• Title/Summary/Keyword: 관람특성

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A Study on the Haptic Characteristics of Netflix Original Movie (넷플릭스 오리지널 영화 <레베카>의 촉각적 특성 연구)

  • Son, Jihyun;Moon, Jaecheol
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.116-125
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    • 2022
  • Netflix Original movies have distinctive characteristics in that it is screened online only and viewers have to watch movies using their personal devices. By analyzing the haptic characteristics of Netflix platform from remediation perspective, we examine how Netflix hypermediacy haptic characteristics associated with clicking or touching expand to immediacy haptic characteristics, and compare the differences between Netflix original movie (2020) and film movie (1940). Through this, it points out the connection between the sense of the hand that requires clicking or touching and the description of the hand in Netflix original movie . As the individual interface of the personal device has been adjusted to make it possible to watch movies, the position of the hand becomes important in watching movies, and the hand plays an essential role in the beginning, middle, and end of the movie. Therefore, this study, which focuses on the haptic characteristics of Netflix original movie , is meaningful in that it studied the characteristics of the OTT original movie that was not previously covered and that the haptic characteristic plays an important role in the way of watching OTT contents.

A comparative study on the usability evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 비교 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.69-77
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    • 2013
  • This research validates the correlation between usability and functional attributes whilst comparing the degree of satisfaction of information framework used in museum mobile apps via usability evaluation in pre-visit setting. In cases of Bilbao Guggenheim and American Natural History Museum apps, the degree of satisfaction measured for information service, functional attributes, motivation for actual museum visit and during-visit usability of the apps were all highly evaluated. Such evaluation data indicates the increased usability of apps when mobile applications take user-friendly design that intuitively reflect users' interests and needs. After thorough analysis of correlation between usability and fictional attributes, data pointed to more meaning relationships existed in non-intrusiveness and personalization than other functional attributes. In conclusion, we were able to acknowledge the usability of museum mobile apps depends upon the interaction between content and functional attributes rather than entertainment factor and technology.

Typology Study of University Students' Movie-viewing Perception (대학생의 영화관람 인식에 관한 유형화 연구)

  • Lee, Jei-Young
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.461-469
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    • 2012
  • This work was researched by practical method in a subjectivity study accessible in-depth, in sloughing off old habit of functional quantity analysis about reception type on movie-viewing perception. The perception pattern come out in this study were divided into four types in Q-methodology. The result is as follows ; it is that divided '1[(N=18): Personal-decision Type], 2[(N=14): Media Dependence Type], 3[(N=10): Self-leading Type], 4[(N=3): Positive Preference Type]'. Like this, it found that is very different type all over. Hereafter, this study is to ascertain acceptance behavior about reception type on movie-viewing perception, 21th ; to offer a developmental suggestion about it.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

A Case Study for Interactive Learning between Visitors and Exhibits in a Natural History Hall Focused on the Discourse Flow and the Modes of Visitors' Own Interactions (관람 대화의 흐름과 상호작용의 양상에 기반한 자연사 전시관의 전시물과 관람객 간 상호작용적 학습 사례 연구)

  • Choi, Moon-Young;Maeng, Seungho;Park, Eun Ji;Jung, Won-Young;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.32 no.7
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    • pp.1251-1268
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    • 2012
  • This study investigated several cases of interactive learning mediated by exhibits in a natural history hall during visits by middle school students. Five visiting cases were selected, in which visitors engaged actively in the interactions between them. Each visiting case was analyzed in terms of visiting discourse register and the modes of interaction in order to understand both visitors' meaning-making processes through the discourse flow and the characteristics of visiting discourse according to the features of exhibits. Results were as follows. The information provided in the exhibits was used as THEMEs in visitors' discourse and the visitors presented their information on the THEMEs as RHEMEs. The visitors made their own meaning for the exhibits by exchanging their information with each other. Interrogative sentences on the exhibit panels allowed visitors to make arguments. Similar exhibits displayed together helped visitors to compare those exhibits. These two features of the exhibits facilitated visitors' meaning-making processes in the natural history hall. The modes of interaction between visitors mediated by the exhibits showed that the information itself from the exhibits as well as visitors' opinion on the exhibits were frequently used as the elements for in-depth cognitive social interactions that allowed the visitors to construct meaning. Based on these results, we discussed that understanding in detail how visitors choose information from exhibits and construct visiting discourse is very important to improve visitors' collaborative science learning at a natural history hall.

