• Title/Summary/Keyword: 오락

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Determinants of User Immersion for Korean Drama and Entertainment Genre Programs among Chinese Students in Korea (중국 유학생의 한국 드라마 및 오락 프로그램 몰입 결정 요인)

  • Ma, Si;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.111-119
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    • 2012
  • This study examines determinants of user immersion for Korean drama and entertainment genre programs among Chinese students in Korea. The major results are as follows: firstly, user immersion for entertainment genre was more greater than that of drama genre. Although drama was tended to evaluated based on star appearance and narrative structure, entertainment program was favored by its pleasure and vividness. Secondly, there were gender differences for entertainment and drama genre programs between male and female respondents. Also, there was a correlation between drama immersion and duration of stay. Thirdly, although determinants of drama immersion were program characteristics, duration of stay and drama preference, those of entertainment immersion were program characteristics, appearance of star players and entertainment preference.

An Analysis on Prediction of Computer Entertainment Behavior Using Bayesian Inference (베이지안 추론을 이용한 컴퓨터 오락추구 행동 예측 분석)

  • Lee, HyeJoo;Jung, EuiHyun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.51-58
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    • 2018
  • In order to analyze the prediction of the computer entertainment behavior, this study investigated the variables' interdependencies and their causal relations to the computer entertainment behavior using Bayesian inference with the Korean Children and Youth Panel Survey data. For the study, Markov blanket was extracted through General Bayesian Network and the degree of influences was investigated by changing the variables' probabilities. Results showed that the computer entertainment behavior was significantly changed depending on adjusting the values of the related variables; school learning act, smoking, taunting, fandom, and school rule. The results suggested that the Bayesian inference could be used in educational filed for predicting and adjusting the adolescents' computer entertainment behavior.

A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.

Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.

엔터테인먼트형 쇼핑몰에서 원스톱으로 즐기자

  • 김혜영
    • 주택과사람들
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    • s.221
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    • pp.78-81
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    • 2008
  • 대형 복합 쇼핑몰들이 변하고 있다. 쇼핑과 오락적 요소를 함께 갖추면서 쇼핑몰이 하나의 생활 공간으로 자리 잡기 시작했다. 쇼핑만으로 만족할 수 없다면 쇼핑과 관광, 오락 모두 즐길 수 있는 엔터테인먼트형 쇼핑몰로 떠나보자

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Investigation about the Context in which the Effects of Entertainment-education Program May Reduce -Focused on Persuasion Knowledge and Pre-attitude (교육적 오락물의 설득효과 감소요인에 대한 탐색적 연구 -설득지식과 사전태도의 영향을 중심으로)

  • Kim, In-Sung;Lee, Seung-Jo
    • Korean journal of communication and information
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    • v.69
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    • pp.7-29
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    • 2015
  • The purpose of this research is to examine the impacts of persuasion knowledge and pre-attitude on responses to a persuasive entertainment education program. Persuasion knowledge model was adopted as the theoretical frame and information about the sensational identity of entertainment program was used to activate audience's persuasion knowledge(i.e. resistance). Pre-attitude was measured by the degree of concern about the persuasion topic. The experiment was designed by persuasion knowledge(2) ${\times}$ pre-attitude(2) and participants were randomly assigned in one of the conditions and rated their attitude for the persuasion topic. The implicit measure for attitude was included in addition to the explicit measures in order to reveal unconscious attitudinal changes. The results showed that the allegedly effective entertainment-education can confront the resistance of the audience in some contexts. A significant interaction of knowledge ${\times}$ pre-attitude was found in the result of the implicit attitude. The individuals with high concern about the persuasion topic, compared to those with low concern, were more influenced by the entertainment program and also persuasion knowledge. The interaction was not significant on the explicit attitude, which may present the usefulness of the implicit measure in entertainment-education research.

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[Healing Camp], Appearance of Sound Narrative and it's Implication (<힐링캠프>, 사운드적 서사의 등장과 그 함의)

  • Hong, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.81-87
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    • 2013
  • SBS [Healing Camp] seems like having a different sound usage from other entertainment programs. After content analysis, I found that [Healing Camp] uses much more music & sound effects than [Muhandojeon]. Music & sound effects of [Healing Camp] has functions of tautological informing, uplush of emotion or Ancrage, narrating or Relais. It is very similar to television subtitle. Positive uses of music & sound effects are expected to catch the attention of audience and to increase the ratings. But [Healing Camp] uses music & sound effects very positively and systematically and opens a new dimension of narratives.

Application of the Neural Network to Predict the Adolescents' Computer Entertainment Behavior (청소년의 컴퓨터 오락추구 행동을 예측하기 위한 신경망 활용)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.39-48
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    • 2013
  • This study investigates the predictive model of the adolescents' computer entertainment behavior using neural network with the KYPS data (3449 in the junior high school; 1725 boys and 1724 girls). This study compares the results of neural network(model 1) to the logistic regression model and neural network(model 2) with the exact same variables used in logistic regression. The results reveal that the prediction of neural network model 1 is the highest among three models and with gender, computer use time, family income, the number of close friends, the number of misdeed friends, individual study time, self-control, private education time, leisure time, self-belief, stress, adaptation to school, and study related worries, the neural network model 1 predicts the computer entertainment behavior more efficiently. These results suggest that the neural network could be used for diagnosing and adjusting the adolescents' computer entertainment behavior.

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Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

Treatment Characteristics of Soil Clothing Contact Oxidation Process using Bio-media (생물담체를 충진한 토양피복 산화접촉공정의 하수처리특성)

  • Kim, Hong-Jae;Kang, Jae-Hee;Lee, Ki-Seok;Motoki, Kubo;Kang, Chang-Min;Chung, Seon-Yong
    • Journal of Korean Society of Environmental Engineers
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    • v.27 no.4
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    • pp.414-419
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    • 2005
  • This study was performed to compare the treatment efficiencies of two media, newly developed Bio-rock and conventional gravel, in soil clothing contact oxidation process. The composition of synthetic wastewater were $COD_{Cr}$ $150{\sim}370\;mg/L$, $BOD_5$ $150{\sim}270\;mg/L$, T-N $20{\sim}60\;mg/L$, T-P $5{\sim}25\;mg/L$, pH 7 and 2 mL/L of trace element solution. The experiment using two reactors was comparatively conducted for the flow rate of 40 L/d for 13 months, respectively. Initially Bio-rock reactor was increased to pH 12 due to $Ca(OH)_2$ with hydration of cement, but gravel reactor was dropped to pH 4 due to the degradation of organic material and nitrification. This significant pH variation deteriorated the growth and activity of microorganism. But the high pH of Bio-rock seems favorite to ammonia stripping and precipitation of phosphate. Such pH variation of Bio-rock and gravel reactors were finally stabilized to pH 8 and pH 6, respectively. The removal efficiencies of organic compounds from Bio-rock reactor were 96% of $COD_{Cr}$, 98% of $BOD_5$, 80% of T-N and 85% of T-P which stably coping against variation of influent concentration. But those of gravel reactor were 96% of $COD_{Cr}$, 96% of $BOD_5$, 42% of T-N and 40% of T-P, respectively. The Bio-rock was 2 times higher than T-N and T-P in treatment efficiency. And electron-microscopic examination showed that Bio-rock was more favorable to microbial adherence than gravel. The microbial populations were $5.2{\times}10^6\;CFU/mL$ of Bio-rock reactor compared to $2.6{\times}10^6\;CFU/mL$ in gravel reactor. In result Bio-rock was favor to microbial adherence and high treatment efficiency in spite of variation of influent concentration which had the advantages in saving running time and reducing site requirement.