• Title/Summary/Keyword: 재관람

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An Analysis of Demand-side Factors in Korea's Movie Industry (한국 영화산업의 수요 측면 변수 분석)

  • Cho, Byung-Ki;Koh, Chan
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.103-114
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    • 2010
  • People generally focus on the supply side when conducting a study on the movie industry. However, to understand the movie industry better, one needs to analyze both sides - the demand and supply of movies. This paper analyzes demand-side factors that have long been taken for granted in Korea's movie industry. The study used data for 1991~2008 on the following demand-factors : the average ticket prices, the number of working days and hours, the average personal income, the number of spectators for the two major professional sports, cable TV, the number of movies released each year and the number of movie screens. This study shows that ticket prices do not conform to the law of demand. According to the law of demand, increasing price leads to a decline in demand. However, in reality, the number of viewers went up along with ticket prices. The study found that demand for movies was correlated to income levels and leisure time. An increase in the number of leisure hours and income levels pushed up demand. Contrary to general belief, a growth in the availability of substitutes, such as professional sports(soccer and baseball), did not result in a fall in demand for movies. The audiences for both sports and movies grew simultaneously as the amount of leisure time increased. Contrary to the general expectations that more diversified genres of movies will draw larger audiences by satisfying different individual tastes, the diversification had little impact, but the number of movie screens was positively correlated with audience size. In sum, changes in ticket prices and the quantity of substitutes had little influence on demand in the movie industry. Rather, it was the supply side of the industry that induced demand.

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A Monitoring and Evaluation on the Project for Utilization of Cultural Property - Focused on the Project "Living and Breathing Hyanggyo·Seowon" in 2016 - (문화재 활용 사업 모니터링 및 평가 - 2016년 살아 숨 쉬는 향교·서원 만들기 사업을 중심으로 -)

  • Park, Dong-Seok
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.35 no.3
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    • pp.94-104
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    • 2017
  • This study carried out field evaluation by experts, monitoring by the public, and visitor satisfaction survey for 77 cases of utilization of cultural property projects that received support from "Living and Breathing Hyanggyo and Seowon" in 2016. The result was 'normal' for the comprehensive evaluation, and by section, 'good' for planning, operating, performance, outcome and annual special index. The field evaluation by experts was rated as 'good', monitoring by the public was 'good', and also 'good' for visitor satisfaction survey. The advantages of the project were as follows; increased chance for enjoyment of local cultural heritage, expansion of human network for utilization of local cultural heritage, utilization of cultural heritage as community place, diversification of educational contents by using cultural heritage. On the other hand, the disadvantages were as follows; decline of program's quality, shortage of putting plan in practice, insufficient interest and participation of local government, insufficient promoting, shortage of educational contents for free semester system. At last, we suggested measures to develop the project as follows; develop program by using local characteristics, develop programs for foreigner, training experts, increasing on-line promotion, develop new lecture technique, utilization of cultural heritage as a local community place, utilization planning by each space, improvement of evaluation system, tightening up reflection of visitor's opinions, consulting for each programs.

Digital Media Application in Museum (박물관 전시에서의 디지털 매체 적용에 관한 고찰 -서울시립대학교 기획전시를 중심으로-)

  • Eo, Il-Seon
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.212-219
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    • 2010
  • Modern museum, along with the basic roles of a museum that display to the public through the exhibition of physical evidences that collected, preserved and researched about human environment, it is changing in a way to appropriately fulfill the desire of new culture of the public and to fit the paradigm of the digital era. Diversification of expression method using multimedia played a big role in effective meaning delivery and technology development made possible for interaction-able of digital media build up and application to made possible of interactive communication for visitors. If the main purpose of the past museum exhibition was the delivery of information and knowledge, modern museum's exhibit has been identified as the purpose being diversified through the use of digital media. Exhibition planner, as for museum exhibition that used many characteristics of the digital media as mentioned above, should plan so that past unfamiliar relic can communicate with us living in the modern society. But obsessive usage of the digital media should not shade the interest of the visitors towards the relic in overall exhibition; and what is most important is that other than the exhibition and exhibit, enforcement of translation through systematic coherent approach and its appropriate digital technology and creative application and harmony are more important.

A Visitor Study of The Exhibition of Using Big Data Analysis which reflects viewing experiences

  • Kang, Ji-Su;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.81-89
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    • 2022
  • This study aims to analyze the images of Instagram posts and to draw implcations regarding the exhibition of . This study collects and crawl 24,295 images from Instagram posts as a dataset. We use the Google Cloud Vision API for labeling the images and a total of 212,567 clusters of labels are finally classified into 9 categories using Word2Vec. The categories of museum spaces, photo zone, architecture category are dominant along with people category. In conclusion, visitors curate their experiences and memories of physical places and spaces while they are experiencing with the exhibition. This result reproves the results of previous studies which emphasize a sense of social presence and place making. The convergent approach of art management and art technology used in this study help museum professionals have an insight on big data based visitor research on a practical level.

