• Title/Summary/Keyword: 오락성

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The Spatio-Temporal Characteristics of Primary School Children's Daily Life Activities (초등학생 일상생활활동의 시.공간적 특성)

  • Park, Soon-Ho
    • Journal of the Korean association of regional geographers
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    • v.8 no.4
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    • pp.492-512
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    • 2002
  • The daily life activities of primary school children have been increasingly diversified. This research examined the spatio-temporal characteristics of primary school children's daily life activities. The time allocation of primary school children's daily activities was monotonous. They tended to spend most of their time in school activities, private lessons after school, and studying at home. The daily trip to school has been diversified as the result the of increase in the number of double-income families, car owners, facilities for pastime, and educational facilities for private lessons after school. The selection of educational facilities for private lessons was strongly influenced by accessibility to the residence because of the limited time budget of primary school children and the controlled trip behavior by parents. The leisure activities were considered as a minor function and took place in the interval of performances of study-related activities. The high proportion of leisure activities was found in the indoor play. The amount of the time for leisure activity was very insufficient. The spatial range and time budget were strongly influenced by the institutional conditions of parents.

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An Analysis of Card News and Deconstructing News Values in Curated News Contents in the Digital Era

  • Hong, Seong Choul;Pae, Jung Kun
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.105-111
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    • 2017
  • This paper explores the characteristics of curated news content. With content analysis of 1020 news clips, the study found that news values immersed in card news differed from those of traditional news. Specifically, timeliness was not regarded as a key factor in newsworthiness. Rather, information and social impacts were highly emphasized. Considering news consumers depend on traditional news for timely news, curated news content was not a replacement for traditional news but a supplement. By refurbishing photos from previous news reports and googling the web for related information, curated news reiterates social meaning and provides relevant information. Furthermore, salience of human interest can be explained by entertaining characteristics of curated news. In story forms, the list technique has several important points to stress, and was more frequently used than inverted pyramids. Another key finding of this study is man-on-the street as the most quoted main sources in the curatorial context.

Organizing Korean International Broadcasting's Programming Strategy and Channel Positioning map (한국 해외홍보방송의 편성전략과 채널 포지셔닝 설정)

  • Yoon, Hong Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.97-103
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    • 2013
  • The research is centered towards analyzing the differentiation of the characteristics and organization of programming strategy and channel positioning by selecting Korean International Public Relations Broadcasting Stations Arirang TV and KBS World. According to the results, Arirang TV positions Korean culture content-implied educational programs as their strategy while KBS World places the main programs of KBS1, 2TV with many entertainment programs such as dramas and entertainment shows. Arirang TV's programming strategy is well-fulfilling the purpose of promoting Korea's culture contents by organizing their programming with documentaries, tourist information, and daily living information. On the other hand, KBS World works as the agent of the spread of the Korean Wave by filling their program with dramas and K-pop programs such as . Due to the difference in programming strategy of these two broadcasting stations, Arirang TV has positioned itself as a diplomatic channel to spread Korean culture and KBS World a channel representing the Korean Wave. However, there are problems of inefficiency due to recurrent investments because of the fact that both broadcasting stations' programming strategy is to promote Korean culture and spread the Korean Wave by aiming similar targets such as foreigners or overseas Koreans.

A Study on the Specific Character of Tourist-commercial District around Gosu - Cave (고수동굴 주변 관광상업지역의 특성)

