• Title/Summary/Keyword: 디지털콘텐츠대상

Search Result 732, Processing Time 0.026 seconds

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
    • /
    • v.15 no.9
    • /
    • pp.415-425
    • /
    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

A Study on Leisure Activities for Workers -Focusing on a Cooking Category- (국내 직장인을 위한 여가활동 방안 연구 -요리 분야를 중심으로-)

  • Lee, Jaeeun;Kim, Seung-in
    • Journal of Digital Convergence
    • /
    • v.16 no.1
    • /
    • pp.305-310
    • /
    • 2018
  • The purpose of this study is to suggest a leisure activity for improvement of personal life and career of Korean workers. To do this, DIY was selected as a method of leisure activity that minimizes cost, time and space contraints. As a method of research, I did case study for investigating the characteristics of existing leisure activities. In addition, I examined the needs about cooking activity through an in-depth interview with 8 workers whose hobby is cooking. As a result, two essential elements were derived. First, it is necessary to establish a clear scope and content of the brand. Secondly, a platform for sharing activity is needed. This study is significant in that it suggests the way to improve leisure activity of workers. After this study, it is expected that it will help to spread leisure activities of workers through the design of leisure activities plan.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.333-339
    • /
    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

A Study on the Expression of Philosophy Agenda through Animation Contents - Focusing on Korea's Animation film "Padak(2012)" - (애니메이션 콘텐츠를 통한 철학적 의제표현 연구 - 한국 애니메이션 영화 "파닥파닥(2012)"을 중심으로 -)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
    • /
    • v.18 no.8
    • /
    • pp.391-399
    • /
    • 2020
  • Even though the animation industry has been growth since 2011, there is still imitation by public stereotype which insists that animation is only able to cover the young age group and is not the proper genre of art to convey a social or a philosophical agenda. However, describes the philosophical agenda of 'social class' and 'life and death' in the limited space by expressing characteristics and background of fish through its own way. Thus, it shows how animation goes beyond aforementioned limits. Straying from traditional happy-ending, it criticizes present social problems by telling despite fishes' effort they cannot escape from structural contradictions. The drawing technique in musical expresses the character's ideology and attitude to make people think about how we will behave in the face of life and death. Therefore the purpose of this paper is analyzing director Lee Dae-hee's animation and present the genre expandability of animation.

The Effects of Self-directed Learning Ability and Motivation on Learning Satisfaction of Nursing Students in Convergence Blended Learning Environment (융복합 블렌디드 러닝 환경에서 간호대학생의 자기주도학습력, 학습동기가 학습만족도에 미치는 영향)

  • Seo, Nam-Sook;Woo, Sang-Jun;Ha, Yun-Ju
    • Journal of Digital Convergence
    • /
    • v.13 no.9
    • /
    • pp.11-19
    • /
    • 2015
  • The purpose of this research was to investigate factors influencing learning outcomes and effects of self-directed learning ability and motivation on learning satisfaction of nursing students in blended learning environment. A survey was used, and the subjects were 140 undergraduate students participated in Adult Nursing lesson at D University. Data collected from 9 to 14 June, 2014. There were no significant differences among general characteristics. Self-directed learning ability and learning satisfaction had significant correlations with each other (r=.25, p=.003). Self-directed learning ability was significantly associated with learning satisfaction, explaining 22.1% of the variance (F=20.74, p<.001). The results suggest that further research is needed to consider self-directed learning ability of students and to test the advantages of blended learning in developing contents in blended learning.

Implementation of Educational Service for Environmental Saver using Smart Device (스마트 기기를 활용한 환경 지킴이 교육 서비스 구현)

  • Lee, Yong-Hwan;Cho, Han-Jin;Lee, June-Hwan
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.1-8
    • /
    • 2015
  • Various efforts are being made to live a Green life began to recognize an importance of eco-friendly living. In this paper, we have designed and implemented a mobile-based environmental keeping education service, which is offered well-defined category searching and environmental outreach related designed categories, for the purpose of supporting distribution of educational application. The implemented prototype system not only plays a function of environmental pollution report, related to simple environmental stewardship schemes, but also provides environmental monitoring service and integrated educational system supporting certified online volunteer activity. This study provides an one of famous methods to the youth for environmental monitoring education system based on mobile environments, and suggests an improvement to the environmental education for schools students.

