• Title/Summary/Keyword: 패키지 콘텐츠

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A Study of Chinese Traditional Colors to Animation Production (중국 애니메이션제작을 위한 전통색채 연구 -한국과 중국 관객을 중심으로-)

  • Liu, Xuan-zi;Jo, Jeong-rae
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.174-181
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    • 2017
  • Colors that stimulate human emotions in everyday life are one of the important factors in animation production. The research on color has been actively carried out in relation to the importance and nature mainly for animation production. However, researches that investigated different views for specific color by geographic characteristics are rare. Therefore, information was collected through questionnaire survey and empirical analysis was conducted using SPSS statistical package to analyze preference of Korean and Chinese people for the Chinese traditional colors. The analysis results showed that both Korean and Chinese groups preferred red color among Chinese traditional colors. This preference for red was statistically significant in both groups, indicating that the intensity of preference for red was different even though Korean and Chinese equally preferred red. Furthermore, among 10 red colors, the preferred red was different between Chinese and Korean. Based on these results, it is suggested that the color should be selected considering the characteristics of the intended market for Chinese animation production and the personality of the viewers who watch the animation products.

Effect of Leadership Type on the Organizational Commitment and Organization Citizenship Behavior of Hotel Employees (호텔종사원의 리더십 유형이 조직몰입, 조직시민행동에 미치는 영향)

  • Ko, Ho-Seok;Lee, Jun-Yup
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.346-358
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    • 2009
  • The Purpose of this study was to find the effect of Hotel employees transformational leadership and transactional leadership on member's organizational commitment and organization citizenship behavior. Survey was carried out among employees at deluxe hotels located in Busan region. Spsswin 12.0 and Amos 5.0 statistical package were used for further analysis. The conclusions were as follows: Firstly, transformational leadership had directly positive effect on organizational commitment and organization citizenship behavior. Secondly, transactional leadership had directly positive effect on organizational commitment and negative effect on organization citizenship behavior. Thirdly, organizational commitment had directly positive effect on organization citizenship behavior. Finally, The practical implications of the findings and suggestions for future research were discussed.

Perceived Service Quality and Relationship Quality in Mobile Service Setting (지각된 모바일서비스품질과 관계품질)

  • Hwang, In-Hyung;Choi, Chul-Jae
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.517-534
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    • 2015
  • The purpose of this study is to identifies the effects of service quality factors on satisfaction and trust, and then verifies the causal relations among satisfaction, trust, commitment and using intention in mobile service setting. A survey was conducted to collect the data with consumers who had the actual using experience about mobile services. Analysis of structural equation modeling with SPSS 20.0 and AMOS 16.0 were performed to test the research hypothesis. The result of the study as follows: First, it was found to difference in relationship between dimensions of mobile service quality and satisfaction except for the pleasure. Second, the sociality was found to significant path coefficients in relationships with trust. Third, satisfaction and trust have influence on commitment and commitment has effects on using intention, but there had no significant path coefficients between satisfaction and trust, and then both satisfaction and trust were not found to significant path coefficients in relationship with using intention. Therefore, Marketers of mobile service corporate have to give excellent service quality to consumers who have using their mobile service for increase of using intention through build up trust and commitment by consumers who satisfied.

The Effect of Hair Shop Brand Trust on Loyalty Behavior and the Moderating Effect of Brand Awareness (헤어숍 브랜드신뢰가 충성행동에 미치는 영향과 브랜드 인지정도의 조절효과)

  • Kim, Young-Hee;Yang, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.519-528
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    • 2020
  • This study is a study on the relationship between brand trust in beauty companies leading to consumer loyalty behavior. This study investigated the importance of brand trust and verified the moderating effect of brand awareness. The subjects of the survey were consumers with experience in using hair beauty services, and a self-written survey was conducted from December 15, 2019 to December 30, 2019. A total of 288 copies of response data were used for analysis, and the SPSS 21.0 statistical package program was used. Hairshop brand trust was classified into professionalism, favorability, and honesty. As a result of the analysis, professionalism had a significant effect on economic loyalty behavior, and honesty had a significant effect on economic loyalty behavior and social loyalty behavior. Favorability did not show an influence relationship. As a result of verifying the moderating effect of brand awareness, it was found that professionalism and honesty play a moderating effect in the influence relationship between social loyalty behaviors. This study aims to provide an effective direction to stably establish the relationship between the brand trust and customer relationship of the hair shop in a rapidly changing competitive environment.

Analysis of Factors for Learning Satisfaction Based on Gender in Online Graduate University Settings (원격대학원생의 성별차이에 따른 학습만족요인 분석)

  • Kim, Mid-eum;Lim, Keol
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.33-42
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    • 2016
  • This study aimed to understand the differences of the factors for learning satisfaction (learning content, system, interaction, instructor personality, and instructional context) between males and females in online graduate university settings. To examine the research objectives, a total of 88 graduate students attending online universities in Seoul, Korea participated in the survey. Among them, 66 valid responses were used for the analyses using the SPSS 21.0 statistical package. In order to figure out the differences of the factors in gender, Multivariate Analysis of Variance(MANOVA) was conducted with the five dependent factors. As a result, interaction was found to be a significant variable implying that females more actively participated in communication process. Finally, possible reasons for the results were described and suggestions were raised.