  • 홍현철;유영준;홍충렬;장상태
    • Journal of the Speleological Society of Korea
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    • v.46 no.47
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    • pp.19-34
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    • 1996
  • 고수동굴이 1973년의 종합학술조사 이래 관광지로서 개발된 이후에 동굴 주변의 상업지역이 어떤 특성을 갖고 있는가를 살피는 것이 본 연구의 목적이었다. 이를 위해 1996년 6월 11일 고수동굴 주변의 상점 46개의 경영주를 대상으로 설문조사를 실시하였다. 그 결과는 다음과 같이 요약될 수 있다. 첫째, 전체 상점 중 절반 이상을 차지하는 25개 업소들이 80년대에 개업하였고 90년 이후에 19개 업소가 상점을 개설했다. 둘째, 상점 경영 동기로는 고수동굴을 찾는 관광객이 많아 수익성이 높을 것으로 예상되어 상점을 개점했다는 경우가 절반 정도(47.8%)에 해당하고, 내 고향 자랑과 지역발전의 일환으로 개점한 경우와 관광사업 발전을 위해 개점한 경우가 20% 내외였다. 셋째, 고수동굴 주변 상점의 경영주들은 일반사업을 하다가 전직한 경우가 가장 많았고, 관광사업, 오락장 등을 포함하면 상업 종사자들이 전체의 48% 정도에 해당하여 상업관련 종사자들의 전업이 가장 많았다. 넷째, 상점의 규모는 90년대에 개업한 상점일수록 규모가 커지고 있고, 이것은 경영주를 제외한 종업원의 운영과도 관계가 있어 상점 규모가 클수록 종업원이 더 필요한 것으로 나타났다. 다섯째, 경영주의 학력은 고졸 이상의 고학력자들이 상점을 운영하는 경우가 많아지고 있어, 고수동굴만의 특성을 나타낼 것으로 기대된다. 여섯째, 상점의 업종을 구분한 결과 기념품점과 식당이 각각 37.0%, 34.8%로 많은 비중을 차지하고 있지만, 고수동굴이 다른 관광명소와 색다른 특성이 없어 관광객들의 구매욕구를 완전히 충족시키지 못하고 있다. 마지막으로, 대부분의 상점들(80.4%)이 일자리와 주거를 구분하고 있는 것으로 조사되었으나, 아직까지 절반 가량(52.2%)의 상점들이 다른 사람 소유의 건물을 전 ·월세로 임대하여 사용하고 있음을 알 수 있었다. 이상에서 살펴본 바와 같이 고수동굴 주변의 상업적 특성은 90년대에 들어서면서 자기 고장에 있는 관광자원을 내 고향의 자랑거리로 생각하고 이를 지역발전의 밑거름으로 활용하고자 하는 인식이 늘어나고 있음을 알 수 있었다. 그러나, 관광지로서의 특성이라 할 수 있는 다른 관광동굴과의 차별성이 부족하다고 할 수 있다. 즉 다른 지역의 기념품점에서 구입할 수 없는 고수동굴만이 갖고 있는 특징적인 기념품을 판매함으로써 관광객의 구매욕구를 높인다거나 고수동굴의 일주관광 후 관광객을 좀 더 머무르게 할 수 있는 시설의 개발이 더 필요하다.

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An Essay on Constructing an Official Concept of Broadcasting Contents (방송콘텐츠 개념의 제도적 정립을 위한 시론)

  • Cho, Byeong-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.477-492
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    • 2021
  • The purpose of this paper is to examine the problems caused by the lack of institutional establishment of broadcasting contents' concept, to present the categories and significance of broadcast contents concepts, and to promote discussions on defining broadcasting contents concepts. As the pattern of enjoying contents becomes fragmented, broadcasting contents such as dramas, entertainment, and documentaries are enjoyed in various ways through N-screens, beyond the distribution structure of the traditional broadcasting industry. But, the concept of broadcasting contents is subordinate to(or even absent from) the distribution structure of the broadcasting industry. This paper seeks to correct this problem by proposing a new definition of broadcasting contents. First of all, as a result of looking at the need to define the concept of broadcasting contents in various ways in principle, legal, and industrial aspects, broadcasting contents needed to be defined as a new concept independent of broadcasting media. Based on this, the existing discussions on the concept and type of broadcasting contents were reviewed to confirm the direction for establishing broadcasting contents concepts, and to define broadcasting contents into higher categories (liberal arts, entertainment), and lower categories ('documentaries, current affairs, education', 'dramas, animation, music, variety, sports').

