• Title/Summary/Keyword: Audience

Search Result 1,300, Processing Time 0.028 seconds

A study on the Cost Structure and the Revitalization of Online Audience System (랜선관객 시스템 원가 분석 및 활성화 방안 연구)

  • Ahn, Sunghun;Hue, Kwangbok;Jeong, Dalyoung
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.17 no.2
    • /
    • pp.37-45
    • /
    • 2021
  • In this study, we want to analyze the difference in cost structure for the LAN audience system, which emerged as an alternative to the existing audience system due to the influence of Covid-19, and to analyze the utilization of the LAN audience system. To this end, the incremental cost difference between the existing audience system and the LAN audience system in the production of the broadcast program was compared and analyzed through the broadcasting production case by the actually performed LAN audience system. According to the research, the existing audience system has a linear cost structure that increases with the number of audience participants, while the LAN audience system has a calculated cost structure that gradually increases with the range of audience participants. These findings indicate that the LAN-line audience system costs more than the audience system, but the total cost is lower than the audience system for a certain number of people or more. This is a supplement to the existing audience system, which could not attract more audiences due to the lack of production costs, suggesting that the online audience system plays a role in supplementing the open broadcasting production system.

A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience (인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로)

  • Du, Zhen;Kim, Sung-Kyung;Limb, Seong-Joon
    • Asia-Pacific Journal of Business
    • /
    • v.13 no.3
    • /
    • pp.157-170
    • /
    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.

Development and Application of the Imaginary Audience Reduction Program for Self-Esteem Improvement of Adolescent - Focusing on the middle school girls - (청소년의 자아존중감 향상을 위한 상상적 청중 감소 프로그램 개발과 적용 - 여자중학생을 중심으로)

  • 고경남;김춘경
    • Journal of Families and Better Life
    • /
    • v.19 no.6
    • /
    • pp.95-112
    • /
    • 2001
  • The purpose of this study was to develop an Imaginary Audience Reduction Program and examine the effectiveness of using the program on improving female adolescents' self-esteem. Based on the results from the study, 10-session-Imaginary audience reduction program was developed. Then the researcher conducted the Imaginary Audience Reduction Program for 72 female adolescents from 4, May 2000 to 7, July 2000 at the girls'middle school in Daegu. For examining the effectiveness of using the program, the research instruments were Self-Esteem Inventory(SEI; Coopersmith, 1967) and New Imaginary Audience Scale(NIAS; Lapsley, FitzGerald, Rice & Jackson, 1989). The research instruments used for pre-post-follow up tests. The Data were analyzed by Repeated Measure ANOVA. There were statistically significant differences in self-esteem and Imaginary audience. Results revealed that adolescents who took the Imaginary Audience Reduction Program consistently reported the improvement of their self-esteem level and the reduction of their Imaginary audience level. The implication of study findings will be discussed.

  • PDF

Effects of Factors of Purchase Intention to Viewing Performance by Audience Type (관객유형에 따른 공연관람 구매의사 요인에 미치는 영향)

  • Kwon, Hyeog-In;Jung, Soon-Gyu;Choi, Yong-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.139-150
    • /
    • 2015
  • This study highlighted influences which affect purchase intention of audience to viewing performance. And after grouping audience types by applying the cluster analysis to samples which are collected by survey, this study examined how purchase intentions influence audience to viewing performance by each audience type. Thus, to improve the reliability to classify audience type, the sample was selected by considering neither age group nor previous experience of viewing performance arts. Factor analysis and reliability analysis was performed to analyze the effect of purchase intention according to the type of audience. And we used AMOS program to verify using SEM(Structural Equation Modeling) how affect it was with moderating variable of audience type. Through surveying and analyzing th results, we confirmed that viewing motivation and quality of performing work have significant effect on purchase intention and significant moderating effect according to audience type. Therefore, we contribute to make suitable strategy that they figure out audience type, when performing art organizations make marketing strategy.

How Does the Internet Audience Participate in Cyber Spare and Constitute Cyber Culture? (인터넷 수용자의 참여방식과 문화적 생산 -<여인천하> 게시판 분석-)

  • Joo, Chang-Yun
    • Korean journal of communication and information
    • /
    • v.19
    • /
    • pp.265-294
    • /
    • 2002
  • The purpose of this study is to explore the way in which the internet audience constitutes cyber culture by analysing a bulletin board system(BBS) on a historical drama, 'The World of Women'(SBS). Research findings show that the internee audience participates in a cyber space by five manners; personal participation(18.9%), critique of broadcaster's policy(11.3%), participation in a television drama community(42.1%), co-authorship(6.4%), evaluation and interpretation(21.3%). Through these kinds of participant activities, the internee audience tends to constitute a new cyber culture. Firstly, the audience seems to read 'The World of Women' by a specific way. It is the interest of a Um court lady that is characteristic on BBS of 'The World of Women'. Secondly, the internet audience constructs a new community of meaning by means of using emoticon(emotion and icon), deconstructing grammar, and remaking new signs. Thirdly, the internet audience argues their power over drama production, in other words, their ownership over the drama. Fouthly, the audience actively protests and criticise the policy of the broadcaster, especially charged service. Finally, the internet audience is likely to enjoy writing itself as a fun.