Comparison Analysis on Package Design Elements of Low-Price Cosmetic Contents in Korea and China (한·중 저가 화장품 콘텐츠의 패키지 디자인요소 비교 분석)

  • Wang, Xlaohui;Park, Youngsim;Kim, Cheeyong;Lee, Changkeun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1553-1563
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    • 2016
  • Thesedays, not only a quality of a product but also a design of it plays an important role. Throughout this analysis, I would like to discuss how a design of package works in the cosmetics with the fact that low cost cosmetics sales better than high cost cosmetics. In this research, there are five samples each for Korean and Chinese low-costed cosmetics to yield a result about an element of package design. Based on that result, there was an survey about two different package design followed by the research problems. Throughout research, an attention and familiarity of package which was considered of characteristics of China was more effective on Chinese consumers. In order to activate the content market of cosmetics, it is utilized to manufacture taking into account the maximum of the design elements in the package design is a conclusion that affect the time of purchase. In this paper, one in which I hope to help in the development of being utilized as a basis article content market industry for pre-market research foray into the Chinese market is South Korean cosmetics.

Comparing Development Environment for RIA Platforms (RIA 플랫폼 개발환경 비교)

  • Jeong-Hoon Ji;Gyu-Tae Park;Gyun Woo;Won-Young Kim;Wan Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.770-773
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    • 2008
  • 인터넷의 확산으로 소프트웨어 산업구조는 패키지 방식에서 웹을 중심으로 한 방식으로 변화되었다. 소프트웨어 배포 및 사용이 웹을 통해 이루어지고 사용자들도 자신이 원하는 콘텐츠를 직접 제작할 수 있게 되었다. 이와 더불어, 웹 기반 소프트웨어에 대한 사용자 요구사항도 더욱 많아졌다. 사용자들은 멀티미디어 지원, 상호작용, 데스크톱 수준의 시각적으로 화려한 인터페이스(UI)를 웹 브라우저를 통해 사용하기를 원한다. 하지만, HTML과 스크립트 언어 기반의 웹 시스템 만으로는 사용자 요구사항을 만족시키기가 어렵다. RIA(Rich Internet Application)는 HTML의 한계를 극복하고, 사용자 요구사항을 충족시키기 위해 제안된 모델이다. 향후 RIA 기술은 많은 분야의 소프트웨어 개발에 사용될 것이다. 본 논문에서는 RIA 기술에 대해 알아보고 RIA 개발을 위해 필요한 요소들을 정의하고 RIA 개발환경들의 장단점을 비교 평가한다. 또한 각 플랫폼의 성공적인 응용사례를 살펴봄으로써 RIA 개발환경 선택에 도움을 주고자 한다.

A Case Study of the Development of Climate Crisis Picture Book Package Using AR Contents (AR콘텐츠를 활용한 기후위기그림책 패키지의 개발 사례)

  • You Me Han;Sung Won Park;Yejung Choi
    • Journal of Information Technology Applications and Management
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    • v.29 no.6
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    • pp.145-157
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    • 2022
  • Climate crisis is one of the most urgent and serious threats to the right to life. As AR picture books are particularly effective for safety education, this study aimed to produce an AR picture book featuring animals that are endangered due to the climate crisis. In order to increase the educational effect and enhance the climate sensitivity, this study developed a children's activity workbook (with follow-up activities) and a teacher's guide (with lesson plans) as a package. To this end, market research and surveys were first conducted. Next, through the management and support of the Korea Institute of Startup & Entrepreneurship Development, this research team produced a climate crisis themed AR picture book package through expert advice, help from outsourcing companies, and field application. The package was promoted through publicity in various forms of media. The contents of the AR-using picture book package of this case study were introduced and then advantages and disadvantages were discussed.

Study on Extracting Filming Location Information in Movies Using OCR for Developing Customized Travel Content (맞춤형 여행 콘텐츠 개발을 위한 OCR 기법을 활용한 영화 속 촬영지 정보 추출 방안 제시)

  • Park, Eunbi;Shin, Yubin;Kang, Juyoung
    • The Journal of Bigdata
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    • v.5 no.1
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    • pp.29-39
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    • 2020
  • Purpose The atmosphere of respect for individual tastes that have spread throughout society has changed the consumption trend. As a result, the travel industry is also seeing customized travel as a new trend that reflects consumers' personal tastes. In particular, there is a growing interest in 'film-induced tourism', one of the areas of travel industry. We hope to satisfy the individual's motivation for traveling while watching movies with customized travel proposals, which we expect to be a catalyst for the continued development of the 'film-induced tourism industry'. Design/methodology/approach In this study, we implemented a methodology through 'OCR' of extracting and suggesting film location information that viewers want to visit. First, we extract a scene from a movie selected by a user by using 'OpenCV', a real-time image processing library. In addition, we detected the location of characters in the scene image by using 'EAST model', a deep learning-based text area detection model. The detected images are preprocessed by using 'OpenCV built-in function' to increase recognition accuracy. Finally, after converting characters in images into recognizable text using 'Tesseract', an optical character recognition engine, the 'Google Map API' returns actual location information. Significance This research is significant in that it provides personalized tourism content using fourth industrial technology, in addition to existing film tourism. This could be used in the development of film-induced tourism packages with travel agencies in the future. It also implies the possibility of being used for inflow from abroad as well as to abroad.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.