• Title/Summary/Keyword: Entertainment Experience

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A Study for Promotion of the Stay Type Tourism in Ulsan by IPA Analysis Techniques (IPA분석을 통한 울산의 체류형 관광 활성화 방안 연구)

  • You, Young-Jun;Lee, Ji-Hun;Chung, Yoon-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.1-12
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    • 2019
  • The purpose of this study is to explore ways to promote the stay type tourism in Ulsan. To achieve this, IPA analysis techniques were applied to survey the importance and performance of experts, tourists, and hotel users, and measures were developed for activation of common points among the groups. Most studies analyze the survey results of a group, but this study compared and analyzed the results among three groups of experts, tourists, and hotel users, resulting in areas requiring activation. According to the results of each group, 'cultural facilities' were selected as the attraction factor, and 'night tours' were chosen as the basic factor to improve. On the other hand, tourist attractions, clean environment and urban parks have been selected as implementation factors, which correspond to the "ecological tourism," one of Ulsan's five-color themes. According to the ranking, the three groups of experts, tourists, and hotel users were able to look at the results of priority items that were selected up to the third place, although there were no exact matching factors. The items selected by both groups were diversification of night viewing, traffic accessibility in tourist sites, and improvement of night scenery, operation of night experience programs, extension of night opening hours, and revitalization of night markets respectively.

Research on the Aesthetic Characteristics of Korean Director Jae-young Kwak's Love Films (한국감독 곽재용의 멜로영화 심미적 특성에 관한 연구)

  • Xin, Yuan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.181-187
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    • 2019
  • The theme of "youth love film" is a strong point in the Korean film industry and has made remarkable achievements in the overseas market. Jae-young Kwak is a famous Korean film director and screenwriter. He is good at shooting "youth love film" with beautiful pictures, exquisite emotions and rich imagination. His films have unique charm and characteristics. This paper expounds the image style, characterization and theme. First of all, from the perspective of image style for this paper, analysis of the film is how to use different narratives and lens language to create a movie's atmosphere, makes the transfer of drunk the oriental beauty. Secondly, the main focus is on the director to find a new way to shape the characters in the film, and pay attention to the description of details, foreshadowing and explaining the plot. Thirdly, based on the theme, this paper analyzes the profound meaning behind romantic films, which reflect the yearning and pursuit of modern people, and people should pay attention to and think deeply. In the modern economic globalization, countries culture mutual exchanges and cooperation, South Korea many outstanding movie worth exploring and research, by studying the Jae-young director Kwak youth love films, excavate its popular film in the market of reason, analysis of the works reflect the aesthetic characteristics, which sums up the experience of the youth love film.

Characteristics of Telepresence by Multisensory Feedback and Related Neural Mechanism in Patients with Schizophrenia : A Functional MRI Study (조현병 환자에서 다감각적 되먹임에 의한 원격현존감 특성 및 관련 신경 기전 : 기능자기공명영상 연구)

  • Han, Ki-Wan;Choi, Soo-Hee;Park, Il-Ho;Lee, Hyeong-Rae;Kim, Sun-I.;Kim, Jae-Jin
    • Korean Journal of Biological Psychiatry
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    • v.19 no.3
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    • pp.121-127
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    • 2012
  • Objectives : The multimodal telepresence systems have been adopted in a variety of applications, such as telemedicine, space or underwater teleoperation and videoconference. Multimedia, one of the telepresence systems, has been used in various fields including entertainment, education and communication. The degree of subjective telepresence is defined as the probability that a person perceives to be physically in the remote place when he/she experiences a multisensory feedback from the multimedia. The current study aimed to explore the neural mechanism of telepresence related to multisensory feedback in patients with schizophrenia. Methods : Brain activity was measured using functional magnetic resonance imaging while fifteen healthy controls and fifteen patients with schizophrenia were experiencing filmed referential conversation at various distances (1 m, 5 m and 10 m). Correlations between the image contrast values and the telepresence scores were analyzed. Results : Subjective telepresence was not significantly different between the two groups. Some significant correlations of brain activities with the telepresence scores were found in the left postcentral gyrus, bilateral inferior frontal gyri, right fusiform gyrus, and left superior temporal sulcus. There were no main effects of group and distance. Conclusion : These results suggest that patients with schizophrenia experience telepresence as appropriately as healthy people do when exposed to multimedia. Therefore, patients with schizophrenia would have no difficulty in immersing themselves in multimedia which may be used in clinical training therapies.

