• Title/Summary/Keyword: Entertainment Experience

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A Study on the Relationship between Mobile Advertising Factors and Effects on User's Marketing Activities (모바일 광고 요인이 이용자의 마케팅활동에 미치는 영향에 관한 연구)

  • Kim, Chul-Jung;Kim, Hong-Jin;Kang, Young-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.141-148
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    • 2009
  • This paper studies important factors of mobile phone marketing including experiences on entertainment, information, reliability and complaints by analyzing actual materials. The result shows that information, reliability, experiences are more significant than other factors. In case of information, the appropriate message is associated with marketing activities. Reliability and benefit on advertisement are significant. Also, experience has a positive effect on marketing activities. Therefore, this study suggests that mobile marketing should consider significant factors such as information, reliability, and experience.

Investigation on the Awareness and Preference for Wood Culture to Promote the Value of Wood: I. Awareness of Wood and Cultural Experience (목재의 가치증진을 위한 목재문화에 대한 인식 및 선호도 조사: I. 목재와 문화체험에 대한 인식)

  • HAN, Yeonjung;LEE, Sang-Min
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.6
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    • pp.616-642
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    • 2021
  • Improving public awareness of wood is essential for achieving the goal of establishing wood culture by expanding the use of wood. This study presents a basic examination of the strategy of revitalizing wood culture and a survey of its current status and requirements. The survey was divided into seven categories: awareness of wood culture; use characteristics of wood culture; preference and demand for wood culture; awareness of sub-fields of wood culture; awareness of the cultural resources of wood; trends of wood utilization; and wood-related living environment. Based on the survey results, the study analyzed four items: awareness of wood and cultural experience; awareness of the cultural resources of wood; wood-related living environment and trends of wood utilization; and preference and demand for wood culture. In this study, the public awareness of wood and cultural experiences, the first of four items, was analyzed using the survey results. Generally, wood and wood culture are viewed as materials and a cultural heritage, respectively. Moreover, wood is ecofriendly. However, no substantial difference was observed between the two perceptions. Forty-five percent of the respondents reported that using wood exerts a positive effect on the body and mind. However, such use also destroys forests. Additionally, the recognition of wood-related workers, such as engineers or skilled workers, was relatively low compared with educators, such as wood education experts. Moreover, less than 50% of the respondents answered that major projects related to wood culture are well-known, whereas 30% participated in wood education, such as woodworking experience, where the majority required hand tools. Furniture, wooden accessories, and wooden buildings were among the objects that individuals intended to make through the wood culture program. Approximately 23% of the respondents were aware about the wood culture experience center, while approximately 50% had visited it. The response rate to woodworking technology was 73%, where the highest response was found for wood education experts. To improve public awareness about wood, the importance of entertainment factors over educational factors should be considered in the experience of individuals. To provide opportunities to experience wood culture for more individuals, developing and actively promoting various contents, including entertainment elements, are necessary.

The Effects of Communication Competence, Clinical Competence and Experience of Handover on Self-efficacy of Handover Reporting among Nursing Students (간호대학생의 의사소통능력, 임상수행능력, 인수인계 경험이 인수인계 자기효능감에 미치는 영향)

  • Oh, Hyo-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.321-331
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    • 2020
  • This study was conducted to investigate communication competence, clinical competence and experience of handover which influence self-efficacy of handover among nursing students. The study design was a descriptive survey. A total of 255 students were recruited from nursing departments in G-city. Structured questionnaire was self-administrated from June to September, 2019. The collected data were analyzed using t-test, ANOVA, Pearson's coefficient and stepwise multiple regression. As results of the study, communication competence 57.3, clinical competence 69.8 and self-efficacy of handover was 33.8. Self-efficacy of handover had significant differences in gender(F=4.60, p<.001), age(F=16.72, p<.001), grade(t=-6.39, p<.001), satisfaction of clinical practice(F=3.68, p=.027), education experience about handover(t=26.44, p<.001), experience of handover(t=4.84, p<.001), fear of handover(F=16.97, p<.001), and handover importance of patient's safety(F=6.42, p=.002). Self-efficacy of handover had significant positive correlations with communication competence(r=.249, p<.001) and clinical competence(r=.426, p<.001). In multiple regression analysis, fear of handover(β=-.294, p<.001), clinical competence(β=.252, p<.001), grade(β=.191, p=.001), experience of handover(β=.185, p<.001), gender(β=.150, p=.003), and education experience about handover(β=.126, p=.017) were significant factors of self-efficacy of handover explaining 40.0%(F=29.26, p<.001) of the variables. In conclusion, to enhance self-efficacy of handover for nursing students, it is necessary to develop educational program for increasing experiences of handover, education experience about handover, and clinical competence.

A Study of Cultural Tolerance Reference Frame for Culture-Based Design

  • Tao, Luo;Jhang, Jung-Jin;Jeung, Ji-Hong;Pan, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.989-995
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    • 2009
  • Smart Dining Table is an ongoing project in our Interaction Design Lab. It is a table top display designed to facilitate dining process. Smart Dining Table uses touchable interface to interact with users, providing a new, interesting and efficient experience in dining process. In GuangZhou, the south city of China, Yam Cha is a traditional and local way of entertainment in which normally elders gather together with friends or relatives to have tea and snack, and most importantly, to chat. Yam Cha has a long history in China, and Guangzhou has developed its own unique "Yam Cha" culture. In this paper, we discuss about previous research we did on Yam Cha in GuangZhou, and the approach we propose to manage and analyze issues related to dining table to help designing specific version of Smart Dining Table which can fit right into the Yam Cha process and cultural environment.

