Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2018.10a
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pp.97-100
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2018
The floating holograms currently being commercialized are one-way floating holograms. One-way floating holograms are used for performances and exhibitions, and the implementation method is to reflect the image contents into the reflecting glass at $45^{\circ}$ through a single presentation medium. This creates as inefficient a space as the remaining space of reflective glass tilted at $45^{\circ}$, and even more inefficient space if the video content is presented larger. Therefore, the installation space of a one-way floating hologram is restricted. This paper aims to improve users' satisfaction by developing an upper and lower floating hologram with efficient installation of a one-way floating hologram that is currently commercialized, integrating sound output systems and producing new types of speaker products.
Many tourists in the world are expected to visit Mongolia that has impression such as country of nature with no damage, broad prairie of Mongolia, unique world natural heritage of $13^{th}$ century designated by UNESCO, and nomad's life in self-sufficiency. Mongol tourism industry, which has been newly recognized since collapse in the socialism system in 1990, is abundant in historical and cultural resources In tourism. Nevertheless, a research is insufficient on tourism business, developmental sphere in tourism industry, tourism policy and tourism resource development. Accordingly, it is important to conduct tourism promotional survey and implementation of new ideas to develop and to attach more foreign tourists to Mongolia. The purpose of this study is to grasp factors to gain an interest of foreign tourists to select Mongolia as a destination. The aim was also to confirm differences in awareness and performance before and after a visit for foreign tourists to select a trip to Mongolia. Also, the level of factors is compared between expectation before the trip to Mongolia, and the actual satisfaction in tourists through IP analysis(IPA). Finally, to study the present situation of Mongolian tourism to improve its present situation by taking immediate concrete decision for the betterment of Mongolian tourism industry. In order to achieve the objectives of this study, the exploratory factors analysis, reliability test, and One-way ANOVA were carried out by using SPSS 12.0 statistical program.
Along with economic growth which affects to the overall increase in income level within society, more permissible leisure time, and change in values of the life style directly affected to the more demand of performance arts. The theaters where the performance contents are actually accomplished have been built with various objectives and now there are 232 of performing art theaters are in operation at various locations over the country. The purpose of this research is to identify behavioral factors regarding how the preferable choice were made from the various type of the performance arts, study for the correlation on post behavior customer based on the survey conducted at Sori Art Center. As a result of this research, there were strong correlation were identified between how the preferable choice were made among the various type of performance and Customer's intend of returning visit /perceivd value. In addition to the aforementioned result, the survey result shows that the excellence of the facility, hospitality level of the staffs, and additional customer services were the meaningful positive factors and user convenience/subsidiary facilities were negative factors to the overall service quality control activities. The research reveals meaningful correlations between quality of the customer service factors and how the preferable choice were made by customer that lead to strategic plan which will increase competitiveness of the Sori Art Center. Extensive research for the Sori Art Center which represents cultural power of the local community would be exemplary case not only for the art centers in metropolitan area but also other local areas within the country.
Journal of the Korean Institute of Landscape Architecture
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v.42
no.4
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pp.60-75
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2014
The purpose of this study was to look for useful implications in its next application or similar planning by assessing visitors' recognition of International Garden Exposition Suncheon Bay Korea 2013. To do this, blogs acknowledged as powerful communication media in modern information society were used. After searching for blogs related to International Garden Exposition Suncheon Bay Korea in the portal site ranked first in the domestic market share, this study classified 300 cases. This study was able to grasp the consciousness as bloggers gave descriptions of information and impressions and experiences of spaces without making any adjustments. The survey results are as follows: First, Dutch gardens were the most preferred, followed by Korean gardens, Chinese gardens and French gardens; in general, visitors were not satisfied with the national gardens. Inquiry is needed into the method of determining diverse cultural identity rather than a sample garden type through blogs delivering regret regarding the world gardens. Second, the survey results showed that the level of awareness of designers' gardens was low. This study judges that more emphasis should be placed on their roles as places speaking for the original purpose of the garden exposition which introduces gardening art and design through experimental design. Third, it was understood that many bloggers were deeply impressed by ephemeral landscapes like the change in landscape consequent on the elapse of time, distinctive atmosphere, and detailed-landscapes. These aspects are important landscape elements, and those elements should be addressed with weight in a subsequent study. Fourth, the most impressive places are 'Suncheon Lake Garden' and 'Bridge of Dreams', which are establishing themselves as icons of International Garden Exposition Suncheon Bay Korea 2013. However, relatively, public attitude towards the world gardens and designers' gardens are weak. Fifth, bloggers were providing a variety of information like transportation, events schedules, ticket