• Title/Summary/Keyword: Viewing Experience

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The Meaning of Dating and Marriage among Well-Educated Korean Couples at the Optimal Marriageable Age (고학력 결혼적령기 커플들의 연애와 결혼에 대한 의미 및 젠더 정체성)

  • Sin, Hye Lim;Joo, Susanna
    • Journal of Family Relations
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    • v.21 no.1
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    • pp.77-98
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    • 2016
  • Objectives: The aim of this study was to explore perceived meanings of dating and marriage among well-educated Korean couples who were in optimal marriageable ages. Particularly, an emphasis was placed on finding out where the traditional gender norms and post-modern contexts intersect on the couples' course of dating and marriage. Method: We undertook a qualitative analysis of 8 couples (age: 26-34) dating. Participants were limited to university graduates of upper-middle rank universities in Seoul, South Korea. The rationale for choosing such sample was based on the idea that characteristics of class is inherent in the act of dating and marriage, and that such characteristics lead to different contextual experiences in dating and marriage. This study was based on interviews conducted over a three-month time span. The interviews were first transcribed into research text and then subjects and key categories were drawn from the transcripts for analysis. Results: Participants sought meanings of joy, learning, and self-improvement in dating, and they were free from traditional gender norms in their romantic relationships. They viewed marriage as having a permanent companionship with their partner, becoming independent from their parents, and/or a social norm to be followed. Participants reported mixed perceptions about marriage in such fashion that they described their parents' relationship in terms of a gendered leader-supporter relationship, while viewing their own relationship as being genderless partners. In transition to parenthood, however, they regressed to traditional gender norms dichotomized as women being a homemaker and men being a breadwinner. In sum, participants displayed expectations that were inconsistent with regard to dating and marriage over the study period. That is, during the course of dating and early marriage, they did not hold separated gender norms; however, when transitioning from being a newly married couple to giving their first childbirth, expectations shifted to traditional gender norms and values. Conclusion: This suggests that it is not marriage, but the experience of childbirth and motherhood, which strengthen traditional gendered norms, engendering regeneration of the gender norms in families. The results indicate that there is a need to promote co-parenting behavior among the newly-married couples and to educate gender equality about parent roles or for parents in South Korea so that they can overcome traditional gendered norms in family.

Enjoyment Methods of Traditional Theater Performances in the Early 20th Century (20세기초 극장무대 전통공연물의 향유방식)

  • Jeong, Choong-Kwon
    • Journal of Korean Classical Literature and Education
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    • no.38
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    • pp.103-138
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    • 2018
  • This study examines the modern succession, transformation and significance of enjoyment methods of classical literature (art) with a focus on the characteristics of those methods that appeared when the performances of the traditional era began to be displayed on the stage of the theaters in modern Seoul. The clues to the reasons for this type of enjoyment can be found in newspapers, magazine articles, and advertisements from the early 20th century. The emergence of stage theaters at the beginning of the modern era caused a sweeping change in the performance environment, including the fact that it was possible for all kinds of people to enjoy art beyond the existing socioeconomic hierarchies or barriers of status, that the performers were given employment through the theater, and that the audience had the tendency of the general public of an unspecified number because the audience was able to see the performances only by paying the viewing fee. The way of enjoying traditional performances also changed based on these new adaptations: the performances were sequential, show-oriented, and re-contextualized as public performances. It is significant that in the traditional era, performers and audiences had been segregated according to their status and a strict hierarchy; now, such cultural norms were breaking down in favor of a kind of equality. In addition, it was possible for the audience to experience sensory enjoyment, and theater brought about a new kind of popular consumer enjoyment of an artistic product. Of course, though, it is possible to look back and find problems related to the contemporary context, but the traditional performances, which were the main performances for the lower class, took the first place on the modern theater stage, and as a result, no one can deny that it became possible to move forward in the first phase of an era of public performance.

A Study on the Kiosk UI Reflecting the Elderly's Characteristics (고령자의 특성을 반영한 패스트푸드점 키오스크 UI 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.556-563
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    • 2019
  • This study was conducted to improve the use experience of elderly people in fast food kiosks which are actively utilizing 'un-tact' technology. First, the Kiosk design analysis criteria were discussed through literature research. Then, the UI screens of McDonald's, Lotteria and Burger King, which are currently serving kiosks in Korea, were divided into colors, layouts and buttons. Next, the usability evaluation and survey of the elderly revealed problems with the interface design of the current kiosk. As a result, older people do not recognize buttons without an outline as buttons, and errors occur when layout changes or when viewing is complicated. In addition, horizontal navigation and vertical layout menus were error-free, and the design of buttons was error-free with the same color for the same function. Research shows that the Kiosk UI design is preferred by older people. First, buttons in the form of outline or solid are recommended. Second, vertical binding of buttons combined with images and text is recommended. Third, the screen layout should be consistent with the direction of view flow and manipulation, and should avoid increasing the number of menus and information. Fourth, page navigation is recommended in horizontal form and menu arrangement is vertical form. Finally, buttons that perform the same function are efficient for buttons to use the same color, and for different functions, applying a complementary colors can reduce confusion.

