The purpose of this study is to evaluate the service attributes and consumer reactions of telemedicine apps in South Korea and visualize their differentiation by constructing positioning maps. We crawled 23,219 user reviews of 6 major telemedicine apps in Korea from the Google Play store. Topics were derived by BERTopic modeling, and sentiment scores for each topic were calculated through KoBERT sentiment analysis. As a result, five service characteristics in the application attribute category and three in the medical service category were derived. Based on this, a two-dimensional positioning map was constructed through principal component analysis. This study proposes an objective service evaluation method based on text mining, which has implications. In sum, this study combines empirical statistical methods and text mining techniques based on user review texts of telemedicine apps. It presents a system of service attribute elicitation, sentiment analysis, and product positioning. This can serve as an effective way to objectively diagnose the service quality and consumer responses of telemedicine applications.
Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.
Untact mobile commerce shows a rapid growth due to the prolonged COVID-19 pandemic. And companies have a lot of tough competition in this trend. However, the detail pages of products which play an important role in purchase decision have been provided mostly for consumers in a form of stereotyped information composition. This study has found that the form of (image-centered vs. text-centered) information composition of detailed descriptions of products in the detail pages of mobile products has an effect on product attitude and purchase intention as consumers' information appeal methods vary depending on product types (search goods vs. experience goods). That is, search goods whose information search is easy and whose quality is predictable could be found that product attitude and purchase intention have a more positive effect on the form of image-centered information composition. And experience goods whose quality is unpredictable could be found that product attitude and purchase intention have a more positive effect on the form of text-centered information composition. And effects of congruence between product types based on Higgins' regulatory focus theory and the form of information composition have found to vary depending on consumers' chronic regulatory focus. Promotion focus seeking consumers showed effects of congruence between product types and the form of information composition and prevention focus seeking consumers did not show effects of congruence between them. That is, promotion focus seeking consumers have found to have more positive product attitude and purchase intention in the form of image-centered information composition of experience goods and text-centered information composition of search goods. And prevention focus seeking consumers have found to be unable to have an effect on product attitude and purchase intention even though the form of image or text-centered information composition of search and experience goods is presented. The study implies that the form of information composition should be designed, produced, and provided for consumers by considering product types and consumer propensity when designing it in the detail pages of mobile products.
The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.
In Korea, historical plays took an epoch-making turn from the previous historical plays in terms of approaches to topic and material and methods of rewriting history in the 1990s. Historical plays became dehistoricized with individual, everyday life, and faction emerging as major codes of historical plays according to mistrust in history and grand narrative as the original and disappearance of trust in the growth and totality of history. A new trend became dominant of presenting fictionality prominent instead of reproduction of history and freely playing with history outside the context. While modern historical plays were subject to the content of history, post-modern historical plays sought after new history writing to tell a new story on history within a framework of fiction. Focusing on some of the trends in post-modern historical plays since the 1990s, which include play with history, daily life-style history writing, and reproduction patterns of colonial modernity, this study examined the goals, representations, and text strategies of new history writing in three historical plays, Generation After Generation(2000) by Park Geunhyung, The Mercenaries(2000) by Park Sujin, and Chosun Detective Hong Yunshik(2007) by Sung Giwoong. In Generation After Generation, the author adopts a plot of starting with the present and tracing back to the past, breaking down the myth of racially homogeneous nation. At the same time, he discloses that the colonial history is not just by the oppressive force of Japan but also by the voluntary cooperation of Korean people. That is, we are also accountable for the colonial history of the nation. The Mercenaries contrasts the independence movement during the colonial period against the modern history developed after Liberation, thus highlighting the still continuing coloniality, namely post-colonial present. The past is presented as the "phantom of history" making its appearance according to the request of the present hoping for salvation. The author politicizes history and grants political wishes to history by summoning the history by personal memories such as fictional diaries and letters with Messiah-like images opposed to the present of collapse and catastrophe. In Chosun Detective Hong Yunshik, the author makes an attempt at the microscopic reproduction of daily life by approaching the 1930s as the modern period when capitalist daily life started to take root. The lists of signs comprising daily life in colonial Gyeongseong are divided between civilization and savagery and between modern and premodern. With the progress of narrative, however, they become mixed together and reversed in the representation system in which the latter overwhelms the former.
The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.
'Instagrammable' is a new term which means a photo or a series of pictures are worth posting on Instagram. Since Instagram is an image-oriented social media platform, it is important to give users proper awareness through images in order to be an instagrammable post. In this study, we explored the proper delivery method of messages within instagrammable posts through the use of hashtags(#). Specifically, we paid attention to the use of 'Card News', which involves a series of images that form a short narrative. Hashtags play an important role that they often describe sharing intention of the post, and we found analyzing the use of hashtags in Card News posts is a good indicator of users' Instagram activities. Currently, there are more than 580k posts are found with the search keyword Card News, and the number is increasing. In this study, we collected and analyzed more than 50k hashtags on Instagram to explore how news stories are posted from both the general users and news media accounts. Furthermore, we conducted interviews with journalists to analyze how news media are making use of Instagram as a legitimate place to share news stories with impact.
This study aims to suggest some theoretical methodology for analysis of the prosodic patterns in Korean Read Speech. The engineering effort relevant to the phonetic study has focused to the importance of prosodic phrasing which may play a major role in analyzing the phonetic DB. Before establishing the prosodic phrase as the prosodic unit, we should describe the features of the boundary signal in a target sentence. With this in mind, the general characteristics of Read Speech and the ToBI(tones and Break Indices), which has been currently in vogue with respect to the prosodic labelling system were presented as the first step. The concrete analysis was carried out with the fable 'North Wind and the Sun' Korean version, where about 25 prosodic units were discriminated by perceptual approach for 5 subjects. Establishing various informations which can be used for deciding a boundary position systematically, we can proceed to the next, viz. acoustic analysis of prosodic unit. The most important which we primarily study for improving the naturalness of synthetic speech may be, at first, detecting the boundary signals in the speech file and accordingly reestablishment it within the raw text.
MMORPG started from text-based MUD in the early '80s and had developed a lot of technology to the present. As these technologies evolve, so far, the game has changed in the game centred on male enthusiasts, and the use of players with various tendencies is increasing. As a result, a new phenomenon in the MMORPG virtual space has created. In this paper, MMORPG users are divided into five factors by using Q methodology and studied play about fandom phenomenon. Through this, the player showed the self-expression phenomenon according to the level, and the characteristic that develops from the enjoyment of the gameplay itself to the fandom phenomenon further developed.
The authors argue that the current Government Information System for asthmatics appears to be non-user friendly due to lack of the cartographic representation for the text based statistical data. Acknowledging these constraints, an operational, user-friendly map for asthmatic prevalence has been generated by combining existing statistical data with the administrative Dong boundary map under GIS environment. The Geographical User Interface, in particular, were ideally suited to deriving the major distribution patterns that more asthmatic prevalence tends to be occurred on conventional commercial district and industrial complex. A visual map using spatial modelling technology were generated to show the fact that some degree of increasing or decreasing trends of asthmatic prevalence already exists in the experimental sites. It could be used as an evidence to restrict initiation of development activities causing negative influence to asthma such as road construction. The result of this study would play a crucial role in improving the quality of environmental health information service if it is operationally introduced into the Government since the highly user-friendly interface provides a completely new means for disseminating information for asthmatics in a visual and interactive manner to the general public.
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