• 제목/요약/키워드: Entertainment platform

검색결과 114건 처리시간 0.022초

IPTV Evolution and Extension of Customer Needs (IPTV의 진화와 고객니즈의 확장에 대한 연구)

  • Sim, Jin-Bo;Jung, Duk-Hwa
    • The Journal of the Korea Contents Association
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    • 제9권3호
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    • pp.215-224
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    • 2009
  • This study includes literature research and empirical study with the subject of experts in order to anticipate the direction of IPTV evolution, the extension of customer needs, and the technology related to needs themselves. According to the results of the study, it is expected that IPTV will evolve as a converged media platform that integrates the demands of communication, information, and entertainment; and the customer needs for IPTV will be extended from the basic needs for previous TV(high quality and low cost) to 4A(Any Time, Any Where, Any Contents, Any Device) needs. In particular, as the IPTV evolves, the needs for customization(Any Contents needs) will be regarded most importantly among the 4A needs; this implies that what matters is how contents are created and distributed in order for the IPTV to take priority in competition afterwards.

Integration Control MiddleWare for Next Generation Telematics Service (차세대 텔레매틱스 서비스를 위한 통합 제어 미들웨어)

  • Kang, Gi-Soon;Yoon, Yong-Ik
    • Journal of Korea Spatial Information System Society
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    • 제7권3호
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    • pp.83-92
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    • 2005
  • Telematics is a wireless data communication system that provides various information services for driver's the safety or entertainment, and it makes drivers possible to use those services in the moving space, as if he/she is at home or at office. As telecommunication technology develops and Telematics market grows larger, standard platform for the intelligent telematics is required. This paper describes the structure and module control design of the intelligent telematics that recognizes driver's needs and pushes customized services to the driver at real-time.

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Accessibility of Korean Cultural Values at Screens: Decoding Patterns of North American Audiences

  • Xiuli, Chen;Sirui, Yao;Jiyeon, Baek;Jiena, Sha;Kesu, Lin;Kyung-young, Chung
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.153-159
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    • 2022
  • This research investigates the accessibility of Korean modern values at screens from the perspectives of North American audiences while consuming Korean films and TV dramas. In order to decode Korean cultural values at screens, this study collects the data of 266 Korean films and TV dramas distributed in North America from IMDb platform, unlocking that the success of box office for Korean projects in North America is positively correlated with the characteristics of Violence & Gore and Profanity. Meanwhile, the audiences' positive responses to the violent project mainly depends on the degree of "Sex and Nudity", the plots of "social groups". The current success of Korean cultural and creative industry as well as the future global markets strengths are analyzed in this research. Stuart Hall's cultural studies approach and cultural psychological account theory are applied to discuss the success of Korean entertainment industry in the transnational cultural communication.

Social Media Stickiness in the Z Generation: A Study Based on the Uses and Gratifications Theory

  • Saiful Hoque;Md. Alamgir Hossain
    • Journal of Information Science Theory and Practice
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    • 제11권4호
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    • pp.90-108
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    • 2023
  • The purpose of this study is to investigate how uses and gratifications motivations increase social media stickiness, with a special focus on media engagement as a key mediator. Data were gathered via a survey questionnaire from Bangladeshi Z Generation social media users, which was quantitative in nature. For the analysis of 258 survey samples, structural equation modeling methodology was used. The results show that social media engagement and social media stickiness are positively impacted by uses and gratifications motivations such as social interaction, information, convenience, and entertainment. The study also found evidence of a relationship between uses and gratification motivations and social media stickiness, which is also mediated by emotional attachment. Understanding the motivations and gratifications sought by Z Generation users on social media platforms can help design strategies to enhance engagement and loyalty, ultimately leading to improved user retention and platform success. By identifying and addressing the specific needs and desires of the Z Generation, social media platforms can tailor their features, content, and user experiences to foster a stronger sense of connection and satisfaction, resulting in increased user engagement and prolonged usage.