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A Study on the Residence and Consciousness of Cohabitation of Three Generations Family (3세대가족의 동거실태와 동거의식에 관한 연구)

  • 임만택;박경갑
    • Journal of the Korean housing association
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    • v.11 no.1
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    • pp.13-23
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    • 2000
  • This study is to reveal the multi-generations' cohabitation and housing conditions are necessary for each generations to take over the homelike interchange as maintaining the excessive self-support. The subjects of this survey were 151 men and women over 60 years and older in Mokpo. The survey revealed that most or the people owned their own homes, and in many cases that the parents bought the home. There are many cases in which parents have been living with their own homes, and in many cases that the parents bought the home. There are many cases in which parents have been living with their children's families, since their children got married, and there many people who think that cohabitation is natural. In the aspect of living, the families normally eat together but there is a separation in economy and entertainment. There are many renovation and remodeling of a house to adjust the situation of three generations' cohabitation.About 70% of people experience problems with cohabitation. In particular, many cases involve the

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The Perceived Needs and Purchase Experiences of College Students of Goods and Services (대학생 소비자가 인지한 소비품목별 필요도와 구매경험률과의 관계)

  • Kim, Kyung-Ja
    • Journal of Families and Better Life
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    • v.24 no.6 s.84
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    • pp.147-160
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    • 2006
  • The perceived needs and purchase experiences of college students in regard to goods and services and the relationship between the two variables were investigated. Data on 387 college studentswere analyzed to test the level of their perceived needs and purchase experiences of 43 goods and services. Results showed that respondents perceived cellular phones, going to movies and plays, books, entertainment and alcohol, which had been regarded as optional goods in the past, as highly necessary for their daily lives. On the other hand, 5 items that had been purchased by the highest number of respondents were food at restaurants, beverages at cafes, alcohol, movies and plays, and on-line avatars. The level of perceived necessity and purchase experience were positively correlated in general, although there were a few exception.

A Study on the Affecting Factors for the Acceptance of the Advertisement through Mobile Media: Cases of Korea and Japan (이동통신매체광고의 수용영향요인에 관한 연구: 한국, 일본 중심으로)

  • Yoo, Sang-Jin;Kim, Hyo-Jung
    • The Journal of Information Systems
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    • v.15 no.4
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    • pp.149-170
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    • 2006
  • This research investigates the determinants of the customer's acceptance intuition for the ads on cellular phone. For this purpose, this research set up a model with such variables as entertainment information irritation, credibility, flow experience, attitudes and acceptance intention based on TAM and Flow theory. For the more reasonable and generalizable results, this study targets two different customer groups in Korea and Japan and compare the responses from these two groups using AMOS, the structural equation modeling and a second-generation multi - variant techniques.

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Quality of Pediatric Nursing Care: Concept Analysis (아동간호의 질에 대한 개념분석)

  • Choi, Mi-Young;Bang, Kyung-Sook
    • Journal of Korean Academy of Nursing
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    • v.40 no.6
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    • pp.757-764
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    • 2010
  • Purpose: This paper is a report of a concept analysis of 'quality of pediatric nursing care', Methods: Rodgers's evolutionary method of concept analysis was used. Data were collected from published literature related to quality of pediatric nursing care. Results: Quality of pediatric nursing care was identified with three dimensions and seven attributes: 1) nurse's character: technical competence, interpersonal competence, 2) nurse's activities: developmentally appropriate care, attentiveness, entertainment, 3) nurse-parent interaction: nurse-parent partnership, emotional support. Antecedents of quality of pediatric nursing care were 'child and parent's expectation about pediatric nursing care', 'previous caring experience of pediatric nurses'. Consequences of quality of pediatric nursing care were 'meet child and parent's needs' and 'better health outcomes.' Conclusion: 'Quality of pediatric nursing care' is a core concept in pediatric nursing practice. Appropriate instruments to operationalize the concept need to be developed.

Functional Analysis of Music Used in Film

The Structural Relationship among Viewing Motivation, Viewing Commitment, Reviewing Intention and Game Use Intention of e-Sports Competition Broadcasting

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.205-212
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    • 2022
  • The purpose of this study is to investigate the structural relationship between the viewing motivation, viewing commitment, re-audience intention, and game use intention of e-sports competition broadcast viewers. According to the purpose of the study, an online survey was conducted on 300 college students with experience watching broadcasting of e-sports competitions. After excluding inappropriate data from 8 out of 300 people, 292 people's data were used for final data processing. For data processing, the validity and reliability were verified using SPSS 26 and AMOS 23, and then the research hypothesis was verified. We has the results were shown as follows. First, it was found that entertainment, social intercourse and vicarious satisfaction had a positive effect on viewing commitment, but information has not significantly effect on viewing commitment. Second, it was found that viewing commitment had a positive effect on reviewing intention and game use intention. Third, it was found that reviewing intention had a positive effect on game use intention.