• Title/Summary/Keyword: 온라인 예술 경험

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A Study on Activation of Online Performances Using Sac on Screen Project Analysis (Sac on Screen 사업 분석을 통한 온라인 공연 활성화 방안 연구)

  • Kim, Gyu-Jin;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.114-127
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    • 2020
  • The online performance market is increasing due to recent pandemic events. However, due to the short introduction time of domestic online performances, there is a lack of related prior studies or success stories. In addition, most of these projects are short-lived projects or poor profits, so it is necessary to study how to activate them. The Sac on Screen project, which has been in progress since 10 years ago, has its own imaging experience, and the screening works and screening venues are also diverse, so it is an object of study. In addition, since annual satisfaction surveys are conducted, the business was evaluated based on the voice of customers from the data of the past three years. Based on the analyzed results, a free and paid version of the business model canvas was drawn through a group of experts. As a result of this synthesis, the following major implications were drawn. First, expanding research on online performances, second, needing a sense of responsibility for quality management of content, third, increasing diversity in content selection, and fourth, enhancing the liveliness of online performances, Fifth, efforts are needed to attract private investment and develop value-added products.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

The impact of Covid-19 on the Performing Arts Sector and the responses needed (코로나19로 본 공연예술계 충격과 그 대응 방안)

  • Lee, Soo-Young
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.453-463
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    • 2021
  • The purpose of this study is to establish the most severe impacts of Covid-19 in the field of the performing arts and to explore countermeasures taken both at home and abroad. This study has been conducted through literature surveys. The conclusion is as follows. First, since the outbreak of Covid-19, theater venues around the world have actively taken part in uploading recorded performances to streaming services. Secondly, these performance visualizings are generally considered as being complimentary goods rather than a substitute for live performance. Thirdly, although more audiences are tuning into watch on-line performances, consumption is concentrated on a few theaters which have a worldwide reputation and a broad range of content. Fourthly, to tackle the impact that Covid-19, the UK government announced a series of job protection schemes in the field of the Arts. In addition, Arts Council England prepared an emergency response package. In Korea, some countermeasures such as government support for artists and cultural establishments have also been implemented. Lastly, some suggestions for the sector. I conclude that there is an need for domestic companies to secure core contents of significant quality and to make strategic alliances with leading overseas performance companies so that they may cooperate together.

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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Users' Attitude and Behavior about Movies by the Type of SNS Usage (SNS 이용 유형에 따른 영화에 대한 태도 및 행동)

  • Choo, Hyun;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.690-701
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    • 2013
  • With the increasing adoption of social network services (SNS), the cultural and art industry is also embracing SNS as an important tool of marketing. Users can share various cultural experiences on SNS easily, and companies can analyze SNS to understand the users for effective marketing. Based on this background, this study analyzed users' behavior and attitude about movies according to SNS usage types. Users of SNS were surveyed and clustered into 'information seekers', 'fun seekers', and 'relationship seekers'. Next, the behavior of the users in each cluster was compared regarding information search about movies, preferred online advertisement channels, and post-watching behavior. The results showed that the SNS usage type has significant relationship with the behavior and attitude about movies. This suggests that movie industry can establish effective online marketing strategy by analyzing SNS usage of users.

Purchase Intention on Online Financial Products among Chinese Consumer (중국인 소비자의 온라인 금융 상품에 대한 구매의도 분석)

  • LI, Zhipeng;Chong, Hyi-Thaek;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.2
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    • pp.89-102
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    • 2018
  • With the development of mobile technology, asset management on the Internet have also developed a lot. Drawing on Technology Acceptance Model, this study examines YUEBAO deployment to model consumers' purchase intention to use financial products offered online. In this study, we hypothesized that the characteristics of online asset management product will affect the purchase intention through perceived usefulness and conduct empirical analysis on Chinese consumers. In the study model, the independent variables were considered to include individual involvement, experience, product protection, corporate credibility, convenience, mobility, and familiarity. In addition, the parameters constitute the usefulness, and the dependent variable is the purchase. The results are as follows. First, YUEBAO's complementarity, corporate credibility, convenience, and familiarity have a significant influence on YUEBAO's usefulness. Second, The YUEBAO's usefulness has a noticeable effect on the purchase intention. To perceive the high usefulness, the practicality strategy of enhancing the protection property, corporate reliability, convenience and familiarity of the online asset management product is needed. The study of consumer purchase behavior and consumer purchase intention of online wealth management products is very valuable for academic and practical work.

Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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The Satisfaction Factors Affect the Recommendation Intention and Rewatching Intention of Watching Musicals through Online Platforms : Focus on the Moderating Effects of Audience's Degree of Involvement to Musicals (온라인 플랫폼 뮤지컬 관람 방식의 추천 의도 및 재관람 의도에 영향을 미치는 만족 요인 : 뮤지컬 관여도의 조절 효과를 중심으로)

  • Yoon, Hyeong-Yeol
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.131-143
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    • 2021
  • In this study, the factors influencing the satisfaction of the online platform musical viewing method were investigated, and the effect of the satisfaction factors on the recommendation intention and rewatching intention of the online platform viewing method for musicals was investigated. In addition, the effect of the survey subjects' degree of involvement to musicals between the satisfaction of the online platform-based musical viewing method and recommendation intention, and rewatching intention was investigated. Satisfaction factors of online platform musicals, which are independent variables, were classified into image quality, convenience, economy, and interactivity, and dependent variables were classified into recommendation intention and rewatching intention of online platform musicals, and moderator variable was set to degree of involvement to musicals, and a total of 20 hypotheses were established. An online survey was conducted on 1,454 audiences who had experience watching musicals through the online platform from August 28 to September 7, 2021, and a total of 1,418 answers were used as valid samples. As a result of the analysis, the factors that make up the satisfaction of online platform musicals appeared in the order of convenience, video quality, economics, and interactivity. It was found that the satisfaction level of watching online platform musicals had a positive effect on the intention to recommend and rewatching online platform musicals in the path of all satisfaction factors. It was found that the moderating effect of the audience's involvement in musicals between online platform musical viewing satisfaction and recommendation intention and rewatching intention had a significant effect only between image quality and recommendation intention. It shows that audiences with high involvement in musicals have intention to recommend only when they are satisfied with the video quality of online platform musicals. Particularly important point is that the convenience factor was found to have the greatest influence on the satisfaction of online platform musical viewing method, but the image quality factor was found to have the greatest influence on the recommendation intention and rewatching intention of online platform musicals.

A Study on the Influence Factors on Intention to Continuous Use of Untact Performance Service in Concert Hall (공연장의 언택트 공연서비스의 지속사용의도에 미치는 영향요인 연구)

  • Bang, Sung-Teak;Baek, Jin-Hyoun;Moon, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.283-291
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    • 2022
  • Due to the impact of COVID-19, untact performances where performance videos are recorded, edited and distributed have begun to be activated in a non-face-to-face environment. Performance halls are supporting untact performance services such as video production and broadcasting so that performances can be viewed through online platforms. Therefore, this study intends to study the satisfaction and continued use intention of the untact performance service in the concert hall for experts who have experience using the untact performance service in the concert hall. A total of 9 hypotheses were rejected and 10 hypotheses were adopted as a result of developing and analyzing a research model suitable for the untact performance service of the concert hall by fusion of the information system success model and the expectation inconsistency model. Excluding content quality, it was found that in both system quality and service quality, inconsistency occurs through the comparison of expectations and performance after expectations arise. This positive discrepancy affects satisfaction, and the higher the satisfaction, the higher the intention to continue using it. This study is a basic study on the untact performance service and is expected to provide a new perspective for quality improvement.

A Study on the Color Environment of Preference Tendency in Public Library - Focused on Busan City - (공공도서관 환경색채의 선호경향에 관한 연구 - 부산지역을 중심으로 -)

  • Lee, Min Jae;Park, Hey Kyung
    • Korea Science and Art Forum
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    • v.24
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    • pp.321-332
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    • 2016
  • As functions of public library has become diversified, proper environment color plan enhancing a supporting environment of user based on a function of public library should be achieved by utilizing space chromatics which is a psychological environmental factor. Therefore, public library's color environment of each space functions should be understood and the foundation of color plan enhancing supporting environment of user should also be established under the premise that public library color environment which supports integrated functions to every local residents by meeting functional roles of library. As functions of public library expands, this study has its purpose to analyze color environment characteristics by mainly focusing on library of Busan region to study color environment supporting function of each space. Through a literature research, function and role of color, environment color have considered, and through a preceding research analysis on public library's present condition analysis and tendency of library color preference, theoretical background on library color environment has deducted. By researching present condition of environment color application at 9 public libraries located at Busan, the environment color characteristics of library has deducted through an image adjective analysis using color system, coloration analysis, IRI(Image Research Institute) color image scale. This study can be provided as a reference data for environment color plan based on spatial function to enhance supporting environment of public library user, and it is expected to utilize in the library facility plan which has been diversified.