A Study on the Relapse and Recovery Experience of Female Drug Addicts (여성마약중독자의 회복과 재발경험에 대한 연구)

  • Kim, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.673-685
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    • 2020
  • The purpose of this study is to specifically investigate the factors that affect maintenance, relapse, and recovery after the abstinence of female drug addicts. For such purpose, ten females who repeated drug addiction and are currently in recovery were selected as the study participants to carry out in-depth interviews. The original materials were analyzed using descriptive phenomenological methods of Giorgi. The results of the analysis showed that most participants experienced discrimination and inhospitable treatment in their childhood. They began taking drugs as an escape from their difficult realities or out of curiosity and worked at adult entertainment establishments, living as a drug addict for a long time. Drugs gave them extreme sexual pleasure and it was difficult for them to recover as their body became dependent on drugs. However, as they experienced religious awakening or existential existence, they gained an opportunity for newly understanding themselves. Social support was an essential resource for their recovery. However, various kinds of trauma that they experienced in their lives acted as a factor to worsen drug addiction. Based on the study results, this study proposes spirituality, actual programs, and trauma treatment approaches that can contribute to the restructuring of life.

The Effect of Motivation and User Characteristics on Use Satisfaction and Continuous Use Intention in YouTube Vlog (유튜브 브이로그 이용 동기 및 이용자 특성이 이용 만족 및 지속이용의도에 미치는 영향)

  • Youn, Ji-Young;Yoo, Ji-Yoon;Lee, Jang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.189-201
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    • 2020
  • As communicating with friends by recording their daily lives in video clips has become a trend for the Z-generation or the Millennial generation, interest in the vlog is increasing. This study analyzed the effects of motivation and user characteristics on use satisfaction and intention to use vlog in 168 participants in their 20s and 30s who have experience using YouTube vlog. The results of the study showed all hypotheses established in this study were adopted. Specifically, habits and killing time, information-seeking, entertainment and relaxation, voyeurism, openness and emotional identification were found to have a positive effect on the use satisfaction. Also, satisfaction with the use of vlog has a significant impact on continuous use intention. Therefore, it can be seen that exploring the vlog will provide theoretical and practical implications.

Concept and Expression Method of 'Fun' Presented in Fashion Design (패션디자인에서'재미'의 개념과 표현방식)

  • Jang, Nam-Kyung
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.225-236
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    • 2005
  • As a fresh trial using humorous items to escape from economic recession and uncertain state of mind regarding politics and society, fun is emerging as a keyword in design area. This study classified various use of fun reflected in modern fashion design according to the theme, and analyzed the mod of expression to identify formative characteristics. Through these processes, this study built conceptual structure of fun in fashion design. 412 fashion designs which represent fun were collected from 2001 $S/S{\sim}2005$ F/W collections. Data were analyzed and categorized. Results showed that the theme of fun in the modern fashion design could be classified into humor, kidult, irony, satire/parody, storytelling, and play. The design elements mainly used were color silhouette, letter, object, and drawing, while the design principles were distortion/exaggeration, incongruity, and repetition. In addition, these expressions were related to the traditional humor theory: incongruity-resolution, superior, and relief theories. The fun in modern fashion design has such value as affirmation, warmness, entertainment, youth, contradiction, surprise, deviate, allusion, attack, and description, Finally, in regard to the subject, the fun provides active experience like play as well as passive acceptance.

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A Survey on Smoking Status and Its Related Factors for Female Students of A Women's University in Seoul (일부 여대생의 흡연실태와 그 관련요인 분석)

