• Title/Summary/Keyword: 예술 시장

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A Study on the Development of Guide to Overcome Risks When Buying Wines (와인 구매 리스크 극복을 위한 가이드 개발 방안에 관한 연구)

  • Yoon, Yong;An, Oug Hyun;Kim, Youn Sung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.753-760
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    • 2015
  • The Korean wine market is growing year by year recently especially in Off-trade market. It shows not just a part of the very few consumer-driven trend. The purchases of wine is always not so easy because the risk factors and failure points occur when buying wines. Most of wine consumers feel difficulties when buying wines at phase of previous step, buying step and after buying step. Wine consumers can be divided into the wine experts, wine lovers, novices, outsiders. To guide an wine buying with less failures to each representative of wine consumer characteristics and needs, user persona and scenario for the reduced failure were derived.

Evaluation Model Based on Machine Learning for Optimal O2O Services Layout(Placement) in Exhibition-space (전시공간 내 최적의 O2O 서비스 배치를 위한 기계학습 기반평가 모델)

  • Lee, Joon-Yeop;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.291-300
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    • 2016
  • The emergence of smart devices and IoT leads to the appearance of O2O service to blur the difference between online and offline. As online services' merits were added to the offline market, it caused a change in the dynamics of the offline industry, which means the offline-space's digitization. Unlike these changing aspects of the offline market, exhibition industry grows steadily in the industry, however it is also possible to create a new value added by combining O2O service. We conducted a survey targeting 20 spectators in '2015 Seoul Design Festival' at COEX. The survey was used to analysis of the spatial structure and generate the dataset for machine learning. We identified problems with the analysis study of the existing spatial structure, and based on this investigation we propose a new method for analyzing a spatial structure. Also by processing a machine learning technique based on the generated dataset, we propose a novel evaluation model of exhibition-space cells for O2O service layout.

A Study on the Usability of Graphic User Interface by the User Behavior in a Mobile Music Streaming App (모바일 음악 스트리밍앱의 사용자 행태에 따른 GUI 사용성 연구)

  • Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.2
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    • pp.151-168
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    • 2015
  • As the market of music download stores moved into the mobile epoch the market was growing explosively. Recently, the digital music market tends to move from the mp3 download market to streaming service and the users can use the service on their mobile devices without reference to any inconvenient download and limited storage capacity. It was found that they mainly use the recommendation music playlist, instant player, main player and sharing of the functions of the streaming service from the user behavior research. This is noticeable features that set apart from the mp3 download service. However, the interface design of the streaming app followed the previous service and it needs the optimization of its UI design. In this study, the usability of high ranked three mobile streaming apps was evaluated. The result of the test was that Naver music and Bugs had high scores overall in four sections of the streaming service features. On the other hand, the Melon had primarily high score in color application on the service. The aim of this study is to suggest the direction of the UI design of music streaming service through the understanding of essence of streaming service and evaluation the usability test.

A Study on the Career Mobility of Reporters at Local Newspapers (지역신문 기자들의 경력 이동 연구)

  • Lim, Yeon Hee
    • Korean journal of communication and information
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    • v.78
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    • pp.177-205
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    • 2016
  • This study set out to investigate the reality of local press and changes to the occupational identity of reporters through the job mobility of reporters at local newspapers. The study examined what reasons the reporters had when they retired from one of three paper newspapers in Daejeon, where they moved to, and how their career mobility was. Some of them remained in the field of journalism including paper newspapers of the same kind and Internet newspapers, and others moved to various areas including politics, administration, academy, economy, and culture and art. The biggest number of them said they left their old paper newspapers because of poor wages and welfare benefits and absence of future visions. Their decision of leaving their old paper newspapers was also influenced by restructuring, restrictions to coverage and reporting, and great workload. Before the IMF foreign currency crisis in 1997, the press labor market was a typical internal labor market with the practitioners joining a newspaper in open recruitment and climbing up the promotion ladder from a common reporter through Deputy Head and Head of a department to Director of a bureau. The emergence of new media and the financial difficulties of newspaper corporations were currently making the internal labor market worse. Reporters made active use of social capital such as regionalism, alumni ties, and news beats rather than changing jobs by increasing their professionalism through self-development, thus causing side effects including the weakened supervision and criticism functions of local newspapers and damaging their occupational identity as reporters.

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Case Study on Disney Animation's Character Pipeline (디즈니 애니메이션 캐릭터 파이프라인 사례 연구)

  • Paik, Ji-Won
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.491-499
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    • 2011
  • Though there has been great advances in films' computer graphics both in technical and artistic side, there is still a big gap between computer graphics (a.k.a CG) studios in South Korea and major CG studios in US. Therefore, in this research, based on working experience at Disney Animation and information from working professionals in major CG studios, this paper analyzes strengths and weakness of character pipeline that major CG studios have by using examples and then suggest what CG studios in South Korea need. Steps of research process is to analyze what CG studios in South Korea developed, what are the strengths and weakness of Disney's character pipeline system and how these strengths can be applied to CG studios in South Korea.

