• Title/Summary/Keyword: Play Contents

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Psychic Distance and Country Image Influencing on Consumers' Competitive Brand Choice on Cross-Cultural Perspectives (교차문화적 관점에서 경쟁적 브랜드 선택에 영향을 미치는 심리적 거리 및 국가이미지)

  • Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.53-61
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    • 2006
  • Culture, consumers' value and attitude play an important role for global marketing strategy on cross-cultural perspectives. The aim of this research was to investigate how consumer ethnocentrism and cultural affinity affect psychic distance, country image and competitive brand choice. data were collected through personal interview. A total of 234 responses are put to final analysis. The results are as follows: First, cultural affinity play an important role for psychic distance and country image. Second, consumer ethnocentrism has directly affected country image and psychic distance. Finally, country image has affected competitive brand choice, but psychic distance doesn't have affected.

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The Status of Paid and Free Star Chart Game Applications: Focus on Google Play in Korea

  • Nam, Sang-Zo
    • International Journal of Contents
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    • v.14 no.3
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    • pp.46-52
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    • 2018
  • The objective of this study was to determine the status of star chart game applications in the Google play store in Korea. The share of game genres in paid and free star charts of game applications was searched. Also, the average reviewer's rating, average number of reviews, and average age rating based on the genre of paid and free star charts of game applications, and the average price of paid applications based on genre were analyzed. Hypothesis tests for the differences in average reviewer's rating, average number of reviews, average age rating according to the genre of game applications were performed. Also, hypothesis tests for the differences in average reviewer's rating, average number of reviews, average age rating between the paid and free game applications along with the hypothesis test for the differences in price according to the genre of paid game applications were performed. Lastly, hypothesis tests for the correlation between the start chart ranking and number of reviews in association with the correlation between the start chart ranking and reviewer's rating were performed. Statistically significant differences in average reviewer's rating, average number of reviews, average age rating according to the genre of game applications, and between the paid and free game applications were verified. However, the correlation between the start chart ranking and number of reviews in association with the correlation between the start chart ranking and reviewer's rating were not statistically significant.

Analysis of Social Network Service Data to Estimate Tourist Interests in Green Tour Activities

  • Rah, HyungChul;Park, Sungho;Kim, Miok;Cho, Youngbeen;Yoo, Kwan-Hee
    • International Journal of Contents
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    • v.14 no.3
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    • pp.27-31
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    • 2018
  • Social network service (SNS) data related to green tourism were used to estimate preferred tour sites and users' interests. Keywords related with green tour activities were employed to search the SNS data. SNS data were collected from Korean blogs such as Naver and Daum from June $1^{st}$ to August $31^{st}$ between 2015 and 2017 using text-mining solution. During the study period, seven hundred and five posts were analyzed. Associated words that frequently co-occurred with keywords were classified into different categories depending on the nature of associated words. Associated words included swimming pools and camping sites (location); experience and swimming pools (attribute); and water play and culture (culture/leisure). Our data suggest that SNS users with experience of green tourism in Korea exhibited interest in green tourism with swimming pools, camping sites, experience, water play and/or culture rather than particular popular sites. Based on the findings, it is recommended that preferred facilities such as swimming pools should be provided at green tourism sites to meet the users' needs and to facilitate green tourism.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

CAS-based Security System for IPTV (CAS기반 IPTV 보안 시스템)

  • Kim, Dae-Youb;Ju, Hak-Soo
    • The KIPS Transactions:PartC
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    • v.15C no.4
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    • pp.221-226
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    • 2008
  • IPTV is well known services of TPS (Triple play service). Since TPS supplies the bundle service, service providers can supply low-priced services for their subscribers. To supply high quality contents stably, it is an essential requirement to make payment for the services. According to the type of services, either CAS or DRM is used to protect the pay-contents service. Also IPTV uses or will use these security systems to protect the service. In this paper, we will describe security problems when a IPTV service provider chooses either CAS or DRM, and then propose a new security system to solve the problems.

