• Title/Summary/Keyword: entertainment contents

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A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

The Current State of Domestic and Foreign Virtual Advertising and Revitalization Strategy for Virtual Advertising in Korea ; Centered on Qualitative Research (국내,외 가상광고 현황 및 국내 가상광고 활성화 방안 :질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.199-210
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    • 2019
  • Virtual Advertising, which was introduced exclusively in sports casting programs in 2010, has enlarged its scope to terrestrial TV networks' sports news, entertainment shows, and dramas by 2015. Such advertising deregulation allows broadcasting business operators to insert more various virtual advertising methods into TV programs. Despite recent evaluation that virtual advertising was deregulated to a large degree, it is still inadequate compared to foreign state of affairs and has a lot of room for growth. Therefore, this research explores a literature review of virtual advertising in other countries and considers possible ways for virtual advertising in Korea to move forward. Additionally, through in-depth interview with seven virtual advertising experts, the research unravels positive and negative impacts of virtual advertising as well as its current state of affairs and struggles. This research also analyses the regulation of virtual advertising and finally explores possible revitalization strategies. The results of the research show that it is necessary to first improve the viewers' favorable concerning virtual advertising in order to revitalize virtual advertising. Revitalization will also require a clarification of regulation as well as a more unified and consistent content review and rating system. Furthermore, it is imperative that data of advertising impact will be accessible to advertisers and that advertising regulation will loosen. Revitalization will also require a clarification of regulation as well as a more unified and consistent content review and rating system. Furthermore, it is imperative that data of advertising impact will be accessible to advertisers and that advertising regulation will loosen. It is necessary to further develop new techniques and creators of virtual advertising. The research suggests strategies and alternative paths for the growth and revitalization of the virtual advertising market in light of recently revised law.

Research on the Applicability of Experientially Emotional Measurement Method in Product Design - Centred on Self-report Taking Seaside Seat Users- (경험적 감성 측정 방법의 제품 디자인 적용성에 관한 연구 -해변 벤치 이용자 대상의 자기-보고법을 중심으로-)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.658-665
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    • 2019
  • In the era of the rapid development of a tremendous number of new technologies and products, the emotional communication between products and users has become an important research topic. However, the user's emotional measurement methods have not been widely used in the field of product design. Besides, as an important space that can improve people's life quality and urban entertainment at the emotional level, seaside space also creates an atmosphere of frequent emotional communication among tourists, landscape and environmental facilities. To deduce the applicability and advantages and disadvantages of the experiential emotional measurement method in product design, this paper took the seaside seat users of Haeundae as the object and carried out the Self-report of the experiential emotional measurement method. Specifically, the experiment of Self-report was divided into two stages: prior survey and subsequent main investigation. Then the hypothesis was verified by using Bivariate Regression and Multiple Regression through SPSS. Furthermore, through the experiment of the Self-report, the applicability and advantages and disadvantages of experiential emotional measurement method in product design were derived. In the future, based on the applicability, advantages and disadvantages of the experiential emotional measurement method derived in this study, it is expected to become the fundamental and reliable data for the development of emotional measurement methods that can be suitable for product design.

Prediction of Onion Purchase Using Structured and Unstructured Big Data (정형 및 비정형 빅데이터를 이용한 양파 소비 예측)

  • Rah, HyungChul;Oh, Eunhwa;Yoo, Do-il;Cho, Wan-Sup;Nasridinov, Aziz;Park, Sungho;Cho, Youngbeen;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.30-37
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    • 2018
  • The social media data and the broadcasting data related to onion as well as agri-food consumer panel data were collected and investigated if the amount of money spent to purchase onion in year 2014 when onion price plunged latest were correlated with the frequencies of onion-related keywords in the social media data and the broadcasting programs because onion price in year 2018 is expected to plunge due to overproduction and there has been needs to analyze impacts of social media and broadcasting program on onion purchase in the previous similar events, and identify potential factors that can promote onion consumption in advance. What we identified from our study include a) broadcasting news programs mentioning words "onion," were correlated with onion purchase with 3 - 6 weeks in advance; b) broadcasting entertainment programs mentioning words "onion and health," were correlated with onion purchase with 11 weeks in advance; c) blog mentioning words "onion and efficacy," were correlated with onion purchase with 5 weeks in advance. Our study provided a case on how social media and broadcasting programs could be analyzed for their effects on consumer purchase behavior using big data collection and analysis in the field of agriculture. We propose to use the findings from the study may be applied to promote onion consumption.

