• Title/Summary/Keyword: Mutual Entertainment

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Exploring the Impact of Live Commercial Anchors on Business Performance and Survival Strategy: Focusing on Resource Configuration and Environmental Choice

  • ZHANG, Li-Jie;HUANG, Fei
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.4
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    • pp.1-18
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    • 2022
  • Purpose - Through the analysis and research of different characteristics and related mechanisms of live commerce anchors, this paper aimed to help live commerce anchors to strengthen their characteristic advantages, beautify the live broadcast environment, improve resource allocation and enhance business performance, so as to help live commerce anchors to achieve better high-quality development. Research design, data, and methodology - This study was conducted by sample survey method on 361 live commercial anchors who have experience in using major online shopping malls for more than one year. Data analysis methods were frequency analysis, confirmatory factor analysis, reliability analysis, correlation analysis, and structural equation model analysis. Result - Hypothesis 1 through Hypothesis 5 were all supported. The results of this study suggest that professionalism and mutual entertainment of live commercial anchors have a significant impact on business performance, survival strategy, resource allocation and environment selection. The resource allocation and environment selection of live commercial anchors play a mediating role in the professionalism and mutual entertainment of live commercial anchors on business performance and survival strategy. Conclusion -The results implied that the professionalism and inter entertainment of live commercial anchors have a positive impact on business performance and survival strategy. In the new situation, live commercial anchors should further improve their professionalism and mutual entertainment, so as to achieve better development.

Jave based Embedded System Design and Implementation for Real-time Stream Data Processing (Java 기반 실시간 센서 데이터스트림처리 및 임베디드 시스템 구현)

  • Kim, Hyu-Chan;Ko, Wan-Ki;Park, Sang-Yeol
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.2
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    • pp.1-12
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    • 2008
  • Home network is a technology that provides possibilities of monitoring/controling/mutilating-recognition between optional home network machines in residences. Currently, home network or other networks like entertainment, residential electronic networks are jumbled together with heterogeneous networks in a rampaging condition. In a reality of high expectation for home networks system like the mutual application for various machines, we are required to have the unification technology for conveniences to satisfy expectations. This thesis reflects how to develop Java applications or mutual products based on convenient interfaces actually that process various sensors which create real time data stream in Java platform through Java based sensor data-stream processing embedded middleware design and realization in real time.

A Study on the Characteristics of Fashion in Wanna-Be Phenomenon (워너비 현상 (Wanna-Be Phenomenon)에 나타난 패션의 특정 연구)

  • Yum Hae-Jung;Kim Ji-Seon;Kim Eun-Jung;Park So-Hyun
    • Korean Journal of Human Ecology
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    • v.9 no.2
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    • pp.53-63
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    • 2006
  • The purpose of this study is to analyze the background and characteristics of fashion in wanna-be phenomenon. The primary source of data has been a collection of recent books, news repots, many articles from various kinds of mass media and fashion internet cite. The results of this study can be summarized as follow. First, The wanna-be phenomenon can be divided the background into three parts : change to entertainment society, increase of mass consumption, increase mutual communication with star and fan. Second, the function of fashion in wanna-be phenomenon can be divided with the following: the function of self-expression, guide book of trendy lifestyle, and play for pleasure. Third, fashion style in wanna-be phenomenon can be divided with the following : chic & gorgeous style, sexy casual & chav style, bohemian mix & match style.

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Exchange & Cooperation on Inter-Korean Performance Program, and Copyright Law Issues - Focused on Performance-Related Clauses in the North Korean Copyright Act - (남북한 공연프로그램 교류협력과 저작권법상의 문제 - 북한 저작권법상 공연관련 조항을 중심으로 -)

  • Lee, Chan-Do
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.11-24
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    • 2019
  • In this article, potential problems in the exchanges and collaboration of South and North Korean performance programs were reviewed focusing on the articles related to performances in the North Korean copyright law. In the North Korean copyright law, there were significant differences from the ordinary rules in the international society or lack of the rules. They are the problems on the bases and principles of North Korean copyright law, unacceptance of copyrightable works against their political system, equal and mutual benefit on the copyright of the South Korean copyrightable works, neighboring copyright and economic right, unlimited protection for moral right, unpreparedness of right protection for online copyrightable works, and so on. On the other hand, the available performance programs to exchange mutually between South and North in the short run include national operas, dramas, musicals, festival events, and so on. However, legal and systematic improvement plans are required on the different copyright rules between South and North to facilitate the exchanges and cooperation. Externally, collaborations are required in the international copyright stage such as collaborative agreements on various international copyright usages, and we should consider the global entrance of performance programs that contain national sentiment and develop mutual trusts through these.