  • PDF

The Perception of Classical Performance Types by the Audience and Its Effects on Performance Invigoration (소비자의 클래식공연유형 인식과 활용이 클래식공연 활성화에 미치는 영향)

  • Lee, Chan;Choi, Baesuk
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.9
    • /
    • pp.661-674
    • /
    • 2018
  • This paper studies how the audience perceives the types of classical performances in their performance choice, analyzes its effects on performance invigoration, and investigates how such an audience perception affects the marketing application of performance on the supply side. For this, based on data of performance programs delivered in five representative concert halls for last three years as well as the classification of previous literature, we classified performance types into five categories such as Authentic classic, Omnibus, Lecture, Crossover and Mixture type. And then, we surveyed the audience of classical music. From statistical analyses, we found first that the audience perceives the types of classical performances and utilizes their perception as an element in choosing performances. Second, the perception of classical performance types has significant effects on audience development and progress in circumstances of high audience acceptance and satisfaction. Finally, this result confirms that suppliers can employ this audience perception as a marketing strategy by setting target audience based on such perception.

A Study on audience role of Contemporary Theatre - Focused on Punchdrunk's (동시대극의 관객역할 연구 - 펀치드렁크 극단의 <슬립 노 모어>를 중심으로)

  • Jeon, Yun-Kyung
    • (The) Research of the performance art and culture
    • /
    • no.40
    • /
    • pp.223-268
    • /
    • 2020
  • In contemporary Theatre, the case of inducing direct communication between the audience and the performance is prominent. Especially with the development of digital technology, the audience wants a personalized experience. The emergence of 'immersive Theatre' in this trend has attracted great attention both at home and abroad. In particular, the most important role in the emergence of the concept of 'immersive Theatre' is the British punchdrunk Theatre. Their representative performance began to premiere in London in the UK in 2003 and has expanded to include New York and China in Shanghai and continues to be extremely popular until 2019. In general, a review of existing studies on the role of the audience in shows that the focus is on the participation of the audience. What experience will be given to the audience can not be emphasized in contemporary Theatre. In order to satisfy the diverse needs of the audience, contemporary Theatre are increasingly showing complexity that cannot be explained by any one theory. The same goes for . This is because each audience wants a personalized experience, and there are differences in experience depending on the environment in which the audience also grew up, knowledge, culture, and taste. This study selected Punch Drunk's as a performance that can represent contemporary Theatre, and conducted a study on the role of audience in contemporary Theatre. To this end, we have historically explored past discussions about the role of the audience and discussed the characteristics of the role of the audience in contemporary Theatre. Next, I analyzed in detail the experience of the researcher "He" who watched the performance with the researcher on the role of the audience in . In conclusion, the experience of the audience in is diverse and complex. In other words, the role of the traditional audience in the proscenium play, as well as the audience as a participant in the post-drama play, was also complex in the performance. And this complexity was not a coincidence, but a planning strategy for the Punchdrunk Theatre. Therefore, when discussing the role of the audience in contemporary Theatre, there should be a discussion that clearly sees the complex characteristics of contemporary Theatre through the approach from various perspectives, rather than merely one view of the audience as a participant. something to do.

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.133-152
    • /
    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.

A System for Extraction of Audience Reaction Based on Neural Network (신경회로망 기반의 관객 반응 추출 시스템)

  • Baek, Yeong-Tae;You, Eun-Soon;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.2
    • /
    • pp.47-54
    • /
    • 2015
  • Emotional reaction of audience can be decided by observing reaction of audience for content. We can use a method to analyze visual data from video camera to detect reaction of audience fast and economically. This paper proposes the method and system to observe audience reaction from visual data of audience and define via neural network. Also we propose a new method to detect automatically an area for audience reaction with face detection to improve a fixed area assignment method which has a limitation not to adapt depending on audiences. Additionally, the evaluation is implemented to show that the proposed method and system is effective. The proposed method showed the performance elevation of 10.5 % (7.75 hit ration) compared to a fixed area assignment method.

SignalR-based Audience Response System for e-Learning Implementation (이러닝 구현을 위한 SignalR 기반 청중 응답 시스템)

  • Do, Byung-Hak;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.9
    • /
    • pp.1139-1146
    • /
    • 2020
  • Recently, as e-learning technology advances, interaction and data exchange between lecturers and learners have become very important. In addition, accuracy of data delivery and efficiency of system implementation should be ensured. Considering these aspects, SignalR is the most suitable communication method for constructing an audience response system in e-learning. Existing audience response systems require separate wireless devices and have problems with system compatibility. SignalR, on the other hand, is capable of operating in all environments including PC programs, web, Android, and iOS, and has an advantage of being easy to develop applications. As such, SignalR is widely used in chatting functions for small scale, real-time communication system, and it has never been used to implement an audience response system. Thus, for the first time in this paper, an audience response system using SignalR was proposed and an experiment was conducted on whether it was applicable at the e-learning education field. Therefore, from the results fo an experiment, a variety of e-learning environments can be built through the audience response system using SignalR proposed in this paper.