• Title/Summary/Keyword: Movie Music

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A Development of Product Design for Launching in New Market - inkel Car Navigation (WideTouch) - (Car Navigation 신시장 진출을 위한 제품디자인 개발사례 연구 - 인켈 와이드터치(WideTouch) -)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.225-234
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    • 2006
  • Car Navigation market is rapidly emerging in Korea recently. And it adds the multiple functions which are various traffic and travel information, DMB(Digital Multimedia Broadcasting) TV, game, movie and music. It is evolving as a killer application device of Car Infotainment (Information & Entertainment). On the other hand, the technical barrier which is pushing into the market is low and the competition is intense in process of time. In the market situation, the design differentiation is embossed with important element. In this case study, focused on inkel which specialized in Audio/Video launching into the Car Navigation market with the new brand 'WideTouch', we tried to provide successful product design strategy based on proactive research on the market for the design differentiation through the target segmentation of the new generation, middle-aged and a woman consumer.

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Analysis of DMB Adoption Intentions According to Preferred Contents and Other Media Usage Characteristics (디지털 멀티미디어 방송의 선호 콘텐츠 및 타 매체 이용특성에 따른 의용의향 요인 분석)

  • Kim, Dong-Ju;Shin, Seung-Do
    • Korean Management Science Review
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    • v.25 no.1
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    • pp.123-138
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    • 2008
  • Recently, DMB service markets experience a rapid change with terrestrial DMB test-broadcasting for the nation-wide coverage and paid interactive data broadcasting being offered utilizing TPEG and BIFS technologies. This warrants a reexamination of a consumers' adoption intentions for DMB service. This paper uses a survey data set to analyze DMB adoption intentions and the choice between terrestrial DMB and satellite DMB services according to preferred contents and other media usage characteristics. Empirical results show that consumer who prefer TV, music, and movie contents are more likely to adopt DMB service, whereas consumers with high intentions for HSDPA subscription are less likely to adopt DMB service. This implies that continuing development of killer application and the analysis of substitutes or complements of other media are crucial for the increase of DMB adoption intentions. It is found that the more consumers prefer sports, movies and entertainment/game and put higher values in the quality of the contents, the more likely they adopt satellite DMB service. Meanwhile, the more consumers prefer TV, drama and news contents, and are sensitive to the subscription fees, they are more likely to adopt terrestrial DMB service. Therefore, it seem that consumers' DMB adoption between terrestrial and satellite services is crucially related with types and characteristics of contents offered.

A Study on Youth friendly elements in the Residential Apartments Complex Design - Focused on the Design Competition of Apartment Complex in 2007 - (아파트 단위세대 공간계획 시 청소년 고려사항에 관한 연구 - 2007년 아파트 현상설계를 중심으로 -)

  • Kim, Nam-Hyo;Shen, Mei-Yu
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.71-79
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    • 2009
  • It is the youth period that the personality is shaping gradually. The residential environments have influence on the young ego. Especially residential design should include more youth friendly design elements than any other facilities. The purpose of this study was to provide the youth friendly design elements about the space design of apartment through analysis of youth's needs. This study was progressed to the survey method about five districts of apartment design competitions in 2007. The collected cases are analyzed by using statistics software SPSS for windows release 11.0. The result of the study was as below. First, the youth satisfaction of current residential space got more satisfied as floor space got larger. Second, most of youth uses them own room that is satisfied with their floor space for sleeping, inviting friends, studying, playing activities. Third, generally youth preferred to place their own room not far from the restroom, but the result of distance between master room and entrance was classified depend on sex, personal inclination, and residence environment, also generally satisfied with volume of their room. Fourth, for the restroom, although it is too small that satisfied with bath facilities relatively. And cast, youth's preferred room for extra was 'movie/music room', 'game room' and 'dress room' which is higher preference than 'study room'.