A Study on Improvement of Commentary Program on the Building Concentration Area of the Changdeokgung Palace (창덕궁 전각권역의 해설 프로그램 개선에 관한 연구)

  • Kim, Choong-Sik;Jang, Ji-Hee
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.70-79
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    • 2018
  • This study would suggest a measure for the improvement of the commentary program on the building concentration area of Changdeokgung Palace. In the process of the survey, the researcher attended the commentary site and tape-recorded commentaries two times. The researcher conducted an analysis of the times and contents of the tape-recorded commentaries and evaluated their appropriateness, including historicity and connectivity to the site. In addition, the researcher figured out the commentaries and the visitors' movements through drawings and field surveys and analyzed the locations and conditions of the main facilities. Through a field survey and analysis, it was found out that the commentaries included the facts and anecdotes about the buildings, the related figures and history. However, it was found out that there were very insufficient commentaries on the buildings arranged according to the commentary movements, the outside space, in particular, the traditional landscape facilities. In addition, it was found out that there are areas that would need commentaries and opening for viewing. A proposal for the improvement of the commentary program was drawn up based on the analysis. New commentary points were added, and the commentaries of the outside space of the area and the traditional landscape facilities could improve through modifying the existing commentaries. With the proposal for improvement, the time required was calculated through reading aloud at a speed the same as the existing commentary speed. Through this, it was found out that the proposal for improvement could be implemented within one hour, the same as the present commentary program. This study has a significance that it provided a measure for practical improvement that could provide the visitors with quality commentary information and more interesting experience.

A Study on Integrated Marketing Communication(IMC) Activities to Increase the Crowd of Professional Volleyball Teams (프로배구구단 관중증대를 위한 통합적 마케팅 커뮤니케이션(IMC)활동에 관한 연구)

  • Kim, Kyoung-Hyun;Park, Sung-Su;Park, Kyeong-Rae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.95-106
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    • 2020
  • The study was conducted to investigate the effectiveness of professional volleyball teams' integrated marketing communication(IMC) activities. The subjects of this study were a total of 400 surveys of visitors who visited the stadium to watch mans professional volleyball games from 2019 to 2020, and 385 questionnaires except for invalid or error questionnaires were used for research purposes. For factor analysis and reliability testing, IBM SPSS Statistics Ver 21.0 was used. Frequency analysis was conducted to examine the general characteristics. To verify differences between groups according to demographic and general characteristics, independent sample t-test and one-way ANOVA were performed, and correlation analysis was performed to examine the relationship between variables. In addition, regression analysis was conducted to verify the influence between variables. The results of the study are as follows. First, there was no difference in club image, club reputation, and club loyalty by gender. Second, there was no difference in club image, club reputation, and club loyalty according to age. Third, there was no difference in the club image, club reputation, or club loyalty according to the viewing experience. Fourth, professional volleyball team IMC activities were found to affect the club image. Fifth, professional volleyball team IMC activities were found to have an impact on the club's reputation. Sixth, it was shown that professional volleyball team IMC activities have an effect on club loyalty. Eighth, the club image was found to affect the club loyalty. Finally, it was found that the club reputation influenced the club loyalty.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

A Study for Promotion of the Stay Type Tourism in Ulsan by IPA Analysis Techniques (IPA분석을 통한 울산의 체류형 관광 활성화 방안 연구)

  • You, Young-Jun;Lee, Ji-Hun;Chung, Yoon-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.1-12
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    • 2019
  • The purpose of this study is to explore ways to promote the stay type tourism in Ulsan. To achieve this, IPA analysis techniques were applied to survey the importance and performance of experts, tourists, and hotel users, and measures were developed for activation of common points among the groups. Most studies analyze the survey results of a group, but this study compared and analyzed the results among three groups of experts, tourists, and hotel users, resulting in areas requiring activation. According to the results of each group, 'cultural facilities' were selected as the attraction factor, and 'night tours' were chosen as the basic factor to improve. On the other hand, tourist attractions, clean environment and urban parks have been selected as implementation factors, which correspond to the "ecological tourism," one of Ulsan's five-color themes. According to the ranking, the three groups of experts, tourists, and hotel users were able to look at the results of priority items that were selected up to the third place, although there were no exact matching factors. The items selected by both groups were diversification of night viewing, traffic accessibility in tourist sites, and improvement of night scenery, operation of night experience programs, extension of night opening hours, and revitalization of night markets respectively.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Research on a Biennale Visitors' Pursuing Benefit -Centering on the Gwangju Biennale- (비엔날레 참관자의 추구편익이 행동의도에 미치는 영향 연구 -광주비엔날레를 중심으로-)