A Case Study on the Discourse Characteristics of Docents Who Mediate Visitor's Learning in the Natural History Museum (자연사박물관에서 관람객의 학습을 중재하는 도슨트의 담화특성에 대한 사례연구)

  • Lee, Joo-Youn;Lee, Jeong-A;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.30 no.6
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    • pp.815-835
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    • 2010
  • This study aimed at understanding the characteristics of interactive discourses between docents and visitors in natural history museums. Two docents participated in this study. One worked in Seodaemoon Natural History Museum and the other in Gwacheon National Science Museum. To analyze the characteristics of interactive discourses, especially understanding the mediation of visitors' learning, Pedagogic Discourse Analysis method was adopted. The results show two contrasting types of interactive discourses, Encouraging Visitors' Meaningful Participation (EVMP) and Encouraging Visitors' Simple Participation (EVSP). In the EVMP discourse, structural cohesion is strong in thematic flow and information flow. Docent and visitors share the role of information provider and "Themes" are developed through the interactions between the docent and the visitors. On the contrary, in the EVSP discourse, structural cohesions are weak. Even though the visitors participate in the discourse, their discourse scarcely contribute to develop "Themes" in the discourse. Most of the information is developed and expanded by the docent. These results helped us to suggest that docents have to understand and use visitors' prior knowledge as a discourse "Theme." It is also suggested that docents need to have not only the competent content knowledge about exhibitions but also the capability to lead discourses that allow the visitors to participate meaningfully during the education processes.

The Effect of Self-gift Motivation on Perceived Value and Self-gift Intention of Performing Arts (자기선물 동기가 공연관람의 인지된 가치 및 자기선물 의향에 미치는 영향)

  • Won, Jie Young;Jung, Chang Mo;Shin, Hyun Sang
    • Korean Association of Arts Management
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    • no.55
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    • pp.39-73
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    • 2020
  • The recent rapid increase in single-person households has had a significant impact on the art performance market as well as the overall consumption trend. With the proportion of one-person viewers in the form of viewing the performance nearly half, the new term "Hongongjok" is widely used. Representing the trends of 'one-person consumption' and 'consumption for me' is the concept of 'self-gift' that consumes special for myself. This study introduced the concept of self-gift as a framework for understanding a new group of performance viewers who lavishly investing in consumption for one's sake. It also demonstrated how self-gift motivation affects the perceived value and the intention of self-gift. As a result of the analysis, the motivation for reward, therapeutic personal disappointment, and therapeutic negative mood reduction of the self-gift had a significant effect on the intention of self-gift through the perceived value of classical music performances. In addition, it was also revealed through the multi-group analysis that there was a significant difference in the effect of self-gift motivation factors between a single viewer and two or more accompanying viewers. This study contributes to the fact that the art performance industry can be provided the first theoretical basis for understanding these customer groups in order to respond to the consumption trend for one-person viewers. It also offered practical implications for revitalizing the stagnant classical music performance market by framing the art performance as a self-gift.

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.

A Study on Icon Detection in Korean Traditional Paintings (한국 전통회화 내 도상 검출에 관한 연구)

  • Jiwon Lee;JungSoo Lee;Sungwon Moon;Do-Won Nam;Wonyoung Yoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.446-448
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    • 2023
  • 최근 문화유산 해설 분야에도 AI를 도입하기 위해 여러 노력을 기울이고 있으나, 관람객의 특성이나 관심사를 고려하지 않고 사전에 수동으로 입력한 동일한 문화해설 콘텐츠를 다수의 관람객에게 반복 전달하는 형태로만 제공되는데 그치고 있다. 본 논문에서는 관람객이 관람 중인 문화유산을 관람객의 다양한 관심사에 맞추어 문화유산을 다양하게 해설해주기 위한 기초 연구로 영상을 통해 입력된 한국 전통회화에서 도상을 검출하는 연구를 진행하였다. 아직 가능성 타진 연구로 진행되어 현재 제시된 실험 결과에서는 우수한 도상 검출 성능을 내지 못하였지만, 다양한 증강기법과 퓨샷 러닝기법을 통하여 성능 향상을 도모할 경우 충분히 관람객 맞춤형 문화유산 해설 분야에 활용 가능할 것으로 기대된다.

Efficient Vibration Analysis of Stadium Stands (경기장 관람석의 효율적인 진동해석)

  • 김기철;이동근
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.15 no.2
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    • pp.293-303
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    • 2002
  • Recently, the use of the high strength materials and development of construction techniques have resulted in more flexible and longer spanning in the stadium systems. So the natural frequency of stadium structures are became low. Stadium stand could be led to significant dynamic response as like resonance due to spectator rhythmical activities. The accurate analysis of dynamic behavior of stadium systems and the precise investigation of the dynamic loads on stadium structures are demanded for effective design. It is desirable to apply measured dynamic loads created by spectator activities because these dynamic loads are not easy to express numerical formula. As the floor mesh of stadium stand is refined, the number of divided elements increases in numerical analysis. the rise of the number of elements makes the numbers of nodal points increased and numerous computer memory required. So it is difficult to analysis refine full model of stadium structures by using the commercial programs. In this study, the various dynamic loads induced by spectator movements are measured and analyzed. And a new modeling method that reduce the nodal points are introduced. Vibration analysis of stadium stands is executed to inspect accuracy and efficiency of proposed method in this paper.