• Title/Summary/Keyword: Korean entertainment

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A Study on the character of Urban Entertainment Center in multi-anchor and exposure time - Focusing on Cheongryanri station and Yongsan station - (집객시설과 노출시간에 따른 도심 엔터테인먼트형 복합상업시 설(UEC)의 특징에 관한 연구 - 청량리역과 용산역을 중심으로 -)

  • Kim, Hyeongjung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.283-290
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    • 2013
  • The change of shopping environment created new emerging type of shopping center after 1990's, Urban Entertainment Center(UEC) in northen America. One hand traditional shopping center was retail-centered, the other hand UEC is entertainment-centered and offers the trinity of synergy. Each components, that are retail, dining and entertainment, play a role of drawing people, extending duration of visiting and making people revisit then the synergy makes commercial profit in shopping center. As northen America many of shopping centers with complex have been built in Korea since 2000 and some projects is planning by the change of shopping environment and regenerating urban. Although the term of "UEC" is used in Korea, it seems to be added entertainment facilities to shopping center without considering on commercial strategy. This study will take a look at mix and duration of visit which ULI stresses in UEC development and comparing with those of Yongsan Station and Chyeongrangri Station which are built recently in seoul, it will get characters and situation of these UECs. Finally, the analysis is to be used as a planning data in UEC development.

Female Adolescents Hedonic Shopping Orientation and Store Image as related to Store Patronage Intention (청소년기 여학생의 쾌락적 쇼핑 성향과 상점 이미지에 따른 상점 애고 행동)

  • 한지혜;고애란
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.5
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    • pp.833-844
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    • 2001
  • The purposes of this study were 1) to identify the effects of store image and stores entertainment environment image on attitude toward store and store patronage intention through emotions toward store, and 2) to identify the effects of sensation-seeking tendency, hedonic shopping orientation and shopping motives on store image, stores entertainment environment image, attitude toward store and store patronage intention. The data were collected from 416 female adolescents who visited stores located in Dongdaemoon, Seoul, via self-administered questionnaires, and were analyzed by frequency, factor analysis, multiple regression and path analysis. The results of this study were as follows : (1) According to path analysis, store image and stores entertainment environment image affected emotions toward store and attitude toward store, and affected store patronage intention through a mediator, emotions toward store. (2) Among the factors related to store images, stores entertainment environment image had the greatest effect on store patronage intention. (3) Sensation-seeking tendency, hudonic shopping orientation and shopping motives affected store image, stores entertainment environment image, emotions toward store and attitude toward store directly and indirectly through store image and stores entertainment environment image. (4) The most significant factor in explaining all these relations was hedonic shopping orientation.

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Comparison and Analysis of Cometic and Foreign Standard for electrical facilities installation of entertainment spaces (유흥장 전기설비 설치에 대한 국내.외 규정 비교 분석)

  • Bae, Seok-Myung;Bang, Sun-Bae;Yi, Geon-Ho
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.321-325
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    • 2004
  • Electrical facilities of entertainment spaces become more complicate and bigger due to growing industry and economy. Therefore using only Technical standards for Electrical facilities of internal standard, we have some difficulty for management and installation of electrical facilities of entertainment spaces. So this paper gives a information which is applied to install the electrical facilities of entertainment space by analysing and comparing of internal and external standard.

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Possibility of Debt Financing by Korean Entertainment Companies : Case of SM Entertainment and YG Entertainment (한국 엔터테인먼트 기업의 부채금융 가능성 탐색 - SM엔터와 YG엔터 사례를 중심으로)

  • Kim, Daewon;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.227-236
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    • 2014
  • The purpose of this paper is to explore the possibility for Korean entertainment companies to enter into debt financing. In particular, this study focuses on the possibility of issuing corporate bond and the asset backed securities (ABS) by two leading entertainment companies in Korea: SM Entertainment (SM) and YG Entertainment (YG). Depth interview with specialists such as investment bankers (IB), bond brokers, and financial directors and executives in entertainment companies was done. The results show that IB's opinion on issuing corporate bonds by SM and YG is positive. However, they may need to meet four requirements including maintaining stable cash-flow, diversifying sales source, enhancing accounting and legal transparencies and verifying managerial capabilities. In addition, Psy' s 'Gangnam style', his global hit song, turns out to have high potential as a base asset for ABS.

