• Title/Summary/Keyword: Viewing Experience

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An Analysis of Instagram Hashtags Related to the Exhibitions in Korea

  • Park, Jihyun;Seok, Ayoung;Yoon, Youngjun;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.49-56
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    • 2019
  • The purpose of this study is to analyze the characteristics and meanings of Instagram hashtags related to the exhibitions as a online communication platform of museums. At the same time, it focuses on efficiency of hashtags as a reference framework of inferring viewing experiences. We collect and visualize Instagram hashtags of exhibitions held in Korea for the past two years including 'Paper Present (2017)', 'YOUTH (2017)', 'Monet, Draw Light Exhibition (2018)', 'Van Gogh Inside (2016)', 'Drawn by the Wind: Shin yun-bok & Jeong Seon'. To sum up, significant data related to viewing experiences are not derived, and hashtags as a reference framework of inferring viewing experiences are turned out to be inefficient. Meanwhile, we conclude that potential for distributing information about the exhibitions is inherent in hashtags. In terms of informational characteristics, we notice that the influence of hashtags related to regional information is presented more than the response toward the viewing experiences. This result shows that Instagram users in the exhibitions are worthy of place making rather than viewing experiences.

A Study on the Television Viewing Behavior of Koreans: Focusing on the Dynamics of Coviewing among Family Members (한국인의 텔레비전 시청행태에 관한 연구: 가족간 공동시청의 역학을 중심으로)

  • Kim, Beam-Jong;Kim, Jin-Ho;Kim, In-Sook;Lee, Min-Goo
    • Korean Journal of Human Ecology
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    • v.8 no.2
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    • pp.399-417
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    • 1999
  • Viewers have always switched channels and they have selected by turning away from the TV and returning to the set when the content seemed more amusing. Also, people usually watch television with their family members and thus the experience of viewing is embedded uniquely in ongoing processes of family interaction. In other words, people develop patterns and habits through the act of viewing together. As viewing with family members is the most frequent mode of media exposure, the context of family viewing needs to be thoroughly examined if we are to understand the family's use of television. The purpose of this paper is to investigate the dynamic nature of television viewing behavior. With the people meter's second-by-second viewing information, first we analyze who, when, and why viewers change channels. The ensuing reduction of advertising impact due to zapping will be investigated as well. Then the focus will be shifted to the dynamic interaction of coviewing among family members. In order to further explore the in-depth nature of television viewing, actual viewing information should be cross-analyzed with respect to both demographic and psychographic variables. In this study we surveyed individual characteristics such as television watching patterns, program type preference, attitude toward commercials, channel control intensity, and personalities. We have demonstrated that the results of an meticulus analysis of survey data provide valuable insights into the dynamics of television viewing among family members.

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Impulsive Buying Types Related to Cable TV Home-Shopping Usage Characteristics in Apparel Product Buying (의류제품 구매 시 케이블 TV 홈쇼핑 이용특성에 따른 충동구매유형에 관한 연구)

  • Lee, Yun-Kyung;Park, Jae-Ok;Ahn, Min-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.11
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    • pp.1669-1679
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    • 2008
  • This study examined what differences were shown in the types of impulsive buying according to consumers' viewing circumstance, previous purchasing experience, and demographic factors on CATV home-shopping. For this study, data were obtained from adult women in twenties to fifties who have frequently viewed CATV home-shopping. The questionnaire was composed of three sections; characteristics of home-shopping usage, behaviors of impulsive buying and demographic factors. Data from 403 questionnaires were used for the statistical analysis. The results of this study were as following. First, four factors of impulsive buying types were identified. Second, differences in impulsive buying according to viewing circumstance of TV home-shopping were significant. New products were easily accepted by consumers who were reminded of previous needs with more viewing time and frequent viewing chances. Also, differences in impulsive buying according to the reason of viewing were meaningful only for the 'reminder impulsive buying. Third, consumers with more previous purchase experiences had higher reminder impulsive buying on home-shopping. Fourth, there were significant differences in age and marital status according to impulsive buying. The biggest difference was shown in the 'planned impulsive buying' corresponding to age and in the 'reminder impulsive buying' to marital status.