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

A Study on the Influence of Educational, Historical, and Tourism Characteristics of Suwon Hwaseong on Visiting Intention (수원 화성이 가지고 있는 교육성, 역사성, 관광성이 방문의도에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.61-73
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    • 2020
  • The purpose of this study is to investigate the relationship between educational attainment, history, tourism, psychological benefits, educational benefits, and hedonic benefits on visitors 'intention, and to provide Suwon Hwaseong' We propose a suggestion point. The implications of this study are as follows. First, the participants of Suwon Hwaseong Fortress are not only aware of the fact that the meaning of Mars is simply a stone build-up, but also a place to learn Korean history, experience various cultural experiences and attractions, Should be developed and made available to tourists. Second, the officials of Suwon Hwaseong Fortress should develop educational materials to understand the history of Mars as the representative history of Korean history. Furthermore, contents that show the superiority of Suwon Hwaseong in comparison with various world cultures It is necessary to provide policy support so that it can be developed and provided. Third, the officials of Suwon Hwaseong Fortress will have to worry about the development of culture prototype that can be excavated as a tourism factor when visitors visit and how to provide contents. In order to make sure that tourists do not inconvenience during sightseeing, It should be enough. Finally, the officials of Suwon Hwaseong should provide various entertainment factors around Hwaseong, and should try to create a desire to visit Hwaseong through a systematic PR method.

The Effect of Personal Media Contents Characteristic on Perceived Value and Use Intention of Continuous: The Interaction Effect of Novelty Seeking (1인 미디어콘텐츠 특성이 소비자의 지각된 가치 및 지속적 이용의도에 미치는 영향: 신기성 추구성향 상호작용효과)

  • Ju, Seon-Hee;Koh, Bo-Ra
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.167-176
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    • 2018
  • Recently, with coming of various channels, the public are communicating with unspecified massive consumers through personal broadcasting. It is becoming more popular as a positive response. The purpose of this study is to investigate the effect of characteristics of personal broadcasting contents on perceived value, perceived value on continuous use intention and the interaction effect of novelty seeking. As a result of verifying the effects of information quality, information trust, and entertainment on the perceived value, the characteristics of personal media contents all showed a significant positive effect and perceived value has a positive effect on continuous use intention. But The interaction effect of novelty seeking and perceived value is not significant. Therefore, content creators should make efforts to create content as much as to the trust of content as entertainment elements in content and composition. In the future, it will be meaningful to proceed with the research on the direct effects of the novelty trend and the various factors affecting viewers' characteristics using personal media contents.

The Influence of Webtoon Usage Motivation and Theory of Planned Behavior on Intentions to Use Webtoon: Comparison between movie viewing, switching to paid content, and intention for buying character products (웹툰 이용동기와 계획행동이론 변인이 웹툰 관련 행동의도에 미치는 영향: 영화관람, 유료 콘텐츠 전환시 이용, 캐릭터 상품 구매의도의 비교)

  • Lee, Jeong Ki;Lee, You Jin;Kim, Byung Gue;Kim, Bo Mi;Choi, Sun Ryul;Koo, Ja Young;Koleva, Vanya Slavche
    • Korean Journal of Communication Studies
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    • v.22 no.2
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    • pp.89-121
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    • 2014
  • In order to suggest a strategy for continuous growth of webtoon, this article examined webtoon usage motivation and tried to make a prediction about culture content products and services connected with webtoon, including intention for viewing movies, based on webtoon; intention for switching to paid webtoon content, and intention for buying webtoon character products. From the point of view of Uses and Gratification Theory intentions for using webtoon and human sociocultural behavior intention are already predicted but with the usefulness of Theory of Planned Behavior Integrated Model this study extended the explanation power of prediction about webtoon related behavioral intention. Results found 5 motivational factors for webtoon usage i.e. 'seeking information', 'entertainment and access availability', 'webtoon genre characteristics', 'influence from a friend or acquaintance', and 'escapism and tension release'. Among them the ones that influenced the intention for viewing movies, based on webtoon, were found to be 'webtoon genre characteristics', 'escapism and tension release' and the 3 variables from Theory of Planned Behavior. 'Seeking information', 'entertainment and access availability', 'webtoon genre characteristics', and all the 3 variables from Theory of Planned Behavior were found to influence the intention for switching to paid webtoon content. The intention for buying webtoon based character products was affected by the motivational factors 'seeking information', 'escapism and tension release' and the behavior and subjective norms variables from Theory of Planned Behavior. Based on the uncommon results from the research several suggestions were made for the continuous growth of webtoon.