of education, they open career-related curriculums either as formal curricular programs or extracurricular programs as highlighting value of career education. However, this lecture-based career education has failed to attract students' interest, and results are not satisfactory either. Since then, in order to design entertaining career education, the field has developed diverse tools and as a vocational aptitude testing tool for career development, methods that would use vocational cards were introduced. Today, schools from elementary school to middle and high schools frequently make use of the cards to conduct the vocational aptitude test and yet, as this web-based learning and smartphones are distributed, changes in the testing tool are being intensely demanded. This study aims to create and implement an application to help the vocational cards-using vocational aptitude test targeting students in elementary, middle and high schools to be actually conducted in a mobile platform.

Development of golf robot as entertainment using AVR Technology (AVR 기술을 활용한 엔터테인먼트용 골프로봇 개발)

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.344-347
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    • 2006
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot for entertainment using AVR technology. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can play a game with several people like the acture golf if many putting robots can be used. It is, therefore considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can play a real golf.

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The Behavioral Patterns on Residential Spaces among Middle-size Apartment Residents - with special reference to 30s pyong apartment with 3 bed rooms - (중소규모 아파트 거주자의 대표적인 주생활행태 - 3침실형 30평형대를 대상으로 -)

  • Kim Mi-Hee;Lee You-Mi
    • Journal of the Korean housing association
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    • v.16 no.6
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    • pp.21-27
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    • 2005
  • The purpose of this study was to explore behavioral patterns on residential spaces such as the patterns of residential space usage and perception on residential spaces. A questionnaire survey and interview were conducted with 426 residents living in apartment with 3 bedrooms, stairway access, and 3-bay style in the City of Seoul, Busan, and Gwangju, during the month of September in 2004. The data was analyzed with frequency, factor analysis by using the SPSS 10.0 for windows, and with proc iml by using SAS. The major findings of this study were that: 1) The most typical activities in the Anbang are $\ulcorner$sleeping and getting dressed$\lrcorner$, $\ulcorner$family communication and T.V. watching$\lrcorner$, and $\ulcorner$private affairs$\lrcorner$ ; Anbang(master bedroom) has been perceived and used as couple's private area. 2) Living room was used as a multi-purpose room carrying out various activities such as $\ulcorner$family interaction$\lrcorner$, $\ulcorner$entertaining guest with meals$\lrcorner$, $\ulcorner$children's private affairs$\lrcorner$, $\ulcorner$private affairs$\lrcorner$, $\ulcorner$hobby activities$\lrcorner$, $\ulcorner$clothes management$\lrcorner$, $\ulcorner$couple interaction$\lrcorner$, and $\ulcorner$occasions$\lrcorner$. 3) The representative patterns of activities in dining-kitchen was food $\ulcorner$preparation$\lrcorner$, and the need for social interaction in DK has been growing. The patterns of residential space usages can be used to develop and evaluate the unit plan of Korean middle-size apartment.

Development of a Nutrition Education Website for Children (초등학생 대상의 영양교육 웹사이트 개발)

  • 현태선;연미영;김선희;김난희;안숙미;이순미;지현정;선명희;오춘화
    • Korean Journal of Community Nutrition
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    • v.8 no.3
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    • pp.259-269
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    • 2003
  • The purpose of this study was to develop a nutrition education website for children, especially those around the 4th-6th grade levels. Among the already existing websites providing nutritional information for children, 7 websites with comparable amounts of information were evaluated in terms of their topics, credibility, content, ease of use, and aesthetics. In addition, a survey was conducted to assess the need for nutrition information among 305 elementary students. The food pyramid was the topic offered most often on those websites. Information on nutrients, digestion, food safety, nutrition labeling, and healthy eating habits were available on the websites. Some of those websites also provided games or quizzes to attract the children's interest. However, seine of the websites did not give any information on the person responsible for providing the information, which is most important in determining the credibility of the website. Other problems were that some information was too difficult for children, and some of the websites did not provide a way to search for information. According to the survey results, the topics that children wanted to know about were‘desirable weight’,‘cooking’,‘correct food choice’,‘weight control method’,‘calories consumed during exercise’, but, they did not have a high interest in‘asking questions’‘books with nutrition messages’,‘under weight’,‘negative effect of weight control’and‘helping hungry children’. Based on these results, we developed a new nutrition education web-site, ifood’(http: //1 ifood.or.kr). We focused on helping children develop healthy eating habits by providing information which is easy and practical for children. However, we neither included the program to assess their dietary intake, nor provided entertaining background sounds, which children like. Also, the game section is composed mainly of quizzes. Therefore, we need to further develop exciting games to teach nutrition to children. In the near future, the newly developed website should be evaluated by children regarding understandability and coverage of the contents as well as usability and design, and then revised to improve the educational effect.