Human factors guidelines for designing anchors in the moving pictures on multimedia systems (멀티미디어 시스템의 동영상 노드를 위한 앵커의 인간공학적 설계지침)

  • Han, Sung-H.;Kim, Mi-Jeong;Kwahk, Ji-Young
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.265-276
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    • 1996
  • Multimedia systems present information by various media, for example, video, sound, music, animation, movie, etc., in addition to the text which has long been used for conveying the information. Among many multimedia applications, the multimedia information retrieval systems commercialized in the forms of multimedia encyclopedia CD-ROMs, benefited from various media for their ability to present information in an efficient and complete way. But using several media, on the other hand, may cause end users' confusion and furthermore, poorly designed user interface often exacerbates the situation. In this study, the multimedia systems were studied from the standpoint of usability. The conceptual framework of the user interface of the multimedia system was newly defined. And 100 initial variables for user interface design of general multimedia systems were suggested through literature survey and expert opinions based upon the framework developed. Among various application areas, the multimedia information retrieval systems were chosen for investigation, and 36 variables particularly relevant to user interface of the multimedia information retrieval systems were selected. According to the sequential research strategy, the variables that were considered to be most important were finally selected through a screening stage. A part of selected variables were verified through a human factors experiment as the first step of sequential research. Based upon the result of the experiment, guidelines for user interface design were provided. For future study, the variables remained will be Investigated and the study will expand to another application areas.

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Predicting Arab Consumers' Preferences on the Korean Contents Distribution

  • Park, Young-Eun;Chaffar, Soumaya;Kim, Myoung-Sook;Ko, Hye-Young
    • Journal of Distribution Science
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    • v.15 no.4
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    • pp.33-40
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    • 2017
  • Purpose - This study aims to examine the analysis of pattern on Arab countries consumers' preferences of the Korean Contents using social media, Facebook since Korean entertainment contents have been distributed in the global marketplace. Then we focus on developing Predictive model using a Data Mining Technique. Research design, data and methodology - In order to understand preference growth of Korean contents in Arabic countries, we- collected data from two popular Facebook pages: 'Korean movies and drama' and 'K-pop'. Then, we adopted a data-driven approach based on Data Mining techniques. Results - It is obvious that the number of likes for K-pop will increase for all North African and Middle Eastern countries, however concerning Korean Movies and Drama except Tunisia it is decreasing for Algeria, Egypt and Morocco. Also, concerning Saudi Arabia and United Arab Emirates, the number of likes will decrease for Korean Movies and Drama which is not the case for Iraq. Conclusions - It is noted in this study that K-contents such as drama, movie and music are sometimes a gateway to a wider interest in Korean culture, food and brands. Moreover, this study gives significant implications for developing predictive model to forecast Korean contents' consumption and preferences.

Personalized Group Recommendation Using Collaborative Filtering and Frequent Pattern (협업 필터링과 빈발 패턴을 이용한 개인화된 그룹 추천)

  • Kim, Jung Woo;Park, Kwang-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.7
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    • pp.768-774
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    • 2016
  • This paper deals with a method to recommend the combination of items as a group according to similarity to handle application area such as fashion and cooking, while the previous methods recommend single item such as a book, music or movie. Collaborative filtering is a method to recommend an item selected by users with similar tendency based on similarity between users. In this paper, the proposed method generates a set of frequent items based on collaborative filtering and association rules and recommends a group by similarity between groups. To show the validity of the proposed method, experiments are performed with purchase data collected from e-commerce for four months.

Does cost matter: How customer adopts the fee-based online content services?