An Exploratory Study on the Influence of Imports of Korean Entertainment Program Formats on the Chinese Broadcasting Industry: Focused on In-depth Interviews with the Production Staff of HUNAN TV and ZHEJIANG TV Stations in China (한국 예능 프로그램 포맷 수입이 중국 방송 산업에 미친 영향에 관한 탐색적 연구: 중국 후난 방송국과 저장 방송국 제작진에 대한 심층인터뷰를 중심으로)

  • Gao, Menglu;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.27-32
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    • 2020
  • This study analyzed the influence of the format import of Korean entertainment programs on the Chinese broadcasting industry. To this end, an in-depth interview was conducted with the production staff of Chinese broadcasting stations. As a result of the analysis of this study, it was found that the format and production method of Chinese entertainment programs began to change from the time the format of Korean entertainment programs was imported.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

An Analysis on Prediction of Computer Entertainment Behavior Using Bayesian Inference (베이지안 추론을 이용한 컴퓨터 오락추구 행동 예측 분석)

  • Lee, HyeJoo;Jung, EuiHyun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.51-58
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    • 2018
  • In order to analyze the prediction of the computer entertainment behavior, this study investigated the variables' interdependencies and their causal relations to the computer entertainment behavior using Bayesian inference with the Korean Children and Youth Panel Survey data. For the study, Markov blanket was extracted through General Bayesian Network and the degree of influences was investigated by changing the variables' probabilities. Results showed that the computer entertainment behavior was significantly changed depending on adjusting the values of the related variables; school learning act, smoking, taunting, fandom, and school rule. The results suggested that the Bayesian inference could be used in educational filed for predicting and adjusting the adolescents' computer entertainment behavior.

Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.160-169
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    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

A Study on Application of the Interior Environmental Design Using Natural Elements in Underground Space of Urban Entertainment Center (도심 엔터테인먼트형 복합상업시설 지하공간에 자연요소를 이용한 실내 환경디자인 방안에 관한 연구)

  • Ha, Mi-Kyoung;Kim, A-Hyun;Lee, Hyo-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.157-166
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    • 2013
  • The underground space of urban entertainment center can do various roles for urban development. Especially, the design of underground space using natural elements is necessary to sustainable development of facilities. The purpose of this study is to propose the elements, characteristics and application around interior environmental design using natural elements in underground space of urban entertainment center. The research methods of this study are research references, survey and field-study. This study can be concluded as follows; First, the factors of interior environmental design using natural elements in underground space of urban entertainment center are 'landmarks expression of natural elements', 'introduction and planning of daylighting', 'planning of materials using natural images', 'planning of ecological footpath' and 'planning of energy recycling'. Second, pedestrian space and openspace considering regional context are necessary. Third, introduction of daylight and design of artificial lighting in underground space are needed to making eco-friendly environment. Fourth, landmark design using various natural elements in underground space is needed to provide eco-friendly amenity. Fifth, the interior environmental design using natural elements is needed to community space in underground space. Sixth, eco-friendly pedestrian space in underground space is necessary. Seventh, interior environmental design using natural elements is needed to the entrance of underground space of urban entertainment center.

How Government Policy Affects to Entertainment Industry?: Case Study of Korean Film History (영화산업 발전단계를 바탕으로 본 문화콘텐츠산업의 정부개입과 산업 성숙도의 연관성)

  • Kwon, Heog-In;Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.386-394
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    • 2014
  • Entertainment Industry, with high productivity of added value, is noticed as a major industry leading global economy. Thus the government has been constantly attempting to devise various plans for developing entertainment industry, but the plans are mostly come out according to currently faced issues rather than considering the whole industry interior interaction. We are mainly objective to find a ground for estimating the current entertainment industry status. For this, we borrowed the concept of 'maturity' from various capacity maturity estimation tools. We also analyzed Korean film industry as a representative entertainment industry case to find what and how government intervention has affected on the industry.