purchasing & prices, discount information, etc. Ticket price was commented on the most, and most of the bloggers thought ticket prices were 'expensive'. This study understands such a phenomenon as a result of the general population's non-establishment of the perception that it's proper to view gardens at visitors' own expense. Generally, bloggers expressed satisfaction with International Garden Exposition Suncheon Bay Korea 2013, but with criticism as well. Their criticism included disappointing matters, to be improved upon and wishes without any distortion, providing meaningful implications deserving reference for similar cases. In this context, a blogger could be called a citizen-reviewer while a blog could be referred to as 'a field of informal discourse' for the public. As a research method of this study, blogs are difficult to interpret as they are subjective and personal, and have limited data analysis through their quantifications; however, blogs as methods of recognition survey are channels for varied, concrete and detailed awareness which are hard to grasp through a questionnaire survey or interviews. This study judges that such an aspect of a blog could be a useful means of grasping and reflecting upon visitors' attitude in future studies.
The science museum in the past satisfied visitors only by interacting them with simple objects and exhibition, while one in modern times was requested to meet the need of visitors in their engagement in educational programs. To meet the visitors' need, the science museum made efforts to train, educate, and assign docents so that they can interact with visitors and serve the educational purpose of visitation. In this study, we analyzed the strengths and weakness of docent training programs from science museums/science centers nationally and internationally, to make implication on how to design a docent training and professional program. Programs from four national and four international science centers/museums were selected as a sample for analysis. Their docent training programs were compared with the data of surveys and interviews and emails from docents and docent managers/evaluators. Artifacts and documents of the docent training programs were also collected and used to construct the validity in analyzing the data, resulting in the well-developed docent training program as the critical one for enriching science museum education. The results included; First, we need to recruit and train docents who interact visitors directly but they need to be differentiated from regular volunteers for promoting science museum education for the purpose of popularization of science. Additionally, Second, we need to develop and run docent training program where docents can experience 'informal learning' exhibition interpreting strategies through the real field from mentoring from the experienced/senior docents beyond 'formal learning' exhibition content. Third, we need to equip docents with skills to make scientific literacy possible at science museum-such as experiencing scientific ethics through scientific inquiry-which happens limited at school education.
Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.
This study was intended to investigate the effects of plays to oral health education for kindergarten children. Children in the kindergartens located in Hwa-sung were surveyed with questionnaires before and after the oral health education using plays. A total of 762 questionnaires were analyzed and the findings were as follow: (1) When comparing the oral health practices before and after the education, after-education practices were higher in all variables, with a statistically significant difference. Especially, whether or not having a periodical examination of health every six months made the largest difference. (2) In the interest in oral health before and after the education, it increased after education in all variables, with a statistically significant difference. (3) Satisfaction with play-using oral health education was high, with more than 95% of the respondents who answered positively. Intention of observing again the oral health educational plays was the highest. (4) For the babyhood children. the best media for oral health education that gives the most interest to studying was plays using tools such as dolls, with more than 50% of the respondents. The most memorable media was also plays. Especially, in the result that plays were the most impressed on their memory for the longest time, it increased after education to about 50% from about 40% before education.
Lee, Kichun;Choi, So Yun;Kim, Jae Kyeong;Ahn, Hyunchul
Journal of Intelligence and Information Systems
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v.20
no.1
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pp.1-14
/
2014
Both researchers and practitioners are showing an increased interested in interactive exhibition services. Interactive exhibition services are designed to directly respond to visitor responses in real time, so as to fully engage visitors' interest and enhance their satisfaction. In order to install an effective interactive exhibition service, it is essential to adopt intelligent technologies that enable accurate estimation of a visitor's emotional state from responses to exhibited stimulus. Studies undertaken so far have attempted to estimate the human emotional state, most of them doing so by gauging either facial expressions or audio responses. However, the most recent research suggests that, a multimodal approach that uses people's multiple responses simultaneously may lead to better estimation. Given this context, we propose a new multimodal emotional state estimation model that uses various responses including facial expressions, gestures, and movements measured by the Microsoft Kinect Sensor. In order to effectively handle a large amount of sensory data, we propose to use stratified sampling-based MRA (multiple regression analysis) as our estimation method. To validate the usefulness of the proposed model, we collected 602,599 responses and emotional state data with 274 variables from 15 people. When we applied our model to the data set, we found that our model estimated the levels of valence and arousal in the 10~15% error range. Since our proposed model is simple and stable, we expect that it will be applied not only in intelligent exhibition services, but also in other areas such as e-learning and personalized advertising.
