• Title/Summary/Keyword: 콘텐츠요인

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A Study on the Influence of the Digital Textbook Attribute Factors on the Learning Interest and Learning Satisfaction (디지털교과서에 대한 태도요인이 학습흥미도와 학습만족에 미치는 영향)

  • Baek, Hyeon-Gi;Han, Sang-Hoon;Choi, Eun-Ha;Kim, Su-Min
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.735-749
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    • 2008
  • The purpose of this study was to examine the influence of the digital textbook attribute factors on the learning interest and learning satisfaction using the structural equation model. In order to accomplish the purpose, the research was carried out with 325 students of digital textbook research school. Attribute factors of digital textbook are divided into self-concept of subjects and attribute factors of subjects. Self-concept of subjects is consist of superiority feeling and confidence. Attribute factors of subjects is interest, a sense of purpose, accomplishment motive. The results of this study can be summarized that the digital textbook attribute factors on the learning interest are signified confidence, interest, a sense of purpose, accomplishment motive. And the digital textbook attribute factors on the learning interest are signified learning satisfaction.

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The Effect of Job-Embeddedness Perceived by Flight Attendants on the Job Satisfaction, Organizational Commitment and Turnover Intention (항공사 객실승무원의 직무착근도가 직무만족, 조직몰입 및 이직의도에 미치는 영향)

  • Lee, min-soon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.387-388
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    • 2011
  • 본 연구의 목적은 항공사 객실승무원의 직무착근도의 세부구성요인인 적합성(fit), 희생성(sacrifice)및 연계성(links)요인이 직무만족, 조직몰입 및 이직의도에 미치는 영향을 실증분석 한 결과, 직무착근도의 세부구성요인인 적합성, 희생성 및 연계성요인 모두가 직무만족과 조직몰입에 강한 긍정적인 관계가 있는 것으로 나타났으나 이직의도에는 영향을 미치지 않는 것으로 확인되었다.

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The Relative Importance and Priority of Game Contents Industry Policy (게임콘텐츠산업정책의 우선순위에 대한 연구)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.55-66
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    • 2019
  • This research studied how game contents related experts recognize the transition of contents industries in intellectual information era. This study also studied experts' priorities of evaluation elements in contents industry policies. For this, Analytic Hierarchy Process was utilized to analyze the relative importance and priorities of evaluation elements in contents industry policies. According to the analysis, the order of priorities was 'strengthening content technology', 'training content experts', 'improving the contents-related system' and 'strengthening content usage and consumer safety'. Also, in complex importance analysis, 'strengthening R&D system for content' was gauge as the most important element. In the analysis about each related group's thinking, industries and policy institutes considered 'strengthening content technology' important and academia evaluated 'training content experts' as the most important one.

Effects of Attribution in Broadcasting Contents for the Satisfaction of Overseas Korean Broadcasting Stations : Focusing on Population Difference According to Ratio of Viewing Time (방송콘텐츠의 서비스속성이 해외 한국어방송사에 대한 만족도에 미치는 영향 : 시청시간 비율 차이 분석을 중심으로)

  • Moon, Joon-Seo;Park, Ki-Sung;Song, Chong-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.108-114
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    • 2011
  • The purpose of this research is to seek for improvements in the services provided by the Korean broadcasting services overseas that face stagnation in the industry. Therefore, the research bases its observation on analyzation of the influences the principal attributes of the broadcasting service contents has on the satisfaction of the overseas Korean viewers. This research classifies broadcasting services into three categories; degree of completion, effectiveness, and public interest. It further established such elements and the internal and external cognitive factors of broadcasting company as factors of direct influence on the level of satisfaction. This study suggests practical alternatives as solution through comparative analysis between the group with low viewer rating and the group with high viewer rating in accordance to the above mentioned research framework.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

An Empirical Analysis of Adoption Factors by Type in Next Generation Converged Contents (차세대 융합형 콘텐츠 유형별 채택요인 실증분석)

  • Park, Yong-Jae;Rim, Myung-Hwan;Lim, Kwang-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.415-416
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    • 2012
  • 산업간의 경계약화, 신기술 확산, 수요의 다양화 등으로 인해 콘텐츠 산업의 융복합화 현상은 더욱 확산되고 있다. 또한 기술혁신으로 네트워크 기반의 융복합, 혼합, 통합, 결합이 총체적으로 반영된 차세대 융합형 콘텐츠들이 새롭게 등장할 전망이다. 본 연구는 새롭게 등장되고 있는 차세대 융합형 콘텐츠의 유형별 채택요인을 실증 분석함으로써 관련 실무자들에게 융합형 콘텐츠 산업 확산을 위한 유용한 시사점들을 제시하였다.