Communication and Implications of the Untact Era through Hanji Works - Focusing on Moon-jung's Art - (한지 작품을 통한 언택트 시대의 소통과 함의 - 본인의 작품을 중심으로)

  • Kim, Moon-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.47-57
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    • 2021
  • The purpose of this study is to find out what the implications for communication in the Untacted era are through interpretation of works created by researchers for communication and relationship using traditional Hanji materials as a new communication method to cope with the situation of Corona 19. This work uses an in-depth interpretation of the motivations, intentions, and meanings of researchers who are challenged with their experience, knowledge, and intuitive insights. The works and interpretations that were originally exhibited for the purpose of human relations and communication using Hanji materials representing traditional Korean beauty are as follows. First, creative activities that utilize traditional materials for human relations and communication through overcoming the limitations of the untact era, such as Corona 19, are helpful for mutual understanding and finding meaning. Second, the use of traditional materials for the formation of relationships and communication between people in the same ethnicity, language, and space can be a medium for forming a common perception. The findings will provide motivation for the use and expansion of human relationships and communication in disaster situations as basic data.

The Influence of Macroeconomics Variables on Sportainment Industry - Case Study Using the Stock Price Changes of Nike, Adidas - (거시경제요인이 스포테인먼트 산업에 미치는 영향 - NIKE, Adidas 기업 주가를 중심으로 -)

  • Kim, Hun-Il
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.99-113
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    • 2021
  • This study to verify the influence of the macroeconomic factors to sportainment industry and also to find the value of use. For this, 'Dow Jones Industrial Average (DJIA)', 'West Texas intermediate (WTI)', and 'Gold Price (GP)' were selected from macroeconomic factors, and the 'Stock Price' of NIKE and Adidas for sportainment industry factor. The transaction data for 20 years (5,285 trade days) were analyzed through a two-step extraction process. Durbin-Watson regression analysis was performed to prove the influence and predict. From these analyses, the first, the Macroeconomics factors were found to have a significant effect on the sportainment industry. The second, each different levels of regression equations were found by the time setting, the environmental characteristics of each time period, and mutual relation between factors. Finally, it was found that the regression equation between specific period can be used for the future prediction in sportainment industry.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Brand Marketing through Transmedia Storytelling : Focusing on BTS's Branding Strategy (트랜스미디어 스토리텔링을 활용한 브랜드 마케팅 : 방탄소년단의 브랜딩 전략을 중심으로)

  • Lee, Min-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.351-361
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    • 2019
  • The objective of this article is to identify an alternative strategy for brand marketing through a case study of the Korean boy band BTS, which has recently seen a huge success in the global music scene. BTS has actively used transmedia storytelling as a tool to survive in the competitive music market. Transmedia storytelling refers to stories that are expanded across different media platforms, engaging audiences to explore from one medium to another to undergo multiple experiences. It gives audiences various ways of enjoying cultural content and participating in cultural content production through numerous media outlets. BTS has established and spread its fictional universe through albums, music videos, short films and webtoons, and has launched diverse projects where fans actively share, create, and play with their content. By inviting fans to actively participate in and interact with the BTS universe spreading through multiple media platforms, BTS can keep its fans engaged and energized. These activities have generated an emotional bond between BTS and their fans, which further leads to a worldwide fandom, based not on a producer-customer relationship but on mutual trust. The BTS case demonstrates the potential of transmedia storytelling as a useful benchmark to provide a positive brand experience for customers, which eventually enhances brand attachment and brand loyalty.

A Study on the Transfiguration Process and the Symbols of Theatrical Costume of Sandai Masque During the Choson Dynasty (조선시대 산대놀이 복식의 변모과정과 의복상징에 관한 연구)

  • 이일지
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.79-94
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    • 2004
  • The main purpose of this study is to discribe the transfiguration process and the symbols of theatrical costume of Sandai masque(산대놀이) during the Choson Dynasty. Sandai masque as a popular play is a very important form in the history of the Korean theatre. Furthermore in order to analyze the mutual relationship and difference between in the early and later Chosen Dynasty, Narye has is stressed deeply a national amusement event. In the early years of Choson Dynasty, non-official culture such as outside of Seoul and Seoul were subject to the official culture of the Court. In the late years, actors become more and more libral, separating themselves from the systemical restriction. The main reason for this is the growth of capitals in private sectors as well as the growth in demand for entertainment among private citizens. On these backgrounds, the transfiguration process of Sandai masque have changed the treatrical costume. The treatrical costume carries symbolic meaning to the obserber. The value of symbol changes as the time passes, overtime thereby altering its meaning as well. The caracters and plots change inevitably over years but the basic theme remains. The symbols of theatrical costume of Sandai masque are mainly focused on three subjects: first, the entrance of a dragon and tiger originated in the exorcism for good harvest; second, color symbolism expressed in the confrontation between red and black; and third, associate characteristics of dress forms related to regoinal classification of the mask dance.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.