The Effects of Personal Media and Influencer Attributes on User's Trust, Viewing Commitment, and Purchase Intention (1인 미디어 콘텐츠 및 인플루언서의 속성이 이용자들의 신뢰, 시청몰입, 구매의도에 미치는 영향)

  • Jun-Seop Lee;Ji-Young Kim
    • Asia-Pacific Journal of Business
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    • 제14권2호
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    • pp.17-31
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    • 2023
  • Purpose - The purpose of this study is to verify the effects of attributes of personal media content and influencers on the cognitive and emotional trust of platform users. In addition, the structural relationships among cognitive trust, emotional trust, viewing commitment, and purchase intention were examined. Design/methodology/approach - For the empirical analysis of the study, a survey was conducted on 192 consumers who have recently experienced using personal media content. The Confirmatory Factor Analysis (CFA) and the Structure Equation Model (SEM) were hired in order to analyze the survey data. Findings - Findings of this study are 1) informativeness and expertise had a significant effect on cognitive and emotional trust. However, entertainment had no significant effect on both cognitive and emotional trust; 2) interactivity had a significant effect on emotional trust, but not on cognitive trust; 3) cognitive and emotional trust had a positive effect on the viewing commitment of the content; 4)content users' viewing commitment had a positive effect on their intention to purchase recommended products. Research implications or Originality - The theoretical and practical implications were discussed through the above empirical research results, and the limitations of the study and the direction of follow-up studies were presented.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • 제11권6호
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
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    • 제14권3호
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    • pp.149-162
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    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.

Effect of Olfactory Stimulation on Balance, Spasticity and Quality of Life in Chronic Stroke Patients (후각자극이 만성 뇌졸중 환자의 균형, 경직 및 삶의 질에 미치는 효과)

  • In, Tae-Sung;Kim, Kyung-Hun
    • Journal of Korea Entertainment Industry Association
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    • 제14권3호
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    • pp.403-410
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    • 2020
  • The purpose of this study was to determine whether olfactory stimulation would improve spasticity, balance ability and quality of life in stroke patients. Twenty-one stroke patients were recruited and were randomly divided into two groups: olfactory stimulation group (n=10) and sham stimulation group (n=11). Participants in both groups received conventional physical therapy for 30 minutes before the intervention. Additionally, subject in the olfactory stimulation group performed olfactory stimulation using lavender oil for 6 minutes (2 minx3 set), five times a week for two weeks, while the sham stimulation group conducted olfactory stimulation using water for the same amount of time. Composite-Spasticity-Score was used to assess spasticity level of ankle plantar-flexors. Dynamic balance was measured using a TUG. Postural-sway distance was measured using a force platform. Quality of life were measured by SF-36. There was no significant difference within group and between the groups in the spasticity. Significant improvement in postural-sway and TUG were observed in the olfactory stimulation group compared to the sham stimulation group (p<0.05). The Mental Componnt Summary of the SF 36 in the olfactory stimulation group improved significantly greater than the sham stimulation group (p<0.05). Our findings indicate that olfactory stimulation is beneficial and effective to improve balance ability and quality of life in stroke patients.

An Exploratory Study on the Advertising Skepticism and Avoiding of Youtube Users based on Media Platform (미디어 플랫폼 유튜브 이용자의 광고 회의주의와 광고 회피 현상에 대한 고찰)

  • Sun, Min-Jae;Kim, Joon-Seok;Na, Woon-Bong
    • Journal of Korea Entertainment Industry Association
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    • 제14권6호
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    • pp.61-76
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    • 2020
  • As the media environment changes rapidly, the size of the online advertising market is growing rapidly. However, consumer's trustfulness in online advertising is much lower than that of old media, and there is also a phenomenon of advertising avoidance. Thus, in this study, advertising skepticism, advertising appeals, involvement, and FCB Grid theory were used to provide Youtube and advertisers with implications for advertising strategies. It was intended to provide a way to lower consumer advertising avoidance. As a result of Research 1, consumers with high advertising avoidance showed low advertising attitudes, brand attitudes, and attitudes toward products. In addition, there was no difference in gender, and when the frequency of online video viewing decreased and the age increased, advertising avoidance increased. Research 2 shows that consumers with high levels of advertising skepticism showed a high level of advertising attitude when the level of involvement was low and transformational appeal was high. In the FCB Grid model, consumers with high levels of advertising skepticism are found to be suitable for transformational appeal advertising. These results mean that Youtube and advertisers should think important about advertising skepticism, which is the cause of advertising avoidance, and that consumers with high levels of advertising skepticism should be presented with advertisements suitable for each type of product in the online advertising market.

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • 제14권3호
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.