A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
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    • v.12 no.3
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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Fatty Acid Profle of Egg in Laying Hens with Different Rearing System: A Field Study (사육방식에 따른 계란의 지방산 조성: 현장연구를 중심으로)

  • Choi, In-Hag
    • Journal of Environmental Science International
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    • v.22 no.6
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    • pp.773-777
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    • 2013
  • This study examined the effects of cage rearing system and backyard raising system on fatty acid profile of egg in laying hens during 9 weeks. Two hundred hens, 70-wk-old, Hy-line Brown, were used in this study and fed basal diets. 100 hens, randomly collected from facility, were transferred to cage rearing system and 100 remaining hens were moved to backyard raising system. For overall period, higher unsaturated fatty acid percentages in two different rearing systems than did saturated fatty acid (SFA) were observed. In unsaturated fatty acid compositions, both rearing system showed a higher mono unsaturated fatty acid (MUFA) contents than poly unsaturated fatty acid (PUFA) contents. Egg quality traits of laying hens reared in backyard system had considerably lower contents of SFA and higher contents of MUFA compared with eggs from cage rearing system (P<0.05). In addition, eggs from cage rearing system resulted in a significantly lower n-3 contents and higher n-6:n-3 ratios and CLA contents in comparison with backyard raising system (P<0.05). However, no significant effects of two different rearing systems on PUFA, PUFA:SFA ratio, and n-6 contents were observed during the experimental period. In conclusion, this result suggests that cage rearing system and backyard raising system will play an important role in improving egg production as functional foods.

A Study of Contents's Effect on Intercultural Communication (콘텐츠가 문화커뮤니케이션에 미치는 영향)

  • 신정숙
    • Archives of design research
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    • v.11 no.1
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    • pp.33-42
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    • 1998
  • The movie, (Jurassic Park) made by ultramodern Computer Graphics has earned 100 million dollors admission fee in 9 days after opening release and has earned 3000 million dollors that add direct income to relative field income composed by fancy industry, theme park, and so on. If you compare the income with hollywood movies with ours total amount of export, you will know the contents industry scale Many countries weight on contents industry in national supports movies, now. All image softwares that have same target movies, computer game, animation, etc. compress to contents to entertainment and was expected to secure the superiority on the 21th ultramodern media industry. The one have hegemony 21th information period if how much have the contents by the dizital broadcasting. But meaning of intercultural communication play on important part more value of contents than value of political and economical aspect.

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Evaluation on the Contents of Antioxidative Substance at the Different Layers in Several Rice Varieties (몇 가지 벼품종 현미층위별 항산화 물질의 함량 평가)

  • 곽태순
    • Korean Journal of Plant Resources
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    • v.11 no.3
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    • pp.257-263
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    • 1998
  • Fifteen varieties of Oryza sativa mainly includig those of Korean native rice were exactly cutted into three layers such as L$_1$ layer (the outer part of 90% from rice center), L$_2$ layer(the part of 81 ~ 91% from the rice center) and L$_3$ layer(the inner part of 80% from the rice center) and ferulic acid derivatives, which play an important role of antioxidative action, were quantitiavely analyzed by UV absorption spectrometric method at fixed 314nm. From this experiment, it was found that the more it enters from the surface into the rice center, the more those secondary metabolites contents were highly reduced. The varieties showing contents more than 20 mg/g were as follows: Hwasunchalbyeo(25.8mg/g), Jojeongdo(24.1mg/g), Suwon425(21.2mg/g), Daigolbyeo(20.6mg/g) and Nonglimna 1(20.2mg/g) by this order. Estimation onthe anthocyanin contents of both Suwon 425 and Sanghehanghyeolna revealed that its total. contents were very exactly close each other. However, it was charateristically differentiated in the contents of L$_2$ layer with respect to showing a considerably higher content of Suwon 425 than of Sanghaehanghyeolna. Conclusively, the selected Suwon 425 variety, which is coloured and flavour volatile one, showed relatively higher contents of anthocyanin, ferulic acid derivatives in the L$_2$ layer as well as L$_1$ layer when compared with Sanghaehangyeolna and even other varieties. This fact suggested that Suwon 425 could be a promising candidate for the development of health rice food.

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