• Title/Summary/Keyword: 온라인 활동성

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A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

Characteristics of Application of Augmented Reality Technology according to the Digital Transformation in the Fashion Industry (패션 산업의 디지털 전환에 따른 증강현실 기술의 활용특성)

  • Shin, Haekyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.597-603
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    • 2022
  • With the continuation of the pandemic environment, digital transformation is being applied in various fields of the fashion industry. Augmented reality technology is a form of overlapping virtual images on the real world, and as online shopping expands in non-face-to-face environments, the use of augmented reality technology in fashion and beauty fields is affecting consumer satisfaction and sales growth. In this study, the characteristics of augmented reality contents used in the fashion industry following digital transformation were extended to the fields of clothing, accessories, virtual fashion stores, and AR fashion shows to analyze the case characteristics of augmented reality. Augmented reality technology in the fashion industry focuses on promoting clothing and accessory products through SNS or homepage through marketing activities. It is raising positive values such as raising awareness. The range of types of augmented reality used in the future digital fashion environment will continue to expand, and by deriving the usage characteristics of augmented reality technology, it is intended to contribute to presenting a future vision of the fashion industry.

A comparative analysis of user satisfaction according to non-face-to-face channel types : Using topic modeling (비대면 채널 유형에 따른 이용자 만족도 비교 분석 연구 : 토픽모델링을 활용하여)

  • Ki Seok Hwang;Kyung Jin Cha
    • Smart Media Journal
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    • v.13 no.7
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    • pp.27-35
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    • 2024
  • Since COVID-19, the education industry has shifted many of its activities to non-face-to-face channels, and many programs are still being conducted in non-face-to-face channels during the endemic. This study aims to analyze the quality factors affecting user satisfaction of synchronous and asynchronous channels operated non-face-to-face and compare the differences between the two channels. For this purpose, we analyzed the reviews of graduate students of the same content in the synchronous and asynchronous channels at H University in Seoul, Korea. The non-face-to-face learning quality factors derived through topic modeling are educational system quality, content quality, instructor quality, and expectation confirmation, and their effects on user satisfaction were empirically analyzed through survey responses related to these quality factors. The results showed that all of the quality factors had a significant positive effect on satisfaction, and there were significant differences in satisfaction factors between the two channels. This study is significant in that it suggests that improving the content itself for synchronous channels and improving the convenience of the program operation system for asynchronous channels is effective in improving user satisfaction.

An Analysis on Mediating Effect of Participant Activity in Investment Crowdfunding (투자형 크라우드펀딩에서 참여자활동성의 매개효과 분석)

  • Kim, Jong Yun;Kim, Chul Soo
    • The Journal of Society for e-Business Studies
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    • v.25 no.1
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    • pp.65-82
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    • 2020
  • Start-ups often use crowdfunding platforms such as Wadiz to get financing from corporate investors and general public. These platforms include functions to increase participant activity through the number of comments, interest and online word-of-mouth. This study aims to elucidate how these functions related to a participant activity exhibit mediating effects on a success of crowdfunding and an achievement rate of targeted investment amount. To this end, the individual variables such as progress period, target amount, venture company, experience of attracting investment, possession of intellectual property rights, a career of the representative and an award experience of the representative were classified into the project characteristics, the company characteristics and the representative characteristics through not only previous studies but also interviews with investment professionals and platform operators. Afterwards, this study went through an empirical verification process using a structural equation model that has both crowdfunding performance and participant activity, which is the independent and mediating factors of three perspectives, as well as the dependent variables. In other words, this study analyzes how the characteristics of three perspectives affect the participant activity and how the participant activity had the mediating effects on the crowdfunding performance. In addition, it derives how the analysis results mentioned above vary according to business types (internet services, culture/art, manufacturing/distribution) and investment styles (stock type and bond type). It is expected that this study will help not only in deriving the factors affecting the performance of an investment type crowdfunding but also in preparing the measures to increase a participant activity.

A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.223-246
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    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

Effect of E-Service Quality of Fashion Mobile Applications on Flow, User Satisfaction, and Service Loyalty (패션 모바일 애플리케이션의 e-서비스 품질이 몰입 및 사용자 만족과 서비스 충성도에 미치는 영향)

  • Jhee, SeonYoung;Han, Sang-Lin
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.39-56
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    • 2023
  • Due to restrictions on offline activities caused by COVID-19, the use of mobile applications is increasing along with interest in online shopping, which are non-face-to-face commerce. Accordingly, mobile applications and various industries are combined, and the number of cases of using mobile applications in the fashion industry is increasing. In this study, the effect of e-service quality of fashion mobile applications on user's flow, user satisfaction, and service loyalty was examined. To conduct this study, a survey of 274 people who experienced the 'ABLY' fashion mobile application was used for analysis to verify the hypothesis. As a result of the analysis, it was found that informativity and responsiveness among the e-service quality of fashion mobile applications had a positive (+) effect on flow. And it has been confirmed that informativity, reliability, and responsiveness affect user satisfaction. In addition, flow has a positive (+) (+) effect on user satisfaction, and user satisfaction has a positive (+) effect on service loyalty. However, among the e-service quality of fashion mobile applications, reliability did not have a positive (+) effect on flow. And ease of use did not have a positive (+) effect on both flow and user satisfaction. Finally, it was confirmed that flow did not directly affect service loyalty. Through this study, we intend to contribute to the establishment of marketing strategies for fashion mobile application users, who are increasing with the development of mobile technology, and provide practical implications for the post-COVID-19 era.

