• Title/Summary/Keyword: audiences

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Children's Writing on the Screen : Focused on the PAIR Strategies for the Audiences and the Feature of Communication Reflected in Comments ('스크린 위의 글쓰기' 과정에 나타난 아동의 예상독자 고려 전략 및 댓글에 반영된 의사소통 특성)

  • Hyun, Eunja;Kim, Hyeonkyeong;You, Jinkyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.1100-1116
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    • 2014
  • The purpose of this study is to investigate how children use the PAIR strategy for their audiences in the writing on the screen and how the comments play a role to communicate between an author and audiences. In order to perform this research, 7 elementary school students(4th-6th grade) participated in the literary education program designed to promote to write on the screen. As a result, 42 body texts(635 sentences) and 424 comments of children's writing on the screen were collected and analyzed according to the PAIR strategies and performance behaviour. The findings are as follows: first, 'attracting' is used the most among PAIR strategies and second, the most frequent performance behavior of comment is 'expression'. These findings indicate that children's writing strategy considering audiences tends to be emotionally appealing and performance behavior of comment is likely to focus on affective expression.

Current Use of e-Books and their Development Perspective (e-Book 이용실태와 발전 전망)

  • Jeong, Jong-Won
    • Korean journal of communication and information
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    • v.31
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    • pp.327-354
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    • 2005
  • This study deals with current use of e-books through a survey of e-book audiences and a diagnosis of the development perspective of e-book audiences. In addition, we present some effective methods to promote e-books in the future. The study shows that e-book users have increased. However, e-books are not well-known to the audience. Mainly, audiences use free web sites; consequently, the use of e-books is not well-promoted. Whether people have used e-books is statistically significant in the pattern of their use and e-book audiences prospect that the future of e-books is brighter than paper books. However, people who have used e-books prospect the brighter future for e-books than people who have never used them. Therefore, we should reconsider the accessibility to e-books, promote publicity, research the reliability of the contents, reduce the price, develop various contents, change layout for better readability, and develop the screen for the less eye fatigue to promote e-books.

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Audience Development for the Gimcheon International Family Theatre Festival (김천국제가족연극제의 관객개발 연구)

  • Pyo, Won-Soub;Nam, Bo-La
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4844-4852
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    • 2014
  • Many festivals are based on overseas municipalities 'city image marketing' planning. This trend is gradually reflected in this country as with the Kimcheon International Family Theatre Festival in the Republic of Korea. Gimcheon promotes itself as the central city of happiness 'city image marketing'. Most of these dimensions are in the middle of planning a festival when the Manjiman Kimcheon International Family Theatre Festival Theatre Festival, and the differentiation of the other audiences that drive successful practices in terms of box office need to be determined. This paper presents the history and status of the Kimcheon International Family Theatre Festival Theatre Festival and others based on the reports point out the distinction of a 100% share of the audience for the fifth consecutive year to analyze the cause. In particular, with local art and local performing arts festivals, audiences through a combination of 'show' Theatre Festival are also indirectly involved in the 'touch and feel' willingness to participate. In the Kimcheon International Family Theatre Festival there are significant challenges for improvements in significance.

Youth Audience Development in the Non-face-to-Face Era: An Action Research of National Theater Company's (비대면 시대의 청소년 관객개발 - 국립극단 어린이청소년극 <영지> 실행연구 -)

  • Jung, Yong Sung;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.56
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    • pp.217-242
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    • 2020
  • At a moment in which the entire culture and arts field is in crisis due to the Covid-19 pandemic, the audience development strategies practiced by arts organizations require significant adaptation. In this paper we consider the theater for young audiences, Youngji, produced by the TYA(Theater for Young Audiences) Research Center(TYARC) of the National Theater Company of Korea (NTCK). We examine how an arts organization develops youth audiences and creates a participatory culture when normal non-face-to-face engagement is not possible. We applied an Action Research methodology to our research filed, which allowed us to track continuous change based on the evolving practices and contingencies of one arts sector organization. Using Brown and Novak-Leonard's (2011) audience involvement spectrum, Koste's (1995) concept of creative drama, and Moore's (1993) transactional distance theory, we explored the possibility of active audience development by analyzing the ways in which NTCK's arts education has adapted its approach to audience development. We find that, even in this non-face-to-face era, it is possible to effectively develop youth audiences through a dramatic play that continues from play to drama.

A Study on the Effect of Global OTT-based Korean Video Content Experience on Korean Cultural Intimacy of US Audiences (글로벌 OTT 기반 한국 영상콘텐츠 이용 경험이 미국 수용자의 한국 문화친밀도에 미치는 영향 연구)

  • Jaeho Choi;Heeyoung Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.35-42
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    • 2024
  • This study intends to analyze the effect of global OTT-based viewing experience of Korean video content on cultural intimacy of U.S. audiences in Korean culture. To this end, for 239 U.S. audiences aged 20 and over, this study analyzed the average differences in cultural intimacy of demographic variables before and after the use of global OTT-based Korean content using t-tests and examined the relationship between OTT viewing frequency and cultural intimacy through regression analyses. The results showed that gender and education level were not statistically significant, whereas statistically significant differences were observed among age groups, which remained statistically significant in the hierarchical regression that treated gender, education, and age variables as exogenous with viewing frequency as the independent variable. It is hoped that this study will will be helpful for research to expand the K-content market as the basic data of research on U.S. content viewers, which has been insufficient until now.

A Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
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    • s.33
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    • pp.153-172
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    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.

Development of New Variables Affecting Movie Success and Prediction of Weekly Box Office Using Them Based on Machine Learning (영화 흥행에 영향을 미치는 새로운 변수 개발과 이를 이용한 머신러닝 기반의 주간 박스오피스 예측)

  • Song, Junga;Choi, Keunho;Kim, Gunwoo
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.67-83
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    • 2018
  • The Korean film industry with significant increase every year exceeded the number of cumulative audiences of 200 million people in 2013 finally. However, starting from 2015 the Korean film industry entered a period of low growth and experienced a negative growth after all in 2016. To overcome such difficulty, stakeholders like production company, distribution company, multiplex have attempted to maximize the market returns using strategies of predicting change of market and of responding to such market change immediately. Since a film is classified as one of experiential products, it is not easy to predict a box office record and the initial number of audiences before the film is released. And also, the number of audiences fluctuates with a variety of factors after the film is released. So, the production company and distribution company try to be guaranteed the number of screens at the opining time of a newly released by multiplex chains. However, the multiplex chains tend to open the screening schedule during only a week and then determine the number of screening of the forthcoming week based on the box office record and the evaluation of audiences. Many previous researches have conducted to deal with the prediction of box office records of films. In the early stage, the researches attempted to identify factors affecting the box office record. And nowadays, many studies have tried to apply various analytic techniques to the factors identified previously in order to improve the accuracy of prediction and to explain the effect of each factor instead of identifying new factors affecting the box office record. However, most of previous researches have limitations in that they used the total number of audiences from the opening to the end as a target variable, and this makes it difficult to predict and respond to the demand of market which changes dynamically. Therefore, the purpose of this study is to predict the weekly number of audiences of a newly released film so that the stakeholder can flexibly and elastically respond to the change of the number of audiences in the film. To that end, we considered the factors used in the previous studies affecting box office and developed new factors not used in previous studies such as the order of opening of movies, dynamics of sales. Along with the comprehensive factors, we used the machine learning method such as Random Forest, Multi Layer Perception, Support Vector Machine, and Naive Bays, to predict the number of cumulative visitors from the first week after a film release to the third week. At the point of the first and the second week, we predicted the cumulative number of visitors of the forthcoming week for a released film. And at the point of the third week, we predict the total number of visitors of the film. In addition, we predicted the total number of cumulative visitors also at the point of the both first week and second week using the same factors. As a result, we found the accuracy of predicting the number of visitors at the forthcoming week was higher than that of predicting the total number of them in all of three weeks, and also the accuracy of the Random Forest was the highest among the machine learning methods we used. This study has implications in that this study 1) considered various factors comprehensively which affect the box office record and merely addressed by other previous researches such as the weekly rating of audiences after release, the weekly rank of the film after release, and the weekly sales share after release, and 2) tried to predict and respond to the demand of market which changes dynamically by suggesting models which predicts the weekly number of audiences of newly released films so that the stakeholders can flexibly and elastically respond to the change of the number of audiences in the film.

Verification of the Effectiveness of the Identification Directing in Animation (애니메이션에서의 동일시 효과 검증)

  • Kim, Young-A;Shin, Seung-Yun;Lee, Un-Hee;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.43-53
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    • 2012
  • It is well known, with many researches, that identification is an important element for inducing audiences' emersion. If the director makes the audience to see with the eyes of characters, be identified, and understand the movie situations, the narrative can be transferred more effectively. The directing method of identification for visually connecting the characters and the audiences is studied. The effectiveness is verified by comparing animations and analyzing the responses of audiences. The authors want to establish the basis of directing the identification for real production.

Interactive Media Art Approaching Communication through the Nonverbal Communication (비언어 커뮤니케이션 관점에서 바라본 인터랙티브 미디어아트에 대한 접근 및 분석)

  • Mok, Seonah;Paik, Joonki
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.585-594
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    • 2013
  • In this study, we studied methods of communication among audiences, artwork and artist and analyzed interactive media art using the nonverbal communication methods. We analyzed the 4 types of nonverbal communication based on sign and meaning[1] and reclassified suitably for analysis of interactive media art. According to the analysis result, we draw typical characters by analyzing interactive media artwork which were corresponding to the each types. Also we analyzed overlap area and classify. Through these processes, we found communication methods in interactive media artwork connect audiences and artwork by organic combination of several nonverbal communication. In this paper, we suggest a new approach about the communication among audiences, artwork and artist through analyzing interactive media art using nonverbal communication.

Predicting Box Office Performance for Animation Movies' Evidence from Movies Released in Korea, 2003-2008 (애니메이션 영화의 흥행결정 요인에 관한 연구 : 2003-2008년 개봉작품을 중심으로)

  • Jung, Wan-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.21-32
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    • 2009
  • This study provides an empirical analysis of box office performance for animation movies released in Korea between 2003 and 2008. Two dependent variables are both the number of audiences in the whole country and the number of audiences in Seoul. Such independent variables are employed : power of distributors, the number of screens, release time, sequel/remake, awards, film ratings, nationality, online reviews, and critics' reviews. For the total number of audiences in the whole country, significant variables are the number of screens, the power of USA distributors, Summer release, and online reviews. Since there is no analysis for box office performance for animation movies released in Korean theaters, this study will be considered to be meaningful.

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