  • An, Tai-Gi;Kim, Hee-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.432-442
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    • 2009
  • This research had a look at what effect of the pursing benefit has on satisfaction, behavioral intention, and attitude of the visitors to the Gwangju Biennale. The survey was conducted for 320 visitors who finished their exhibition viewing schedule starting September 5 until September 19 [15 days]. 300 questionnaires excepting 20 unfaithfully responded copies among those collected from the surveyed were used for the analysis. As for the statistical disposal of the collected data, after going through the process of Data Coding, this research conducted an frequency analysis using SPSS 12.0 for window & statistics package program AMOS 5.0, an exploratory factor analysis to test the reliability and feasibility of the data, and reliability test of each factor; then, this research tested a hypothesis using structural equation model. The research results are as follows: First, as a result of factor analysis of the 15 pursuing benefits, 4 factors were elicited, such as pursuit of an intellectual experience, pursuit of a novel, exotic experience, pursuit of interpersonal, cultural exchange, and pursuit of internal fullness, etc.; as a result of factor analysis of the 10 attitudes, three factors were elicited, such as affective, cognitive, behavioral factors; as a result of factor analysis of 12 types of satisfaction, two factors, such as satisfaction with facilities and convenience matters, etc. were elicited. Second, as a result of the suitability of research model, suitability, its fidelity came out as $x^2=107.508$, d.f.=48, p=.000, Q=2.240, GFI=.942, AGFI=.906, RMR=.024, NFI=.952, TLI=.963, CFI=.973, RMSEA=.064. Third, pursuing benefit was found out to have a positive effect on satisfaction, attitude, and behavioral intention. Fourth, attitude was found out to have a positive significant effect on satisfaction. Fifth, attitude was found out to have a positive effect on behavioral intention. Sixth, satisfaction was found out to have a positive effect on behavioral intention.

Entrepreneurship Competency-Based Education Research: EntreComp (Entrepreneurship Competence) Frame for Advancement of University Startup Education (기업가정신역량기반 교육 연구: 대학 창업교육 고도화를 위한 EntreComp(Entrepreneurship Competence) Frame 도출)

  • Bian, Jhi-Yoo;Lee, Jang-Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.6
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    • pp.189-207
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    • 2020
  • The government has achieved quantitative growth in university start-up education while supporting start-up education. However, it failed to systematize start-up education from an academic, policy, and practical perspective and to reveal the relationship between education and achievements in supporting start-ups. Therefore, there is a lack of interest and effort to promote effective education. In Europe, in-depth research has already been done over many years to establish an EntreComp system. Competences create values for others and attempt to apply them to education, viewing them as the people's lifelong competitiveness. On the other hand, it is urgent to improve the education system as domestic university start-up education is mainly focused on cultural level start-up skills and easy-to-access education from a business administration perspective. Based on this, the entrepreneurship competence-based start-up education system was designed. Next, eight EntreComp frames were drawn for university students through the Focus Group Interview (FGI) and Delphi survey methods, as well as domestic and international prior studies on EntreComp. In 2018, 919 start-up education programs of 42 start-up leading universities were conducted to derive the status of education by EntreComp. Prior studies of 25 entrepreneurship competences, including data from Bacigalupo et al.(2016), which studied EntreComp in the EU, were investigated and reflected the frequency of research and the importance of education and start-up perspectives. Based on the purpose of the university start-up education presented in this study, the entrepreneurship competence frame consisting of a total of eight, including spotting opportunities, value creation, self improvement, mobilising resources, technology application, strategic management, relationship, and learning through experience, was derived through expert verification. It also investigated the current status of education by competence, the degree of reflection of competence education, and the relationship with the results of support for start-ups that reflect the number of students enrolled in each university. Through this, it was suggested that future start-up education at universities could be improved from the EntreComp perspective. It has a differentiation in research in that it conducted a thorough survey using the data on start-up courses operated by leading startup universities for a certain period. However, it is difficult to generalize because the number of samples of leading startup universities is limited. Nevertheless, this study proposes the educational goal of advancing university start-up education from the perspective of entrepreneurial competence, cultivating future required competences, and fostering entrepreneurial talents that create value for others. In addition, it is meaningful in that it presents a clear direction for subsequent research by preparing a framework for research from a more essential perspective on the entrepreneurship competence frame.