The Study on the Influential Factors on Commercial Gentrification in Seoul (서울시 상업젠트리피케이션 영향요인에 관한 연구)

  • Kim, Gyoung-Sun;Kim, Dong-Sup
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.340-348
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    • 2019
  • This study analyzes the factors that influence commercial gentrification in Seoul by using both logit model analysis and machine learning with data cumulated from 2015 to 2018 regarding 158 market areas. Logit analysis indicates that log(market area average monthly rent) and the ratio of the purchasing amount by customers aged 40 and younger to total sales in the restaurant and retail business category are statistically significant at 1%; the increase in sales per female customer aged between 30 and 39 in the restaurant and retail business category is statistically significant at 5%; and the increase in number of retailers with a business history of less than two years in the franchise business category is significant at 10%. Machine learning indicates that significant factors ordered by importance are the total retail area, the existence of an industrial complex within the market area, the existence of a traditional market within the market area, the location of subway stations within the market area, the increase of entertainment facilities such as movie theaters within the market area, average monthly rent, and the growth rate of average monthly rent. The contribution of this research is threefold. First, this study analyzes the entire commercial area of Seoul, Korea. Second, this study provides a foundation for future research on predictive indicators by empirically investigating the factors that influence commercial gentrification in Seoul. Lastly, this study introduces various methods of research by utilizing a machine learning approach.

Usage Motivation and Humanistic Interpretation of Emoticons in WeChat -Focused on Hwa(和) and Ye(禮)- (WECHAT 이모티콘 사용동기 및 인문학적 해석 -화(和)와 예(禮)를 중심으로-)

  • Kang, Xiao Meng;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.138-146
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    • 2019
  • The purpose of this study is to investigate the characteristics of usage motivation of SNS emoticons in Northeast Asian culture regions, with the strong influence of normative society and to interpret these characteristics based on traditional humanistic thought. Since the mainstream SNS of each country is different, this study focused on China's WeChat. For the research, we found 38 motivations for the use of emoticons through literature research and interviews with 21 users, and we surveyed 209 participants for usage motivation. The results were as follows: First, six factors were derived from the motivation for use of emoticons, these factors were named emotional expressions, aesthetics, usability, impression management, entertainment, and sense of collectivism. Second, we explained how the ideas of 'Hwa(和)' and 'Ye(禮)' appeared in the use of emoticons, focusing on 'Impression management' and 'Sense of collectivism' among the motives of using emoticons. Hwa(和) is interpreted as a factor of 'sense of collectivism' which intends to strengthen the feeling of belonging in the chat room using emoticons and actively emphasize oneself and to be well integrated in the communication process. Ye (禮) is interpreted as a factor of 'impression management' which forms and maintains a better relationship with the moral code of ethics.

Predicting Acculturation for Chinese International Students in Korea: The Role of Social Support through SNS (SNS 이용 동기와 사회적 지지가 문화적응에 미치는 영향 - 국내 거주 중국인 유학생의 문화적응을 중심으로)