Regarding the theme park business as an area of cultural content business, this study focuses on the trend of pursuing indoor theme parks as a small-scale small capital strategy escaped from the existing approach oriented to large-scale outdoor complex theme parks. It is because although existing large-scale outdoor complex theme parks require the capital with the scale of hundreds of billion won and also high-level technique and the latest operational know-how that they have a great barrier for new entry as well as enormous risk, the rent indoor theme parks succeed in market entry with efficient risk management and flexible market strategies. Thereupon, this study examines the current status of the children's indoor theme park market with Korean characters as their theme as a new market among the indoor theme parks and also investigates the market strategies of this market in the two aspects of expansion: the expansion of Korean characters' property value and the expansion of the local theme park market. For that, this article reviewed the advanced researches on theme parks and divided the types of theme parks existing in Korea with the criteria of classification by space and theme or classification by main users. Also, among the children's indoor theme parks with Korean characters as their theme, this study visited five ones located in the capital area to examine the current status. And about two located in the capital area and also four in the local area, the current data were received from the persons in charge of the companies for analysis. Also, with the subjects of spectators visiting the 'DIBO VILLAGE, Cheonggye-cheon' newly opened on April 25th, 2012, the research on satisfaction was conducted for analysis. Through that, this study analyzed the structure of the existing children's indoor theme park business with Korean characters as their theme and suggested the ground to analyze the effectiveness of market strategies being implemented. It is expected that this study will establish the clues of systematic and profound discussion for the indoor theme park business that can be said to be the niche market of the theme park business and allow the small-scale areal indoor theme parks to be examined as a significant business model for the local theme park industry. In the aspect of character business as well, it is expected that this will give a chance to establish a new model of spatial storytelling expansion in terms of the property value of Korean animation characters.
Proceedings of the Korea Contents Association Conference
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2006.11a
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pp.133-140
/
2006
The purpose of this study was to analyse the properties of leisure activity and the life satisfaction in the case of Korea Science Academy(KSA) students and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. We had achieved the following results. 1) For leisure activity, KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) The response showed that stress treatment was the principal reason of leisure activity's need. 3) Over 50% of the male students were satisfied with the present leisure activity but 12% of the KSA male students and 14% of the MLA female 14% answered to the "unsatisfactory" or "very unsatisfactory". 4) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity. 5) 75$\sim$80% students considered the leisure activity as an important means to maintain health and physical fitness. 6) Though most students participated in the activities with friends, 30% of the students answered that they participate by themselves. 7) It was shown that 51% and 40% of KSA male and female students, 40% of MLA male students and 48% of MLA female students participated in leisure Activity planlessly. 8) The average leisure time of the most students was less than 2 hours a day and Male students were observed to have more leisure time than female, and KSA students to have more time than MLA students. 9) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the highest ratio in the case of MLA students and KSA female students. 10) In the case of male students, 38% of KSA and 54% students of MLA did not play computer game at all, and 70% of the female students in total did not play computer game. Also, the proper control-method was in need because the result showed that KSA's male students spent more time in playing computer game than MLA's male students did. 61% of KSA female students and 53% of MLA female students answered that they did not play compute game at all during weekends. Whereas It showed that 26% of KSA male students played computer game over 3 hours during weekends. 11) The biggest reason for being unable to participate in the leisure activity was the insufficiency of time due to homework or studying for quiz. The laziness also showed high percentage of 19$\sim$25% varying between the groups. 12) The life satisfaction of KSA male students was visibly higher(p<.05) than that of MLA male students but the significantly difference wasn't shown in the case of female students.
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