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A Study on difference in preference factor of innovation media contents by entrepreneurship experience (창업경험에 따른 혁신영상콘텐츠 선호 요인 차이 연구)

  • Lee, Jae-Kyeong;Kim, Dae-Seop;Kim, Taek-Geun;Heo, Tae-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.81-82
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    • 2018
  • 본 연구는 혁신영상콘텐츠에 대한 선호 요인이 창업 경험에 따라 차이가 있는지 실증적으로 분석하였다. 창업 및 과학기술, 사업화와 관련된 온라인 플랫폼(아이디어마루 등) 회원을 표본으로 설문조사를 실시하였으며, 분석 결과 창업 경험이 있거나 계획중인 집단은 창업경험이 없는 집단에 비해 콘텐츠의 정확성과 유용성을 중요시 하는 것으로 나타났고, 반대로 창업경험이 없는 집단은 즐거움을 상대적으로 중시하는 것으로 나타났다. 이 연구결과는 혁신영상콘텐츠 혹은 기술사업화 관련 교육 콘텐츠로 확대해 적용될 수 있다.

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Study on Evaluation Factors Determining Satisfaction and Revisiting of Broadcasting Contents Market (방송콘텐츠마켓 만족도와 재방문에 미치는 평가요인: 부산콘텐츠마켓(BCM) 사례를 중심으로)

  • Gu, Jong-Sang;Lee, Wan-Soo;Lee, Jin-Ro
    • Korean journal of communication and information
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    • v.52
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    • pp.111-134
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    • 2010
  • This paper explored satisfaction and revisiting of participants on Busan Contents Market(BCM) programme in 2009. Specifically, this study conducted regression analysis for finding satisfaction and revisiting factors on main events, broadcasting-telecom convergence forum, broadcasting business marketing forum, world culture contents forum and BCM academy. Results show as following. Firstly, Participants satisfied on comfortable lodging and possibilities as international events, but not satisfied on facilities, managements, public relations, contents and service. In particular, regional attraction and interpretation service are one of factors for revisiting in BCM main events. Secondly, one of competition factors for revisiting intention in BCM main events is production and investment. Thirdly, contents, theme and qualities of presenters and discussants are main factors for revisiting in BCM. Fourthly, satisfaction degree on education contents and lectures in BCM academy is high and contents, time, line up of lectures analyzed as determined factor for revisiting. Fifthly, documentary planning, production and marketing with international investors drive to induce revisiting BCM. We discussed motivation and utility values for revisiting of broadcasting contents market.

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An Empirical Study on the Differences of Relationship between Content Quality Factors and User Satisfaction on Mobile Contents Based on User Characteristics (사용자 특성에 따른 모바일 콘텐츠 만족도에 영향을 미치는 콘텐츠 품질요인의 차이 분석)

  • Kim, Eun-Dong;Chae, Myung-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1957-1968
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    • 2013
  • This study figured out how could mobile contents quality factors, such as usefulness, accuracy, timeliness, entertaining, economic, security etc., affect satisfaction by user individuality using empirical analysis with an aim of finding difference in content quality factors which have an influence on mobile contents satisfaction by user characteristics in integrated view systemically. The result of analysis shows that usefulness has an influence on satisfaction in principle regardless of user characteristics. This study discovered that both of usefulness and entertaining are significant to satisfaction in the groups with high-user individuality. On the other hand, in the groups with low-user individuality both of usefulness and accuracy affect satisfaction. Findings show that contents preference can be different based on user characteristics. Implications are discussed and limitations are proposed based on empirical analysis.

Factor Analysis on Buying Definition of Smart Devices Game Application (스마트기기 게임 어플리케이션 구매결정 요인에 관한 연구)

  • Park, bo-young;Lee, Jung-mann;Song, keyong-seog
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.433-434
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    • 2012
  • 오늘날 기술의 발전으로 스마트폰, 태블릿 PC등과 같은 스마트기기의 보급으로 인해 어플리케이션시장은 급격한 성장을 이루고 있음에 따라 모바일 게임 어플리케이션 시장도 빠르게 변화하고 있다. 모바일 게임콘텐츠는 기존 웹 게임 콘텐츠와는 다른 방향으로 변화하고 있으므로 어플리케이션에 대한 제공자 및 개발자 측면에서의 노력과 더불어 소비자 행동에 대한 이해를 바탕으로 구매 및 이용의도에 영향을 미치는 요인에 대한 연구가 필요하다. 따라서 본 연구에서는 스마트기기 사용자들의 게임 어플리케이션 구매 결정에 작용하는 요인을 파악하여 관련 산업 종사자들에게 게임개발에 대한 방향을 제시하고자 한다.

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