Usability Evaluation of ICloud Calendar and Naver Calendar -Focused on Mobile Application- (iCloud 캘린더와 네이버 캘린더의 사용성 평가 -모바일 애플리케이션을 중심으로-)

  • Yoon, Kahee;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.15 no.4
    • /
    • pp.443-449
    • /
    • 2017
  • Since usage of smartphone becomes popular, Ecology of smart media based on smartphone is creating new ecological system of information. This research is for evaluating usability and sustainability of application due to development of smartphone usage in these days. For the research, precedent researches were analyzed and hypothesis were set up based on those researches. Then, iCloud Calendar and Never Calendar, which are two major calendar applications, were evaluated by in-depth interview and measuring task performance time of interviewees, and used these results to verify hypothesis. Then verify hypothesis through the research and analyze which type of users focus on aesthetic impression, and which users focus on usability and practicality. This research is to analyze success and failure points of Calendar Applications' user experience design, and suggests guideline for future transformation of offline to online.

Study on the experiential Hanbok culture and user experience (한복체험 놀이문화의 사용자 경험에 관한 연구)

  • Kim, Minjung;Kim, Boyeun
    • Journal of Digital Convergence
    • /
    • v.17 no.2
    • /
    • pp.339-345
    • /
    • 2019
  • This study explores the Experiential Theory of John Dewey and Donald Norman's definition of user experiences to analyze the new cultural experience of trying on Hanbok among the young generation. In order to find out the demographic characteristics, the survey was conducted online. An in-depth interview was held among six women in their 20's who were randomly selected to obtain diverse consumer's opinions. According to the interview, rather than recognizing the traditional beauty of Hanbok, the interviewers recognized the aesthetic sensibility of modernized Hanbok. In addition, the uniqueness of wearing Hanbok which has become the non-ordinary culture and the desire to share the experience is analyzed through characteristics such as particularity. In order to develop cultural contents that are highly marketable, consistent analyzation and research of the fluctuating desire of customers are essential since users perceive their experience to be special.

Alternate Reality Game Based Education in College (대학에서 대체현실게임기반 교육방법)

  • Chang, Hee-dong
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.415-422
    • /
    • 2019
  • The college students who are in the game generation have different cognitive characteristics from the previous generations, and the phenomena of attention loss in the existing education methods such as lectures are generally seen. This results in a problem that the satisfaction of the university education is lowered. To solve this problem, it is possible to improve students' interest and concentration by using game-based educational methods. In this paper, we propose a method of university education using alternative reality game. The prototype was implemented and tested to verify that the proposed method is suitable for the university environment and can be operated. Through the test results, we confirmed that the proposed method meets the requirements of the university education field and that the required functions are functioning normally. In addition, according to the results of the questionnaire surveyed for the students, it shows that the proposed alternative game method based on the alternative reality game will be more effective in attracting students and improving concentration than the current education method.

A Design of a Data Service providing Additional Information of ID Advertising (ID 광고의 부가정보를 제공하는 데이터서비스 설계)

  • KO, Kwangil
    • Convergence Security Journal
    • /
    • v.18 no.3
    • /
    • pp.61-68
    • /
    • 2018
  • As the digital broadcasting era settled in, the TV, which was only used to watch broadcast programs, developed as a medium for operating various data services. This means that an environment, in which the viewers' TV usage behavior can be changed from a passive attitude to an attitude of actively consuming the media, has been established. Since the advertising market is an industry that is heavily influenced by changes in the media, these changes causes changes in the form of advertising and the advertising consumption behavior of viewers. In this environment, the broadcasting industry needs to think about the new growth strategy that links the possibility of data service with the advertisement market. In this study, we designed a data service that provides supplementary information of an ID advertisement, which has the weakness of short exposure time and shortage of information expression space. Specifically, we have designed the usage scenario and user interface of the data service and developed a method, based on the international digital broadcasting standard DV B, that provides the supplementary information defined by the type of ID advertisement to the data service.

  • PDF