  • Moon, Shin-Il;Jia, Liao;Lee, Hyunjoo;Kim, Kitae
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.722-732
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    • 2021
  • A recent rapid growth in the number of Chinese international students in Korea has generated interest in the key factors to affect their acculturation in domestic culture. In accordance with the growing interest, the present study aims to empirically test and analyze the effects of demographics (gender, age, the length of stay, the length of Korean language education and the level of Korean language skills), SNS use patterns (personal network sizes and hours of use for Korean and Chinese SNS, and motivations of Korean or Chinese SNS uses), and social support through Korean and Chinese SNS on acculturation for Chinese international students in Korea. A total of 322 Chinese international students in Korea participated in the online survey. Results showed that use of Chinese SNS for entertainment had an negative impact on the acculturation, while the use of Korean SNS had an overall positive impact. Finally, this study suggests that the practitioners regarding the issue of acculturation for international students in Korea should focus more on specific guidelines to help their appropriate SNS uses rather than on to prevent their SNS addiction problems.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Investigation on the Awareness and Preference for Wood Culture to Promote the Value of Wood: I. Awareness of Wood and Cultural Experience (목재의 가치증진을 위한 목재문화에 대한 인식 및 선호도 조사: I. 목재와 문화체험에 대한 인식)

  • HAN, Yeonjung;LEE, Sang-Min
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.6
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    • pp.616-642
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    • 2021
  • Improving public awareness of wood is essential for achieving the goal of establishing wood culture by expanding the use of wood. This study presents a basic examination of the strategy of revitalizing wood culture and a survey of its current status and requirements. The survey was divided into seven categories: awareness of wood culture; use characteristics of wood culture; preference and demand for wood culture; awareness of sub-fields of wood culture; awareness of the cultural resources of wood; trends of wood utilization; and wood-related living environment. Based on the survey results, the study analyzed four items: awareness of wood and cultural experience; awareness of the cultural resources of wood; wood-related living environment and trends of wood utilization; and preference and demand for wood culture. In this study, the public awareness of wood and cultural experiences, the first of four items, was analyzed using the survey results. Generally, wood and wood culture are viewed as materials and a cultural heritage, respectively. Moreover, wood is ecofriendly. However, no substantial difference was observed between the two perceptions. Forty-five percent of the respondents reported that using wood exerts a positive effect on the body and mind. However, such use also destroys forests. Additionally, the recognition of wood-related workers, such as engineers or skilled workers, was relatively low compared with educators, such as wood education experts. Moreover, less than 50% of the respondents answered that major projects related to wood culture are well-known, whereas 30% participated in wood education, such as woodworking experience, where the majority required hand tools. Furniture, wooden accessories, and wooden buildings were among the objects that individuals intended to make through the wood culture program. Approximately 23% of the respondents were aware about the wood culture experience center, while approximately 50% had visited it. The response rate to woodworking technology was 73%, where the highest response was found for wood education experts. To improve public awareness about wood, the importance of entertainment factors over educational factors should be considered in the experience of individuals. To provide opportunities to experience wood culture for more individuals, developing and actively promoting various contents, including entertainment elements, are necessary.

A Study on the Value of Dance Education through the Quality of Culture and Arts Education Service (문화예술교육 서비스 품질을 통한 무용교육의 가치에 관한 연구)

  • Lee, Sook-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.51-62
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    • 2020
  • The purpose of this study was to verify whether the quality of service provided by culture and arts education has a bearing on the service value of dance education, and to verify the role of the intention of reuse of culture and arts education participants in this relationship. The survey was conducted from October 1, 2019 to December 30, 2019, and a sample was collected from stratified sampling methods for the general public participating in culture and arts education. In order to verify the relationship between the independent variable and the dependent variable, multiple regression analysis was performed, and the role of the parameter in the relationship between the independent variable and the dependent variable was examined using the three-step intermediary regression analysis. The research results are as follows. First, as a result of analyzing the relationship between the sub-factors of service quality and emotional value, it was found that facilities and environmental services had the greatest impact. Second, the results of analyzing the relationship between the sub-factors of service quality and functional value showed that the most significant impact was on facilities and environmental services. Third, as a result of analyzing the relationship between the sub-factors of service quality and social values, it was found that facilities and environmental services had the greatest impact. Fourth, In the relationship between contents and instructor service and service value, the intention to reuse was found to have a full mediating effect. In addition, in the relationship between facility and environmental services and service value, the intention to reuse was found to have a partial mediating effect. Based on the quality of service of culture and arts education, this study suggested a way for dance education to work with the region.