• Title/Summary/Keyword: entertainment contents

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Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students- (모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로-)

  • Choi, Yoo-Me;Yu, Hyun-Jung;Lee, Hye-Sun;Kim, Eun-Jung;Jang, Ha-Ri
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.92-102
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    • 2013
  • The definition of mobile phone was a device that can make and receive telephone calls or messages for communication but it has rapidly developed from communication tool into multi-function device. Especially since release of smart phone, Korea is one of the highest country in the world and the statistics can be interpreted into people positively accept new technology. Therefore it's time to study on usage behavior according to different generation of mobile phone. Based on media richness theory and elaboration likelihood model, we analyzed factors affecting usage behavior of mobile phone. Case study methodology were constructed a survey to female university students from 20-24 years of age.

Effects of Social Commerce Attributes on the Trust, Flow and Loyalty (소셜커머스 속성이 신뢰, 몰입과 충성도에 미치는 영향)

  • Sun, Zeng-Jun;Mun, Young-Ju;Lee, Jong-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.265-275
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    • 2012
  • This study is based on the results from the previous one. It proved that reputation, price and ease of use, entertainment are the major attributes of social commerce. Research model and hypotheses by using the trust and flow as mediator, loyalty is the dependent variable and the items as moderator. The results were as follows: First, reputation and price have positive effects on trust. Second, all attributes of social commerce have positive effect on flow, except for the ease of use. Third, the trust has positive effect on flow. Fourth, the trust and flow has positive effect on loyalty. The last, the attributes of social commerce have significant difference in trust and flow according to different products. The results of this study presented the strategic implications for operators at social commerce area.

An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

How SNS Brand Personality Affect Mobile Native Ad Attitude (SNS 브랜드 성격이 모바일 네이티브 광고 태도에 미치는 영향)

  • Cha, Moon-Kyung;Lee, Hee-Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.452-464
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    • 2018
  • The purpose of this study is to identify the brand personality factors of SNS based on SNS consumers and to examine the effect of SNS brand personality factors on the recognition of mobile native ads in SNS. As a property of mobile native advertisement, research model is suggested by introducing information, reliability, entertainment, interferences, and interactivity as research variables. And SNS users were surveyed. Through the online survey, 341 copies were used for the analysis. According to the results of the analysis, five characteristics of SNS brand personality factors such as 'sincerity', 'enthusiasm', 'charm', 'practical', and 'community' were derived. Among these, 'sincerity', 'enthusiastic', and 'community' brand attributes have a positive effect on most of mobile native advertising attributes, but 'practical' brand characteristics negatively. The attractiveness of the brand was not related to the mobile native advertisement.

A Study on Viewers' Subjective Perception of Food TV Program -Focus on Program Planning Intentions- (음식 TV 프로그램에 대한 시청자들의 주관성 연구 -프로그램 기획의도를 중심으로-)

  • Yoon, Sun-Min;Hong, Jang-Sun;Kim, Myung-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.651-664
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    • 2018
  • With the rising popularity of food shows driven by the development of information and communication technologies, food-incorporated broadcasting programs based on various materials are produced in large numbers. This situation has raised a need for each program to examine viewers' preference factors for planning intentions in order to produce competitive programs. This study thus examined viewers' preference factors for food programs and planning intentions and discovered total three factors. The first factor places importance on practicality and entertainment and enjoys food and food programs as a means of resting. The second factor searches for specialized information and focuses on the essential meanings of food and the delivery of the right information. Finally, The third factor gets satisfaction from interactions with food programs and finds joy in storytelling and communication provided by broadcasting programs. These factors have different tendencies from one another, and the present study proposed a concept design for food broadcasting programs based on them.

A Korean CAPTCHA Study: Defeating OCRs In a New CAPTCHA Context By Using Korean Syllables

  • Yang, Tae-Cheon;Ince, Ibrahim Furkan;Salman, Yucel Datu
    • International Journal of Contents
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    • v.5 no.3
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    • pp.50-56
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    • 2009
  • Internet is being used for several activities by a great range of users. These activities include communication, e-commerce, education, and entertainment. Users are required to register regarding website in order to enroll web activities. However, registration can be done by automated hacking software. That software make false enrollments which occupy the resources of the website by reducing the performance and efficiency of servers, even stop the entire web service. It is crucial for the websites to have a system which has the capability of differing human users and computer programs in reading images of text. Completely Automated Public Turing Test to Tell Computers and Human Apart (CAPTCHA) is such a defense system against Optical Character Recognition (OCR) software. OCR can be defined as software which work for defeating CAPTCHA images and make countless number of registrations on the websites. This study proposes a new CAPTCHA context that is Korean CAPTCHA by means of the method which is splitting CAPTCHA images into several parts with random rotation values, and drawing random lines on a grid background by using Korean characters only. Lines are in the same color with the CAPTCHA text and they provide a distortion of image with grid background. Experimental results show that Korean CAPTCHA is a more secure and effective CAPTCHA type for Korean users rather than current CAPTCHA types due to the structure of Korean letters and the algorithm we are using: rotation and splitting. In this paper, the algorithm of our method is introduced in detail.

Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model (타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.255-262
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    • 2012
  • Human motion tracking algorithm is receiving attention from many research areas, such as human computer interaction, video conference, surveillance analysis, and game or entertainment applications. Over the last decade, various tracking technologies for each application have been demonstrated and refined among them such of real time computer vision and image processing, advanced man-machine interface, and so on. In this paper, we introduce cost-effective and real-time human motion tracking algorithms based on depth image 3D point matching with a given superellipsoid body representation. The body representative model is made by using parametric volume modeling method based on superellipsoid and consists of 18 articulated joints. For more accurate estimation, we exploit initial inverse kinematic solution with classified body parts' information, and then, the initial pose is modified to more accurate pose by using 3D point matching algorithm.

An MHP based Data Service for Managing Viewer's Favorite Broadcasting Programs (MHP 기반의 시청자 선호 방송 프로그램 관리 데이터 서비스)

  • Ko, Kwang-Il
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.197-203
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    • 2012
  • Although the increase in number of the programs provides rich entertainment to viewers, it also has caused a negative of making it hard for viewers to find out their favorite programs. To address the problem, several researches have been performed mainly focusing on the technologies to analyze a viewer's TV watching-patterns and to recommend a program (or a channel) based on the analysis when a viewer changes channels. The researches, however, have the trouble of frequently failing to choose proper programs because, in the real-world broadcasting circumstance, the programs are re-broadcast over a number of the channels and a set of programs of a genre are usually playing in the overlapped times. To avoid the trouble, the data service, proposed in the paper, allows a viewer to book "explicitly" his/her favorite programs and provides a set of functions of listing up the booked program's broadcasting schedules and reserving viewing or recording the booked programs.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.