  • 곽정옥
    • Korean Journal of Health Education and Promotion
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    • v.12 no.2
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    • pp.120-138
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    • 1995
  • In order to find smoking status and its related factors for female students, a survey was conducted for 1,045 female students of a women's university in Seoul from 22nd of May to 18th of June, 1995. The results were as follows: 1. Of the 1,045 respondents, 7.4% of them were current smokers and 20.6% of them were ex-smokers. The rate of smoking by the major field of study was 18.5% in art and physical education, 10.6% in liberal art and social science, 1.9% in natural science, and 1.2% in medical science. The rate of smoking by the grade was 4.1% in the freshman, 5.9% in the sophomore, 10.9% in the junior, and 10.0% in the senior grade. 2. 7.2% of respondents experienced first smoking at junior high school, 16.8% at senior high school, 4.1% after high school, and 69.2% at college. 3. The major motivation to start smoking was 'curiosity'(57.9%), 'releasing stress'(21.6%), and 'temptation from friend or senior'(12.0%). 4. The first smoking place was 'entertainment place'(49.6%), 'own room'(20.5%), and 'school '(11.3%). And the first smoking companion was 'friend'(62.3%), 'alone'(19.9%), and 'senior or junior'(5.1%). 5. The average quantity of a daily smoking was 6.16±5.29 cigarettes in current smokers and 31.2% of them had experience to quit smoking at least one or more time. 6. Most of the reasons to quit smoking in ex-smoker were due to 'bad taste '(60.5%), 'health concern'(27.4%) and 'religion'(2.3%). 7. Current smoker and ex-smoker had more positive attitude for the female smoking than nonsmoker. And 76.7% of nonsmokers answered that they would not smoke in the future. 8. Most correspondents(89.8% of nonsmoker, 83.7% of ex-smoker, 80.5% of current smoker) strongly supported the antismoking movement. 9. The major information source in smoking were from 'radio, TV'(51.0%), 'newspaper, magazine'(38.8%) and 'school'(7.7%). 10. The multiple logistic regression analysis showed that the related factors for smoking status were satisfaction of home life, coffee intake, alcohol drinking, sister's smoking, girl friend's smoking, and knowledge about smoking.

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Note Tracking and Localization Algorithm for Interactive Rhythm-based Music Player (리듬기반 인터액티브 음악 플레이어를 위한 음표 위치 추적 알고리즘)

  • Kim, Jae-Hong;Park, Jae-Sung;Lee, Jun-Seong;Cha, Dong-Hoon;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.482-486
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    • 2009
  • Conventional music players offer simple replay and one way entertainment. The paper presents an algorithm to extract, within a digitally recorded music file, the temporal information of a sequence of target notes (i.e. melody). We assume to have the score (e.g. MIDI or printed score), and using this information, it becomes possible to first sequentially predict the probable location of the target notes. However, recorded music is hardly performed according to the score, especially temporally. Thus, additional analysis is carried out to hone in on the exact location of the target note from the initially predicted location. This prediction and correction process is repeated to find one note after another. This allows us to develop an interactive music player that is enacted by rhythmic interaction, and induce a new user experience, i.e. as if one is playing the music oneself.

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An Exploratory Study on the Demand & Supply to Senior friendly industry to Culture Contents Technology(CT) R&D (문화콘텐츠기술(CT) R&D 연계 고령친화산업의 수요와 공급에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.12
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    • pp.3848-3855
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    • 2009
  • Many social and environmental changes emerged by the increasing of the number of the aged to entrance the aged society. This study explored the current supply status on Contents Technology R&D(research and development) of CT ministries and market policies(senior friendly industry) targeting to elderly consumers and the needs and demand of elderly generation to knowledge information technology. In, 2008, Ministries announced the sixth category of CT R&D's fundamental planning. The 'public culture service' to elderly and handicapped person is one of CT R&D category. This study investigated the information technology participation(internet participation rate, blog and internet cafe commitment) and contents technology to the elderly. The research indicated the desired needs of elderly consumers are creativity contents, emotional & experience and communication needs. These three factors of CT R&D to elderly consumers meets the needs non-game factors such as health, economic stability and information seeking in entertainment game.

Creating Cartoon Contents for the Aged : with Special Reference to 'Sex Education' Cartoon (노인 만화콘텐츠 창출 : 성교육 만화를 중심으로)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.132-139
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    • 2011
  • Despite the importance of sexual life of the aged, it is almost disregarded due to the Confucius value system and bias. The common people's view on the sex of the aged was clearly demonstrated by their attitude toward a movie entitled "I love it though I might die" which was determined "18 Age over"being awareness of its explicit sexual intercourse and several lied on the discussion. For this reason, the sex of the aged is clandestinely revealed and uses to receive publicity for sexual assault for children, sexual crime, and illegal prostitution in parks. And social atmosphere that prevents open discussion of the sexof the aged increases in the number of suffering aged in reality, and it causes the decrease of life quality of them. In this circumstance, cartoon contents can be perfectly used for sex education for them. Entertainment character and genre character of cartoon contents can deliver the understanding of sex rather voluntarily and easily to the aged and it can be used as a tool to motivate by indirect experience and to enhance efficient understanding.