• 제목/요약/키워드: Entertainment Experience

검색결과 324건 처리시간 0.031초

The Relationships between Parenting Experience and Depressive Symptoms of College Students : The Moderation Role of Subjective Well-being (대학생이 지각한 부모화경험과 우울증상의 관계 : 주관적안녕감의 조절효과)

  • Kim, Mi-Yeon;Yoo, Mee-Sook
    • Journal of Korea Entertainment Industry Association
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    • 제13권6호
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    • pp.235-245
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    • 2019
  • The purpose of this study is to investigate the moderating effects of subjective well - being on the perceived parenting and depression symptoms of college students. The subjects of this study consisted of 413 college students in Seoul and Gyeonggi-do district participate in the study. Measurement tools used in this study were measures of Parentification Experience, depressive symptoms, subjective well-being. The frequency and percentage were calculated using the SPSS 21.0 statistical program, and the internal consistency coefficient (Cronbach α) was calculated. Correlation analysis and hierarchical multiple regression analysis were conducted to verify this study problem. The results showed that subjective well-being was a moderator of parenting and depression. Total experience of parenting, physical parenting, unfair, emotional parenting have been shown to have an adjustment effect in relation to depression.

A Study of Intention to Revisit Jeonju Hanok Village associated with Consumer Experience (전주한옥마을 방문객이 지각한 체험요소가 재방문의도에 미치는 영향 분석)

  • You, So-ye;Jeon, Hyeon-jin
    • The Korean Journal of Community Living Science
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    • 제27권1호
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    • pp.121-136
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    • 2016
  • The purpose of this study was to investigate consumer behavior based on the experience from visiting Jeonju Hanok Village. This study tested the relationship between the experience and intention to revisit for consumers who visited the village mediated by emotion and place attachment as a structural equation model. The results of this study were as follows. First, the perceived emotion was found to be significantly influenced by experience. Consumers were likely to feel positive emotions if their experiences of entertainment, escapism, and esthetics were positive. Second, the place attachment was found to be significantly influenced by experience. If consumers perceived positive experience of education and escapism, then they would like to be attached to the place where they experienced such positive experience. Finally, the intention to revisit was found to be significantly influenced by the emotion and the place attachment. If positive emotion and place attachment were well-established through consumer experience, then consumers would like to increase the intention to revisit the place.

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • 제35권4호
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

Application of Human Machine Interface and Augmented Reality Technology to Flight Operation (인간-기계 인터페이스 및 증강현실 기술의 항공운항 분야 적용)

  • Park, Hyeong Uk;Chung, Joon;Chang, Jo Won;Joo, Seonghyeon;Hwang, Young Ha
    • Journal of the Korean Society for Aviation and Aeronautics
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    • 제27권2호
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    • pp.54-69
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    • 2019
  • The primary objective of this paper is to introduce the application of Human-Machine Interface (HMI) and Augmented Reality (AR) technologies in flight operations. These include: self-check-in, baggage handling, airport security and surveillance, airport operations monitoring, In-Flight Entertainment and Connectivity (IFEC), cockpit design, and cabin crew support. This paper investigates the application status and development trends of HMI and AR technologies for airports and aircraft. These technologies can provide more efficient in-flight passenger service and experience by using AR devices. This paper also discusses the developments such as; the Integrated Control Application (ICA) for the IFEC interface, AR flight simulation training program using the fixed-based simulator, and the AR aircraft cabin interior concept test program. These applications present how HMI and AR techniques can be utilized in actual flight operations. The developed programs in this paper can be applied to their purpose within aircraft interiors and services to enhance efficiency, comfort, and experience.

Determinants of Positive Word of Mouth for a Contemporary Art Exhibition on Web-based Virtual Reality

  • Han, Jingyi;Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권3호
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    • pp.137-147
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    • 2021
  • We aimsto examine the determinants of visitors' positive word-of-mouth (WOM) in a web-based virtual reality contemporary art exhibition. We also examines the effects of 3 realms of experience (entertainment, esthetic, escapist) on emotional arousal, how this emotional arousal affects memory and positive word-of-mouth, how memory affects positive word-of-mouth and how age moderate all of the paths. We examined a total of 297 visitors and was conducted through an online survey focusing on Chinese users of ages 20-49. The analysis results showed that entertainment and esthetic have an effect on emotional arousal, but escapist did not. The results also showed emotional arousal has an effect on memory and positive WOM. Memory did not affect positive word-of-mouth. Finally, age has a moderate effect on all the paths, except for the path form escape towards emotional arousal and memory to positive word-of-mouth. The theoretical implications of this study are meaningful exhibition research. While, it also will be helpful to segment the web-based virtual reality art exhibition visitors by dividing into 3 groups (20s, 30s, 40s) and to provide marketing and operation strategies.

Awareness of the Others on Facebook: Empirical Analysis of Social Presence (페이스북에서 상대방에 대한 존재 인식: 사회적 현존감의 실증적 분석)

  • Hwang, Ha Sung
    • Journal of Internet Computing and Services
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    • 제16권4호
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    • pp.93-99
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    • 2015
  • The purpose of this study was to explore the reasons why college students use Facebook and the ways in which they feel of social presence while using Facebook. In fact, the study aimed to specify the links between motivations for using SNS and a sense of 'being together'. The findings of this study suggest that major motivations of SNS use were social interaction, entertainment, self-presentation, and information-seeking. Specifically, results from a survey of 280 respondents revealed that college students used Facebook to seek maintenance and connection with friends, to express themselves, to get information about school activities, and to be entertained. These findings are consistent with the existing literature regarding SNS as a primary channel to maintain the existing social relationships among college students. The study also found that all motivation factors, except information-seeking factor, were positively and significantly related to social presence. The strongest correlations were between social presence and Facebook use for social interaction and entertainment needs. It seemed that users who seek social interaction and entertainment needs are more likely to feel a sense of being with others while users who seek to get information are less likely to feel a sense of social presence. These findings implied that to some extent, a sense of social presence occurs in the context of Facebook and that the experience of social presence depends on what college students seek from Facebook use. In addition, the results showed a positive relationship between Facebook use and social presence; the more college students use Facebook, the more they are likely to experience sense of social presence. Given that Facebook provides college students with a place where they can share thought and feelings among friends, it can be concluded that Facebook contributes to the sense of belonging among users. And such feeling may enhance a sense of presence with others while using Facebook. These findings suggest that uses and gratifications researchers should consider the concept of social presence as an important variable in explaining what audience members do with media.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • 제9권6호
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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An Exploratory Study on Acceptance of China Internet Entertainment Personal Broadcasting Contents (중국 인터넷 엔터테인먼트 개인방송 콘텐츠 수용에 대한 탐색적 연구)

  • Li, RuiXiang;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Contents Society
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    • 제19권5호
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    • pp.907-916
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    • 2018
  • This paper is an exploratory study on the acceptance of Chinese Internet entertainment personal broadcasting contents. After analyzing the factors affecting viewer satisfaction, we analyzed the relationship between these factors and viewer satisfaction on reuse intention. As a result of the survey, first, the information system quality has a significant effect on the viewer satisfaction of internet personal broadcasting. Second, indirect experience, entertainment pursuit, and social relationship have a significant effect on viewing satisfaction of internet personal broadcasting. Third, viewing satisfaction of internet personal broadcasting has a significant effect on reuse intention. These results are expected to help establish the marketing strategy of the company operating the Internet personal broadcasting and prepare the requirements to be provided by the host.

Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • 제10권1호
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • 제22권2호
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.