A Longitudinal Comparative Study of Two Periods regarding the Influences of Psycho-Social Factors on Emotional Distress among Korean Adults during the Corona virus Pandemic(COVID-19) (코로나 19 팬데믹 시기 동안 한국인의 정서적 디스트레스에 영향을 미치는 심리·사회적 요인의 영향력에 대한 종단 두시점 비교연구)

  • Lee, Dong-Hun;Kim, Ye-Jin;Hwang, Hee-Hun;Nam, Seul-Ki;Jung, Da-Song
    • Korean Journal of Culture and Social Issue
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    • v.27 no.4
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    • pp.629-659
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    • 2021
  • This study compared the influences of Korean psycho-social experiences on emotional-distress(stress, depression, anxiety, anger) of Koreans between two-periods during COVID-19. First, an online survey was conducted among 600 participants between April 13, 2020 and 21, while WHO had declared the pandemic, and Daegu-Gyungbuk were declared as a special-disaster area. Second, an online survey was conducted among 482 participants out of 600 study participants from the first study during August 21 to September 2, while COVID-19 re-spreaded around the world, and total confirmed cases were over 1,000 for a week in Seoul-Gyeonggi province. Hierarchical-regression analysis was used to determine the influence of personal characteristics, fear and social constraints, relationship conflict and income-decreasing factors on stress, depression, anxiety, anger in the two-time points. Results suggest that gender, quality-of-life, 'frequent information-checking about COVID-19', 'fear of unpredictability' and 'difficulties on hospital treatment access' predicted distress(stress, depression, anxiety, anger) at both Time1 and 2. 'Difficulties with official schedule' predicted distress at Time 1, and age, vulnerability to infection and difficulties with personal schedules predicted distress(stress, depression, anxiety, anger) at Time 2. Based on the reseults, implications and recommendations were presented.

Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
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    • v.9
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    • pp.37-66
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    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

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Case Study on the Overseas Locally-Led Community Design Guidelines (주민참여형 커뮤니티정원 조성 가이드라인 마련을 위한 국외 사례 비교 연구)

  • Lee, Airan;Park, Jae-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.3
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    • pp.117-129
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    • 2018
  • With the changing of social needs and paradigms, citizens are concerned about aesthetic and cultural community gardens from productive urban farms in Korea. It is still difficult, however, to cultivate a beautiful garden with a community to design, install and manage it. Therefore, this study analyzed the community garden design guidelines of other countries to derive the characteristics and implications. The research method analyzed six guidelines for community garden design in the UK, Canada, the USA, Australia and Japan. As a result of the study, most community garden design guidelines are opened freely via on-line service. The guidelines are composed with chronological processes such as intro, site selection, design, construction and maintenance. The introduction section treats definition, purpose, meaning, efficiency and success factors for community gardens. Site selection emphasizes site conditions (soil, light, shadow, water, etc.), landholding and insurance. The design section, however, lacks adequate drawings and case images. These guidelines offer little explanation with few illustrations and sentences. Construction sections explain about plantings, facilities, expense and details. The maintenance guidelines of community gardens contain how to control members, funding, harvesting, pests and plants. In addition, some guidelines include vandalism, organic cultivation methods, recording and advertisement. Lastly, the appendix contains a variety of checklists, administrative documents, guidelines, drawings, and contacts. This study will help understand the trends and characteristics of overseas community gardens design guidelines so as to also supply directions for guidelines to be introduced in Korea.

Automatic Recommendation of (IP)TV programs based on A Rank Model using Collaborative Filtering (협업 필터링을 이용한 순위 정렬 모델 기반 (IP)TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.238-252
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    • 2009
  • Due to the rapid increase of available contents via the convergence of broadcasting and internet, the efficient access to personally preferred contents has become an important issue. In this paper, for recommendation scheme for TV programs using a collaborative filtering technique is studied. For recommendation of user preferred TV programs, our proposed recommendation scheme consists of offline and online computation. About offline computation, we propose reasoning implicitly each user's preference in TV programs in terms of program contents, genres and channels, and propose clustering users based on each user's preferences in terms of genres and channels by dynamic fuzzy clustering method. After an active user logs in, to recommend TV programs to the user with high accuracy, the online computation includes pulling similar users to an active user by similarity measure based on the standard preference list of active user and filtering-out of the watched TV programs of the similar users, which do not exist in EPG and ranking of the remaining TV programs by proposed rank model. Especially, in this paper, the BM (Best Match) algorithm is extended to make the recommended TV programs be ranked by taking into account user's preferences. The experimental results show that the proposed scheme with the extended BM model yields 62.1% of prediction accuracy in top five recommendations for the TV watching history of 2,441 people.