• Title/Summary/Keyword: entertainment contents

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A Study on the Appearance Design and Behavior of a Humanoid Robot to Receive Donations Effectively (효과적으로 기부를 받기 위한 인간형 로봇의 외형 디자인 및 행동에 관한 연구)

  • Eum, Younseal;Song, Hyunjong;Kim, Yitaek;Min, Injoon;You, Dongha;Han, Jeakweon
    • The Journal of Korea Robotics Society
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    • v.14 no.3
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    • pp.163-169
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    • 2019
  • Robot ALICE@ERICA is a service robot developed to receive donations and to provide information services. ALICE@ERICA stands for Artificial Learning Intelligence robot for Culture and Entertainment at ERICA. In order to achieve the specific purpose of receiving donations, proper appearance design, appropriate movement and good communication skills are required in terms of HRI. In this paper, we introduce three strategies for developing robots to receive donations effectively. The first is to design a robot that makes people feel intimacy, the second is to approach only one of several people as a donor, and finally the donor communicates with video contents and voice recognition. A survey was conducted on the person who showed the reaction after the robot donated money in public places. Based on the survey results, it is proved that the method presented in this study effectively contributed to fund raising. If robots can perform actions that require high level of HRI, such as donation, robots can contribute more to human society. We hope that this study contributes to the improvement of human happiness.

Analyzing The Influence of Multiplex Mobile Service Quality on Online Word of Mouth: Focusing on the Mediating Effect of Use Enjoyment and the Moderating Effect of Gender (멀티플렉스 모바일 서비스 품질이 온라인 구전의도에 미치는 영향력 분석: 이용 즐거움의 매개효과와 성별의 조절효과를 중심으로)

  • Lee, Hansol;Kim, Hyeon-Cheol
    • Journal of Information Technology Applications and Management
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    • v.25 no.4
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    • pp.123-143
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    • 2018
  • The domestic multiplex industry provides consumers with a choice of movies and a variety of contents and entertainment facilities and services. In addition, the number of movie theaters with the significant market potential is also steadily increasing in the competitive multiplex market environment. For the analysis, we conducted research on 300 adolescents who have experienced using domestic multiplex mobile service within the recent year. This study examined the structural relationship among the multi-dimensional mobile service quality of multiple, enjoyment of use, and online word of mouth intention. Also, it explored the mediating effect of enjoyment of use and the moderating effect of gender in the structural model. As a result, the mobile service quality of multiplex has a significant effect on the online word of mouth intention through the enjoyment of use. However, there was no moderating effect of gender of participating adolescents in the relationships. Based on the analysis of empirical results, this study discussed a series of theocratical and practical implications for the marketing strategies of multiplex in the highly competitive market.

Research on The Educational Courseware Based on VR Content

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.502-509
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    • 2022
  • With the development of media technology, virtual reality (VR) technology is widely used in education, medical care, aerospace, entertainment and other fields. Among them, application in teaching courseware is a relatively new topic. Compared with traditional coursewares, virtual games visualized and extruded abstract teaching contents. Thus it strengthened teaching effects and expanded dimensions of learning. We hypothesized that virtual coursewares could increase users'sense of presence and enhance their focus. In this study, virtual courseswares were compared with traditional coursewares. At the same time, its feasibility and advantages of application were analyzed through literature researching, practical researching and statistical analysis from questionnaires. Furthermore, we designed a teaching system for VR coursewares and explored its performance in multidimensional and contextual teaching situations. It was found that Virtual coursewares have changed the boring traditional teaching methods. The teaching content was displayed in the form of three-dimensional images, videos and sounds through VR equipment, which effectively improved teaching efficiency. In addition, the feasibility of virtual courseware was demonstrated through factor analysis in questionnaires. Compared with traditional teaching courseware, VR coursewares can attract students' attention and improve learning efficiency. It provides a good example and is valuable for the research of virtual realities in education.

Application of Analytic Hierarchy Process to the Selection Factors of OTT Service

  • Hyun, Ho-Suk;Lee, Hyung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.245-254
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    • 2022
  • In this study, we derived selection factors for OTT services based on previous studies and presented an hierarchy process analysis model to calculate the weights for each evaluation. To evaluate the OTT selection factors, OTT customer data was used for the analysis. The results showed that of the first stage factors of economic feasibility, system excellence, convenience, diversity, playfulness, and responsiveness, diversity is the most important. When the weights for first stage and second stage factors were synthesized, entertainment was the most important factor. Lastly, this study analyzed whether there is a difference in the weight of the selection factor for the first stage of OTT service according to gender and age. This study shows which factors consumers prioritize when using OTT services.

Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

Relationship Between Service Quality Factors of Web Site, Customer Satisfaction and Behavioral Intention (웹 사이트 서비스품질요인, 고객만족 및 행동의도의 관계)

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.180-188
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    • 2008
  • The purpose of this study is to investigate the impacts of e-service quality factors on customer satisfaction and behavior intention. This study also aims to examine the relationship between the variables of web site service quality variables (reliability, information, design, communication, entertainment, convenience), the customer satisfaction with web site, relationship intention and word of mouth intention. As the results, the study found that factors of web site service quality variables has a positive impact on customer satisfaction. And customer satisfaction also has a positive impact on relationship intention and word of mouth intention. At the same time, it was found that customer satisfaction had an effect on relationship intention through the mediation of word of mouth intention indirectly as well as directly. According to those results, marketing managers should develop different service strategies.

Influence of Spectators' Life Style on the Loyalty and Appeal of Professional Soccer (프로축구관중의 라이프스타일이 충성도 및 관람유인요인에 미치는 영향)

  • Kim, Hong-Seol;Byeon, Yeong-Geun
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.278-286
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    • 2008
  • This study's purpose is to offer to basic data in each professional soccer team's spectator marketing strategy through researching the influence of spectators' life style on the appeal of professional soccer. This study's survey is target 500 spectators who were present at the professional soccer championship game in 2007 at Seongnam Stadium. Data analysis was done on 484 spectators's questionnaires using SPSS V. 12.0. To analyze materials the frequency, correlations, and regression analysis were used as statistic analysis techniques. The conclusion based on above study method and the result of material analysis are here below. First, the influence of spectator's life-style on the loyalty(action loyalty, attitude loyalty)of professional soccer. Second, the influence of spectator's life style on the appeal(field factor, game circumstance factor, spectating expense factor, promotion factor, entertainment factor, player factor)of professional soccer.

The Agricluture Heritage, Heritage Tourism, and Ecomuseum -A Study on Application of Ecomuseum for Linking Agriculture Heritage to Regional Revitalization- (농어업유산, 유산관광 그리고 에코뮤지엄 -농어업유산의 지역 활성화 연계를 위한 에코뮤지엄 적용 연구-)

  • Jang, Se Gil
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.4
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    • pp.989-1021
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    • 2013
  • This paper examines the activating methods of heritage tourism by focusing on ecomuseum as regional revitalization strategy of agriculture heritage. Ecomuseum can be a vital tool to actualize the purpose of agriculture and fisheries heritage system, 'dynamic conservation' of 'a living heritage'. According to case study, Byeokgolje possesses high value to preserve and local government is planning to vitalize heritage tourism, but the system of heritage tourism is not properly equipped the four requisites for it (sincerity, educational value, entertainment, and nostalgia). Byeokgolje is insufficient system as an ecomuseum and has some challenging tasks to prepare the four requisites for ecomuseum(the legacy, museum, participation and contents) despite of high possibility. It is necessary that construct the four requisites for ecomuseum and fulfil the four requisites for heritage tourism to achieve the effect of regional revitalization by link to ecomuseum. That is, authentic contents developing, the participation of local residents, shakeholder, and creative class, site construction, academic approach, and providing the method of residents' income increasing are necessary.

A Study on the Relapse and Recovery Experience of Female Drug Addicts (여성마약중독자의 회복과 재발경험에 대한 연구)

  • Kim, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.673-685
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    • 2020
  • The purpose of this study is to specifically investigate the factors that affect maintenance, relapse, and recovery after the abstinence of female drug addicts. For such purpose, ten females who repeated drug addiction and are currently in recovery were selected as the study participants to carry out in-depth interviews. The original materials were analyzed using descriptive phenomenological methods of Giorgi. The results of the analysis showed that most participants experienced discrimination and inhospitable treatment in their childhood. They began taking drugs as an escape from their difficult realities or out of curiosity and worked at adult entertainment establishments, living as a drug addict for a long time. Drugs gave them extreme sexual pleasure and it was difficult for them to recover as their body became dependent on drugs. However, as they experienced religious awakening or existential existence, they gained an opportunity for newly understanding themselves. Social support was an essential resource for their recovery. However, various kinds of trauma that they experienced in their lives acted as a factor to worsen drug addiction. Based on the study results, this study proposes spirituality, actual programs, and trauma treatment approaches that can contribute to the restructuring of life.

The Effect of Motivation and User Characteristics on Use Satisfaction and Continuous Use Intention in YouTube Vlog (유튜브 브이로그 이용 동기 및 이용자 특성이 이용 만족 및 지속이용의도에 미치는 영향)

  • Youn, Ji-Young;Yoo, Ji-Yoon;Lee, Jang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.189-201
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    • 2020
  • As communicating with friends by recording their daily lives in video clips has become a trend for the Z-generation or the Millennial generation, interest in the vlog is increasing. This study analyzed the effects of motivation and user characteristics on use satisfaction and intention to use vlog in 168 participants in their 20s and 30s who have experience using YouTube vlog. The results of the study showed all hypotheses established in this study were adopted. Specifically, habits and killing time, information-seeking, entertainment and relaxation, voyeurism, openness and emotional identification were found to have a positive effect on the use satisfaction. Also, satisfaction with the use of vlog has a significant impact on continuous use intention. Therefore, it can be seen that exploring the vlog will provide theoretical and practical implications.