  • Choi Jeon-Gil;Hong Soon-Goo;Kim In-Jai;Lee Sang-Guen
    • The Journal of Information Systems
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    • v.13 no.1
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    • pp.121-134
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    • 2004
  • As Internet usage widely grows, online content services such as newspaper, magazine, music, game and movie are provided with a fee-based subscription. Many content services providers consider charging a usage fee into its service provisions as one of the Internet business models for increasing revenue. There are customer resistances to adopting the fee-based service provision on the Web. Previous research in information systems (IS)has focused on the analysis of adoption of information technology or systems in the individual ororganization level. No principle research has been carried out on the user adoption behavior of online content services provisions. As users actively access content services on the Web, it needs to explore user adoption behavior in different settings. Many IS researcher have employedquantitative approaches, even though they deal with the process of user behavior regarding the information technology or system. In this study, we attempt to discover how customers adopt the fee-based provision of online content services by employing grounded theory, one of the principal qualitative research methods.

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The Analysis of Consumer Information Posted on Young Casual Brand Web Sites (남녀 영 캐주얼 업체의 웹사이트에 나타난 소비자 정보 분석)

  • Lee Mi-Sook
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.934-945
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    • 2005
  • The purpose of this study was to investigate the content and presentation style of consumer information of Korean young casual apparel brand. To collect the data for this study, the representative 25 casual brand web sites were selected, based on major search engines. In addition, to investigate exact product information, four product categories, knit shirts and casual pants for men and women, were selected and the number of products was limited as maximum 15 products per each category. A coding instrument was developed to capture the consumer information, based on the instrument by Park and Stoel(2002). The Pretest was conducted to gauge inter-coder reliability and the results showed that inter-coder reliability was highly acceptable. The results of this study were as follows. Most casual brand web sites for this study were presented well in brand and customer service information. Especially, many web sites provided various engaging information such as various events(best dresser contest, date with a star, special gift) and useful multimedia file(MP3 music file, screen saver, movie, calender). However, product information was very lack in most web sites. Especially, sizing and fitting information and textile and fabric hand information were rarely provided. Therefore, this result showed that the web sites should provide more specific product information and develop devices to get tactile sensory and experiential information for enhancement of future e-commerce of apparel products.

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Fashion leaders revisited - The viewpoint of college students as fashion followers - (패션리더에 대한 재고 - 팔로워로서의 대학생 관점 -)

  • Park, Kyungae
    • The Research Journal of the Costume Culture
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    • v.26 no.5
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    • pp.777-792
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    • 2018
  • As social media has become a part of daily life, new types of online opinion leaders are emerging, and in turn, changes in traditional fashion leaders and leadership are expected. Considering such changes, this study attempted to reexamine fashion leader types and influence characteristics from the perspective of college students as fashion followers. Students were asked to write an essay identifying their fashion leader and how and why they were influenced by him or her. Sixty essays entitled "My Fashion Leader" were collected and content-analyzed. A total of 78 fashion leaders were identified and categorized into four types including celebrities, social media influencers, friends/family/acquaintances, and people seen on the street in order of frequency. Influence characteristics of the identified fashion leaders included superiority, role model, similarity, and familiarity. Similarity was observed across all types of fashion leaders, while superiority and familiarity were identified for celebrities and friends/family/acquaintances, respectively. The results imply that celebrities, mostly those from the TV, movie, and music industries, are still important as fashion leaders in society regardless of their communication style, while friends/family/acquaintances as opinion leaders within a consumer group are important to provide information, advice, and help. However, social media influencers between the two groups are expanding the influence.

Detecting Prominent Content in Unstructured Audio using Intensity-based Attack/release Patterns (발생/소멸 패턴을 이용한 비정형 혼합 오디오의 주성분 검출)

  • Kim, Samuel
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.224-231
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    • 2013
  • Defining the concept of prominent audio content as the most informative audio content from the users' perspective within a given unstructured audio segment, we propose a simple but robust intensity-based attack/release pattern features to detect the prominent audio content. We also propose a web-based annotation procedure to retrieve users' subjective perception and annotated 18 hours of video clips across various genres, such as cartoon, movie, news, etc. The experiments with a linear classification method whose models are trained for speech, music, and sound effect demonstrate promising - but varying across the genres of programs - results (e.g., 86.7% weighted accuracy for speech-oriented talk shows and 49.3% weighted accuracy for {action movies}).