Golden Section Found in Hand Axe (주먹 돌도끼에 나타난 황금비)

  • Han, Jeong-Soon
    • Journal for History of Mathematics
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    • v.19 no.1
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    • pp.43-54
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    • 2006
  • The purpose of this paper, followed by 'Nature$\cdot$Human, and Golden Section I ', is to study aesthetic consciousness, mentality model and body proportion of human, and the golden section applied to architecture and hand axe of stone age. In particular, handaxes of one million years ago have shown that they had critical competency to the basis of art and mathematics in the future. Furthermore, without pen, paper and ruler, the existence of mentality model made fundamental conversion of mathematics possible. Different sizes of handaxes were made by maintaining the equal golden section. This was the first example in relation to the principle mentioned in 'Stoicheia' by Euclid which was published hundred thousands of years later.

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The Design of Content-based Music Search System Using Hadoop (하둡을 이용한 내용기반 음악 검색 시스템 설계)

  • Jung, Hyoung-Yong;Kim, Jun-Hyoung;Park, Hyun-Min;Lee, Jeong-Jun
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.377-380
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    • 2011
  • 음악은 인류의 대표적인 예술로서 오랜 세월동안 사랑을 받아왔다. 그 오래된 세월만큼이나 인류가 만들어온 음악의 수는 방대하다. 방대한 음악이 IT기술의 발달과 인터넷의 확산을 통하여 온라인 음악시장을 형성하였고 음악은 디지털 음원으로 관리되게 되었다. 이러한 디지털 음원을 효과적으로 검색하기 위한 방법은 많이 연구되었다. 그리고 검색을 도와줄 대량의 디지털 음원 자료들을 저장하고 관리하는 기법에 관한 연구가 필요하다. 본 논문에서는 대용량 자료를 처리하는 기술로 관심 받고 있는 하둡을 통하여 이 문제를 연구하였다. 하둡의 맵리듀스, HDFS 그리고 HBase를 이용하여 음악 내용기반검색을 설계하였다. 본 시스템은 음악 검색 시스템을 관리하고 유지하는데 있어서 컴퓨팅자원을 절약함으로써 비용을 절감 효과를 얻을 수 있다.

The Current Status and Problems of Researches about SICAF (서울국제만화애니메이션페스티벌, 그 현황과 과제)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.22
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    • pp.99-112
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    • 2011
  • Korea cartoon animation industry is recognized as a cultural content that the spread of popular culture, value-added industries. Yet in spite of external growth and support policies tend it sluggish. This aspect of the cartoon animation market status and government policy that best reveals the cultural industry held the status of Seoul International Cartoon & Animation Festival also not irrelevant. This study retrospect Seoul International Cartoon & Animation Festival that started in 1995 and enhances the scale of the cultural industry and popular culture has grown around, and tried to find a solution for establish the identity and the development plan.

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Improvement of Quality Evaluation of Educational On-line Game Software (교육용 온라인 게임 소프트웨어의 품질평가 개선)

  • Myung Won-Shig;Han Jun-Tak
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.104-112
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    • 2006
  • Game industry developed much from fast development of an information communication technology and an internet technology. Game industry is getting attention by high value-added industry in 21th century And genre of various game appeared. On-line game is taking charge of important role of latest IT industry Now, game software market for education is expanded, but a lot of side effects exist because of wrong game software. In this paper, we investigate existent researches about quality evaluation of on-line game's qualitative improvement. Also, we present improving quality evaluation constituent additionally.

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The Relationship between Service Quality and Relationship Quality of Music Performances (음악 공연의 서비스 품질과 관계 품질 간의 관계)

  • Park, Myeong-Sook
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.88-97
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    • 2015
  • Consumers' interest in performance art is increasing with the advent of the 'culture era', and there is a need for marketing strategies for market base expansion and research in order to achieve this. Therefore, the aim of this study was to empirically establish the effect of service quality factors perceived by consumers during musical performances on audiences' relationship quality. Research results showed that the quality of the physical environment and of results, i.e. service quality, affected commitment and satisfaction, and quality of interaction had a significant effect on satisfaction. Moreover, commitment and satisfaction with relationship quality had a significant effect on loyalty. This study confirmed which service quality elements were considered important for audiences' commitment and satisfaction when attending musical performances, and thus suggests opportunities to understand audiences' consumer behavior and better improve their relationship quality.