A Study on the Pavement Status and Improvement Directions of the Viewing Road in Royal Tombs of Joseon Dynasty (조선 왕릉 관람로의 포장현황과 개선방향)

  • Paek, Chong-Chul;Hong, Youn-Soon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.2
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    • pp.66-73
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    • 2019
  • The Royal Tomb of the Joseon Dynasty, which was listed as a UNESCO World Heritage site in 2009, is a cultural resource recognized for its 'outstanding universal value' around the world. The royal tomb of Joseon has been managed with an emphasis on the preservation of cultural assets since it was designated as a historical site in the 1970s, but it has received many visitors as a valuable historical and cultural resource and haven that connects the past and the present in today's bustling city. In order to investigate and analyze the current status of pavements in the royal palace in terms of quality and quantity, and to suggest the direction of improvement, this study conducted a complete survey of 53 royal palace viewing roads in 18 regions, and the results are as follows. First of all, problems are found in both the early Masato pavement of the creation, which was introduced with an emphasis on the preservation and protection of cultural assets, and the hardening pavement(KAP), which began to be used in the 1990s for the convenience of maintenance. In other words, the Masato pavement used to create a more environmentally friendly atmosphere of the Joseon royal tombs is showing a high percentage of use, but it lacks support for walking activities, such as the slippage of the pavement and water pooling during the rainy season or during the ice season. Also, hardening pavement introduced for convenience of maintenance, such as the movement of repair vehicles, is not functioning properly as it is damaged by physical deformation after construction. In addition, in awe zones such as parking lots, although the first image of the Joseon royal tombs is determined, the formation of the functional landscape centered on the carriageway does not harmonize with the traditional landscape, and, because of its lack of walking and environment-friendly features, there is a need for improvement, such as the experimental introduction of relevant pavement materials developed afterwards and continuous monitoring.

Study of Lighting for Museum Exhibitions (박물관 전시 조명 조사 연구)

  • Lee, Sungeun;Jason, Jae Gill
    • Conservation Science in Museum
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    • v.19
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    • pp.83-98
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    • 2018
  • Most preceding studies on museum lighting have focused mainly on illuminance, however this study examines diverse lighting characteristics, including illuminance, luminance, color temperature, and color rendering to allow a more objective evaluation of museum lighting. In particular, issues with existing museum lighting were examined through visual measurement to find an appropriate condition complying with museum lighting standards while providing a pleasant lighting experience for visitors. Although the top priority of museum lighting is to safely protect collections on display, lighting that takes into consideration luminance, color temperature and color randition will allow more effective appreciation as well as safe conservation of the exhibits.

A Study on Effect of Service Characteristic Factors of Theme Park on Customer Satisfaction and Revisit Intention (테마파크의 서비스 특성 요인이 관람객의 만족과 재방문의도에 미치는 영향에 관한 연구)

  • Wang, Xiaolei;Kim, Yeonggil;Park, Jeong Soo
    • Journal of Service Research and Studies
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    • v.10 no.2
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    • pp.43-57
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    • 2020
  • This study aims to verify whether service characteristic factors of theme park, consisting of ease of access, convenience of service, diversity of events and safety of facilities have positive effect on customer satisfaction and, in turn, customer satisfaction on intention of revisit for customers. We conducted surveys on 317 customers having experiences of visiting domestic theme parks and obtained the results that three factors except ease of access have positive effect on customer satisfaction and customer satisfaction on intention of revisit. As the further analysis, we checked if customer satisfaction has positive moderating effect on the relationship between four service characteristic factors and intention of revisit. We found that diversity of events and safety of facilities have full moderating effect and convenience of service partial moderating effect, while ease of access has not that effect, which offer implication that theme parks have to make more effort and investments related to diversity of events and safety of facilities to increase possibility of customer revisit.

Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Remediation in Tradition Theatrical Stage Design (전통적 연극무대디자인의 재매개)

  • Jung, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.207-213
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    • 2008
  • For decades, we have filled our theme parks, shopping malls, a streets and etc. with complementary or competing medias. These spaces have remedied newspapers, magazines, radio, TV and film or have been the object for remediation. Because there has been no remediation in traditional theatrical stage design, many problems come along with the design, which makes audiences hard to feel the sense of presence. It's time to have systematic research to find a way out for the solution of traditional theatrical stage design. This study suggests the solutions for remediation of traditional theatrical stage design, so we are going to research with laying emphasis on the cooperative works between the fields of theatrical stage design and the Visual Effects par that forms extensive and diverse portions. The proposal for remediation of traditional theatrical stage design with practical use of Visual Effects will create economical higher value-added through the systematization of close and cooperative work between the fields of Visual Effects and theatrical stage design. In addition, the systematization of the cooperation of these two parts will make another communicative paradigm that audiences have never been able to experience before in traditional theatrical stage design.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.