Benefit Analysis of Internet Personal Broadcasting (인터넷 개인 방송의 수익 분석)

  • Jung, Keun-Woong;Park, Seong-Taek;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.319-333
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    • 2017
  • This study is aimed at investigating the factors that influence the profits of Internet personal broadcasting to improve unstable benefit structure. 50 viewers of game broadcasting that includes most of internet personal broadcasting's personalities are surveyed, who are watching the broadcasting everyday more than an hour and backing to a broadcast conductor. For investigating Benefit Structure Analysis of Internet Personal Broadcasting, independent variables are composed of Social viewing experience, Parasocial relationship, and Information seeking motive and mediator is composed of viewing satisfaction that influences dependent variable, purchase intention. As a result the study founds that only two independent variables(Parasocial relationship, Information seeking motive) affect to mediator and viewing satisfaction affected to dependent variable.

A Study on a Consumers Attitude toward PPL(Product Placement) of Fashion Products - Centering on TV - (패션상품의 제품배치(PPL)에 대한 소비자(消費者)의 태도(態度) 연구(硏究) - TV를 중심으로 -)

  • Kim, Il;Kim, Ki-Young
    • Journal of Fashion Business
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    • v.8 no.1
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    • pp.117-132
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    • 2004
  • The purpose of this study is to analyze consumers attitude toward PPL (Product Placement) of fashion products on TV, with regarding PPL as a new-communication sphere of marketing. This study used a questionnaire method, and the results of the analysis are as follows. First, as for the information availability of PPL related to fashion products on TV, it was shown to be higher in order of trend, brand, color, practicability, price and material. Second, as a result of analyzing, through 11 items, the attitude on PPL experience of fashion products on TV, there were many positive responses as to 5 items (The commodity with PPL is the product of a renowned brand, The commodity with PPL is the expensive product, An image of the product with PPL becomes good, The product with PPL is suitable to the mood in a drama, I try to think whether the product with PPL matches with myself), and there were more negative responses as to 6 items (Because of desiring to know a brand of the product with PPL, I look for it, The product with PPL is practical, The product with PPL is same as the real situation, I will also buy the product with PPL, Because there are too many commodities with PPL, I become angry, In case of facing PPL, I change a channel). Third, it was shown that the purchase experience and purchase intention as to the product with PPL on TV, have a positive correlation with TV viewing time and with whether or not re-approval as to PPL of a specific company. Also, the purchase experience as to the product with PPL on TV was shown much in the group of viewing TV via internet and in the group of using the digital TV broadcasting. The purchase intention as to the product with PPL on TV was shown higher in the group of using much cable TV broadcasting and general TV broadcasting, while the group of viewing TV via internet had purchase experience, but the response of not having intention of repurchasing was the highest.

A Study on the Characteristics of Visual Aspects in MAISAN Provincial Park (마이산도립공원의 전망경관 특성에 관한 연구)

  • Kim, Sei-Chon;Rho, Jae-Hyun;Park, Jae-Chul;Huh, Joon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.2
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    • pp.74-85
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    • 1996
  • The objective of this study is to investigate the influence of viewing aspects based on formal aesthetics and psychophysica approaches of the MAISAN provincial park for landscape management. Two methods are applied in this study. First, according to the field study with map the quantitative analyses of the viewshed area, visual section and scenery types were achieved, herein the visual landscape characteristics is found. Second, based upon visual preference evaluation of the relationships between the viewing aspects and visual preference scores to landscape slides were measured by questionnaires. The main conclusions obtained by the research are as follows. Visual area of MAISAN has a quite wide viewshed though itself is surrounded. The preference for the visual terminal were change by its characteristics to the visual corridors, view points, viewing types and viewing distance. Especially, the regression analysis between visual preference and viewing distance indicated Y=-3.20X\sup 2\+18.64X+20.64. In this case, viewing distance 794m from O\sub p\ is more important point for visual experience. The viewing types B·C and famous view A obtained a high visual preference score. A visual terminus are viewed along an entire RouteA, so revealed by its evolving spatial containment as to exact the full potential of its changing perspectives. Also we conducted the degree of visual influence by the shade in visual area at MAISAN and clarified viewing vantage Route and point in LSH being necessary for landscape preservation.

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A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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