• Title/Summary/Keyword: 문화콘텐츠기술

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Evaluation of Island Tourism Information Characteristic Using the IPA (IPA를 이용한 섬 관광정보 특성 평가 - 대학생 집단을 중심으로)

  • Lee, Dong-Ho;Lee, Seok-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.248-254
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    • 2011
  • As the demands of island tourism increasing, the importance of information is considered the key success factor of island tourism. This study suggest the several factors that affecting in island tourism based on the previous studies of tourism research domain. the Important Performance Analysis(IPA) that has much popularity in tourism research is used to evaluate the information characteristic and priority of island tourism in university students of Korea. Based on the result of this study, the information of the natural landscape/scenery and the sightseeing related activity have less priority than the facilities and local foodstuff of the specific island. Considering the aspects and levels of currently serviced island tourism information, differentiated information that including the facilities and local foodstuff of island have reasonable priority for establishing effective and efficient island tourism strategy.

A Study on the Role of Art Museums and Experience of Museum Visitors Based on Social Platform (미술관의 소셜플랫폼 역할과 관람객 체험)

  • Koo, Bokyung
    • Trans-
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    • v.9
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    • pp.67-92
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    • 2020
  • The development of social platforms and digital technology has promoted the age of the communication in our society. As online communication has become commonplace, expressing feelings, thoughts and experiences on the Internet has become an everyday routine. Among them, SNS is one of the representative platforms for expressing oneself easily and interacting with other users. The way of communicating with the SNS about what they did and what experiences they experienced from one's everyday lives became more common. As a result, the museum makes various efforts to enhance visitors' attention and interest with the use of SNS. It provides a content-based programs and museum environment that allow visitors to enjoy playing and learning at the same time. This study will explore not only a simple appreciation, but also the way of communicating to everyday life in terms of the changes for museum environment through the development, implementation and adaptations of digital technology. Through this, mobile-based communication with SNS provides various values and quality of museum visit, can be completed with meaningful museum experience, and various roles and functions of the museum are examined in terms of social platform of experience.

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Effects of Positive Psychological Capital of Service Industry Workers on the Service Performances through Perfectionism and Role Conflict (서비스업 근로자들의 긍정심리자본이 완벽주의와 역할갈등을 통해 서비스 성과에 미치는 영향)

  • Park, Chol-Hoon;Lee, Sin-Bok;Park, Chanuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.195-203
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    • 2019
  • In this article, it was studied how positive psychological capital in the service industry workers affected the service performances by perfectionism and role conflict in the service industry employees. This was to suggest the practical solutions on the emotional labor or job stress that the existing workers in the service industry were experiencing. Upon the study results, self-efficacy, hope, and resilience among the factors of positive psychological capital showed to affect perfectionism and role conflict while optimism did not. Based on this study, the practices and problems of the workers in the service industry could be understood and it seems to improve and support their working environment to provide better services. In other words, these results mean to enhance the self-efficacy and resilience of the workers in the service industry so as to provide the stakeholders of service industry or related institutions with the basic data.

A Study on Myth Storytelling (신화 스토리텔링에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.439-444
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    • 2021
  • There are many reasons why myths are used in the cultural context. However, the primary reason is that myths tend to be a safe choice as they are guaranteed to be entertaining and connect people over the past thousands of years, and are also free from issues related to plagiarism. In particular, myths from Northern Europe are used in many parts of modern cultural content as they have a clear conflict between good and evil and present a universe with various tribes and worlds. This study analyzed the movie series of Thor and the game Ragnarok to investigate how myths are used in the modern cultural context. In the movie series of Thor and the game Ragnarok, it is possible to identify how myths are modified while keeping their basic storyline. The findings from the analysis can be summarized as follows.

A Study on Barrier-Free Culture and Art Content Applications (배리어 프리 문화예술 콘텐츠 애플리케이션에 관한 연구)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.56-61
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    • 2022
  • The purpose of this study is to provide a cultural and artistic content guide service that can provide customized guides according to the disability status of the disabled who consume cultural and artistic contents. It is designed to provide a more individualized service through user input of disability information including the type and degree of disability of the disabled, the type of cultural and artistic content desired by the disabled, and information on the cultural and artistic level of the disabled. In addition, it is not limited by time and place, and it has the distinction of providing appreciation of cultural and artistic contents and commentary information of the corresponding cultural and artistic contents in various ways on the application. In particular, to provide cultural and artistic contents differently by identifying the type or degree of disability of the user, or to provide cultural and artistic contents with different expertise in consideration of the user's cultural level and taste, and to improve the cultural level. The most special feature is that it provides recommended content in consideration of the difficulty of art content. User analysis was conducted through in-depth interviews and persona techniques. As a result of the analysis, the needs for the enjoyment of culture and arts are also increasing among the disabled, while the services that reflect those needs are very insufficient. Therefore, all interviewees stated that they are willing to actively utilize these services if they are released. In the future, it is necessary to increase the accessibility of the disabled to culture and arts by developing various services using new ICT technologies.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

Generative AI Jeonse Fraud Prevention System (생성형 인공지능 전세 사기 방지 시스템)

  • Yeon-Jae Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.173-180
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    • 2024
  • Along with its importance, the real estate market poses risks of various fraudulent activities. Recently, a surge in real estate-related scams, such as lease fraud, has caused great financial damage to many ordinary people. These problems are often caused by the complexity of real estate transactions and information imbalance. Therefore, there is an urgent need to secure reliability and improve transparency in the transaction process. In this paper, to solve this real estate fraud problem, we propose a chatbot system using digital technology and artificial intelligence, especially GPT (Generative Pre-Trained Transformer). This system serves to protect users from fraud by providing them with precautions and confirmations in the lease transaction process. In addition, GPT-based chatbots respond to questions from users in time, contributing to reducing uncertainty in the transaction process and increasing reliability.

Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

A Study on the Application of Smart Home Services to Contemporary Han-ok Housing (주거용 현대한옥의 스마트홈서비스 적용 방안 연구)

  • Jeon, Jin-Bae;Kim, Seung-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.675-683
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    • 2018
  • As interest in eco-friendly architecture and Korean traditional culture is increasing, interest in contemporary han-ok is steadily increasing. Recently, many people experienced the han-ok directly and indirectly with the attention of a commercial contemporary han-ok such as restaurants, coffee shops, and lodging facilities, and as a result, the house has a preference for the residence of the contemporary han-ok. Compared to modern residential houses, however, han-ok is lack the convenience of heating and cooling, energy management, security, and maintenance. For this reason, the increased interest and preference for han-ok does not lead to living in contemporary han-ok. This study was conducted in the following ways to improve inconvenience by applying smart home services to contemporary han-ok. Recent technology trends in smart home services and technologies developed and marketed to date have been identified in previous research cases and literature studies. Based on this, a list of smart home services and their application methods were derived that would relieve the inconvenience of contemporary han-ok for smart home services. We hope that this research will serve as a reference for subsequent researchers studying contemporary han-ok.