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A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.427-429
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    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

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Factors Affecting Night-Time Economic Development: Research in Hanoi, Vietnam

  • Ngoc Son NGUYEN;Vu Hiep HOANG;Quoc Dung NGO;Van Hoa HOANG
    • Asian Journal of Business Environment
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    • v.13 no.2
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    • pp.1-7
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    • 2023
  • Purpose: The purpose of the study is to explore the factors which influence the night-time economic development in Hanoi, Vietnam. The results can help policymakers achieve a scientific basis to plan the development of night-time economy in Hanoi. Research design, data and methodology: The research model is developed from literature review with 7 independent variables, including natural conditions and resources, infrastructure, safety, environmental issues, promotion and international integration, development of sharing economy, and institution and policy. This model is then adjusted by exploratory factors analysis to have 4 new variables: Institution and environment, Infrastructure and safety, Promotion and sharing, and Nature and resources. The model is regressed based on the data of 463 observations of night-time economy in Hanoi, Vietnam. Results: Consistent with the current literature addressing night-time economy, the results show positive impacts of all of the independent variables studied. Conclusions: It is recommended for the local authorities to strengthen advertising and promoting investment for NTE development in Hanoi city and also enhance the role of state management in NTE activities by raising awareness of the state management apparatus towards a more open-minded multi-dimensional view of the NTE, developing the NTE to overcome the barrier of thinking "if it cannot be managed, it is forbidden" in state management agencies, and defining responsibilities and authority among state management agencies in the management of NTE activities and strengthening decentralization and decentralization of powers for localities in the management and development of NTE.

Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.587-594
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    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.

A Study on the Analysis of Policy PR Content Using Digital Platform - Focusing on YouTube Analysis by Five Government Departments (디지털 플랫폼을 이용한 정책 홍보 내용분석 연구 정부 5개 부처의 유튜브 분석을 중심으로)

  • Yu, Hyun-Joong;Jeong, Hyeon Ju;Kim, Won-Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.595-603
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    • 2023
  • Recently, many public institutions have been conducting promotional activities using digital platforms. Communication methods using digital platforms have a very important meaning in that they can create new values that did not exist before by connecting and sharing information with various users. To this end, we tried to analyze YouTube videos of five government ministries and examine them. As a result of YouTube analysis by government ministries, most of them were mainly used as channels for policy promotion, and many were used as channels for new information. Although the message is delivered through the production of various contents, it was possible to look at cases where the target as a channel for communication was not clear and the purpose was unclear. In order to communicate with the people, it should be used as a channel for communication through content suitable for clear target setting and purpose.

Study on the Use of K-Pop Social Media in Indonesia based on Expectation-Confirmation Model (기대확신모형(ECM)에 의한 인도네시아에서 K-Pop 소셜 미디어의 사용 연구)

  • Chong-Hoon Nam
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.175-184
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    • 2023
  • Korean Wave is now internationalized through the internet by social media, which have no space-time restrictions. This research examine the continuance use of K-Pop promotion using social media in Indonesia. In this study we apply the Expectation-Confirmation Model to analyze the effects of individual self-efficacy and perceived enjoyment on perceived usefulness, confirmation, and satisfaction of Social Media. As a research method for that purpose, the conformity of the model and the research hypothesis were verified using the structural equation model. As a result, it was found that the perceived enjoyment positively influences perceived usefulness, self-efficacy has a positive influence on perceived usefulness. We also found that confirmation positively affects both perceived usefulness and satisfaction, and that perceived usefulness positively affects satisfaction. Finally, satisfaction was found to always have a positive effect on intention to use.

Course recommendation system using deep learning (딥러닝을 이용한 강좌 추천시스템)

  • Min-Ah Lim;Seung-Yeon Hwang;Dong-Jin Shin;Jae-Kon Oh;Jeong-Joon Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.193-198
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    • 2023
  • We study a learner-customized lecture recommendation project using deep learning. Recommendation systems can be easily found on the web and apps, and examples using this feature include recommending feature videos by clicking users and advertising items in areas of interest to users on SNS. In this study, the sentence similarity Word2Vec was mainly used to filter twice, and the course was recommended through the Surprise library. With this system, it provides users with the desired classification of course data conveniently and conveniently. Surprise Library is a Python scikit-learn-based library that is conveniently used in recommendation systems. By analyzing the data, the system is implemented at a high speed, and deeper learning is used to implement more precise results through course steps. When a user enters a keyword of interest, similarity between the keyword and the course title is executed, and similarity with the extracted video data and voice text is executed, and the highest ranking video data is recommended through the Surprise Library.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

The Effect of Franchisor's Pre-open Support Services on Franchisee's Relationship Quality and Performance in Foodservice Franchise System (외식 프랜차이즈 가맹본부 개점 전 지원서비스가 가맹점 관계품질과 경영성과에 미치는 영향)

  • Han, Sang-Ho;Bae, Gi Cheol;Lee, Jae-Han
    • The Korean Journal of Franchise Management
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    • v.2 no.1
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    • pp.152-172
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    • 2011
  • This study aims to analyze the effect of franchisor's pre-open support services on franchisee's relationship quality and performance in foodservice franchise system. The analysis data was collected from 500 franchisees located in Seoul and Gyeonggi-do of Republic of Korea. The finding are as followings: firstly, the factors of information providing, market researching, interior and equipment supporting, education and training supporting, sale and promotion supporting, and legal supporting influence positively franchisee's satisfaction. Second, regarding relationship among relationship quality, satisfaction positively influences trust and commitment, and trust positively influence commitment. Third, relationship quality influences positively both financial and non-financial performance.

A Study on the Narration Characteristics of <The Book of Fish> Using the Analysis Frame of Historical Drama (역사극의 분석틀을 활용한 영화 <자산어보>의 내레이션 특성에 관한 연구)

  • Hee Sang Chae
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.351-356
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    • 2023
  • The purpose of this study is to analyze how the movie <The Book of Fish> (2021) represents Joseon, which is slowly collapsing with the Neo-Confucian order of the 19th century shaking, and to discuss its meaning. Prior to the analysis, the analysis framework of the historical drama was presented considering the narration characteristics of the historical drama. Using the analysis framework of historical dramas, we confirmed that <The Book of Fish> is representing the image of Jeong Yak-jeon and Jang Chang-dae living their lives as independent individuals between the limitations and possibilities of the times based on the plot structure of the narrative of exile. Through the central memory and surplus memory created through plot and style elements such as contrast between black and white and color images, voice-over narration, chinese poetry subtitles and music, the film asks us universal questions about what it takes to live as an independent individual.

A Case Study on the Cinema Therapy Class - Focusing on the movie Life of Pi(2013)- (영화치유 수업사례 연구 - 영화 <라이프 오브 파이>(2013)를 중심으로-)

  • Hae Rang Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.105-112
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    • 2023
  • This study is an example of a Cinema Therapy class through the movie Life of Pi (2013). Cinema Therapy proceeds through the process of identification, empathy, projection, and observational learning through the cinema. Through research, students objectively examine the situation of the characters in the movie, identify themselves, and empathize with them. Students evaluate the situation of the character in the movie, and indirectly experience the hardships facing the character in the movie through the answer to "What would you do if I were the main character?" and think about what they would do. I admire the outstanding points of the main character and reflect on my life. Through this process, students examine the situation of their emotions and problems and specifically suggest ways to solve them. In the end, students' emotions can be fully healed through the movie. Healing through the cinema should start with the selection of the cinema in consideration of the healer's client. It is also necessary to sufficiently present a specific method of applying this. It is expected that the cinema healing plan will be able to develop further by presenting various healing methods in the future.