• Title/Summary/Keyword: experience contents

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The Effects of the Existence and Type of Originals on Box-office Performance (원작의 유무와 형태가 영화 흥행에 미치는 영향)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.108-115
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    • 2013
  • This study focused on whether the existence and type of originals have any effects on box-office performance of the movie. Cultural products have characteristics of experience goods of which consumers hardly know the value of the products before they actually experience the products. To reduce the uncertainty, movie producers may want to use existing contents already made for other type of cultural products, which is generally called of One Source Multi Use. Using 381 Korean box-office data during January 2010 and September 2012, this study found that, first, the existence of original affects positively the movie's box office performance, second, the fiction based original has a positive effect on the movie's box office performance while cartoon and movie/TV based originals do not, and third, the movie type(commercial movie) positively moderates the relationship between fiction based original and movie performance. This study showed that box-office performance is not only affected by the characteristics of the movie itself, but also affected by other conditions including the use of existing originals created for other purposes.

Relationships among Recognition, Preference, and Purchasing Characteristics for Local Agricultural Products and Festival Satisfaction of Changnyeong Area - Compared by the Gender, Age, and Purchase Experience - (창녕지역 축제만족도와 농특산물 인지도, 선호도, 구매특성과의 관련성 - 성별과 연령, 구매경험을 중심으로 -)

  • Cha, Yong Jun;Her, Eun Sil
    • Journal of the Korean Society of Food Culture
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    • v.29 no.6
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    • pp.528-538
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    • 2014
  • The purpose of this study was to investigate the relationships among recognition, preference, and purchasing characteristics for Changnyeong onions and garlic as well as festival satisfaction among participants at agricultural product festivals in the Changnyeong region. Results showed that festival satisfaction of 'place of festival' was highest while 'convenience facility & event contents' earned the lowest scores. Most subjects (90.5%) had purchased Changnyeong agricultural and processed products. A major purchasing type was fresh agricultural products (66.7%). The pathways to recognize Changnyeong agricultural products were mostly 'promotion by related institutions' (22.0%), 'family relatives' (20.8%), 'mass media' (16.6%), and 'festivals and events' (16.1%). The most considered factors for purchasing regional products were 'geographical origin' and 'ingredients'. Changnyeong onion showed higher scores for recognition and preference and rate of purchase experience and intention than for garlic. The correlation coefficients of recognition and preference for onion and galic were 0.603 (p<0.001) and 0.598 (p<0.001), respectively. The explanation power ($R^2$) of related variables for purchase of Changnyeong onions was 0.258. The regression coefficients (${\beta}$) for 'recognition', 'preference' and 'convenient facility & event contents' were positive, whereas the regression coefficient for 'price' was negative. Recognition, preference, and convenient facility & event contents with garlic purchase showed a positive relationship ($R^2$=0.253). The most effective promotion method to increase sales of Changnyeong agricultural products was 'local festivals and events' (27.8%).

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

The Factors Affecting Clients Rights Advocacy : Focused on Adult Learners in Social Welfare Classes (클라이언트 권리옹호에 미치는 영향 요인 연구: 사회복지 과목 이수 성인학습자를 중심으로)

  • Park, Hyungwon
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.365-374
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    • 2015
  • The present study set out to explore the factors affecting rights advocacy for clients. The sample consisted of 251 adult learners who were in the classes of social welfare in S cyber university. Analysis revealed that students' rights advocacy level was 4.19(high) and the respondents showed higher level of class/case advocacy than policy advocacy. The group which had higher human rights sensitivity and had experience of human rights education showed higher level of rights advocacy. Regression analysis revealed that the experiences of human rights education in university curriculum were found to have a significant explanatory power in rights advocacy. These findings highlight that in the education of social worker as a human rights professionals it would be necessary to enhance the human rights and rights advocacy contents. It was suggested that multidisciplinary teaching method including direct experience and participation would be necessary to effective human rights education.

A Study on the Optimization of the Digital Media Service Menu Structure based on the Differentiations of User Experience with special reference to Eye Tracking Test (사용자경험 차이를 고려한 TV(디지털미디어) 서비스 초기메뉴의 구조 최적화 연구 - 시선추적 실험을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.445-452
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    • 2010
  • This paper deals with the exploratory study & experimentation for foundation & theoretical base of menu structuring & design improvement of digital media (IPTV, Digital cable TV) service players. Digital media service providers had been offered many cases of menu structure since their service launched. Researcher set a research topic which verification of eye tracking velocity when media user feels with perceived ease of design and the familiarity. Researcher arrives at a conclusion through as stated above experiment that vertical type of menu and horizontal type of menu are differentiated from the contents characteristics. Research conclusions & implications are strong theoretical base with digital media service players when they planning and designing their service structuring.

A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.

The Survey for The Standards of Care in Rehabilitation Nurse Specialist (재활전문 간호사 실무 표준 개발을 위한 기초 조사)

  • Kang, Hyun-Sook;Lim, Nan-Young;Suh, Moon-Ja;Lee, Myung-Hwa;Kim, Jeong-Hwa;Suh, Yeon-Ok;Cho, Bok-Hee;Kim, In-Ja;Lee, Jeong-Ja;Song, Chung-Sook;Park, In-Joo;Lee, Sung-Sook
    • The Korean Journal of Rehabilitation Nursing
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    • v.5 no.2
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    • pp.113-123
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    • 2002
  • The purpose of this study is to develop the standards of care in rehabilitation nurse specialist. This study was a descriptive survey. The data were collected 143 nurses who were worked in rehabilitation unit at 4 university hospital and 3 rehabilitation center in Korea from Aug. to Nov. 2000. The questionnaire was consisted of 78 items developed by the standards of care in rehabilitation nurse specialist in A.R.N. and the practice contents of care at rehabilitation unit in Korea. Collected data were analyzed by frequency, percentage, mean, S.D. ANOVA The results are as follows 1. For the adequency of the practice contents of rehabilitation nursing, area of skin care is the highest score, and safety, elimination, emotion, respiration, was ordered. 2. The adequency of the practice contents of rehabilitation nursing according to age, educational level, position, clinical experience, clinical experience in rehabilitation unit were significant difference.

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Dental hygienist's status and demand of continuing education contents (치과위생사의 보수교육 실태 및 희망보수교육 내용 요구도)

  • Lee, Sun-Mi;Lee, Jung-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.2
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    • pp.195-206
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    • 2019
  • Objectives: The purpose of this study was to provide the basic data that can help the development and quality management of effective continuing education programs by analyzing the status and demand of continuing education contents for dental hygienists. Methods: The questionnaire had 30 questions, which included 5 questions on general characteristics, 4 on continuing education status, 3 on online continuing education, and 18 on desired continuing education. The survey was conducted for the members attending continuing education programs in 2018. Results: The mean age of the participants was 30.08 years, with an average career of 8.19 years. The continuing education was highly recognized, through the homepage of the association (52.5%); as speakers for continuing education, dental hygienists in the field of specialization were preferred (45.8%). Additionally, the preferred frequency of programs was twice a year (45.7%). For promoting continuing education, the use of mobile phone letter was preferred (65.8%). Moreover, 92.9% of respondents were aware of online continuing education, 49.9% had experience in online continuing education, and 59.9% said that they will actively use smart devices in the future. The requirement for the contents of continuing education was the highest at 4.34 points for health insurance cost and the lowest at 2.75 points for liberal arts classes. Conclusions: To provide effective continuing education, it is necessary to develop a customized continuing education program considering various variables, such as career, work place, and career break experience, thus reflecting the systematic requirement of surveys according to each characteristic.

Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.