• Title/Summary/Keyword: Audience Analysis

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Analysis of Science Teaching and Learning for the Gifted at Elementary School Level (초등 과학영재수업의 교수ㆍ학습 실태 분석)

  • 서혜애;이선경
    • Journal of Korean Elementary Science Education
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    • v.23 no.3
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    • pp.219-227
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    • 2004
  • This study aims to investigate science teaching and learning for the gifted in comparison with regular classrooms in elementary schools. A questionnaire was developed to survey gifted and general students' perceptions to elementary science teaching and teaming with employing a teaching and learning model for the gifted by Maker and Neilson (1995, 1996). The 28 item questionnaire consisted of four categories of content, teaching and teaming process, student product, and learning environment, and each category included six to nine items. Randomly selected 114 students from gifted classes and 99 students for regular classes responded to the questionnaire through the use of five-point Likert scale. It was found that there are significant differences between gifted and regular classes of science at all four categories of the teaching and learning model for the gifted. Therefore, science teaching and teaming for the gifted seemed to be differentiated from regular classes and emphasized students' creativity. However, no differences were appeared in a few items: study of gifted people and research methods (gifted=3.0; regular=.21 F=2.54), students' freedom of choice for topics of lessons, tasks, etc., (gifted=3.1; regular=3.0, F=0.31), student product addressed to real audience (gifted=2.8, regular=2.6, F=0.96), and students' high mobility to seek for data in library, etc. during class periods (gifted=2.3, regular= 2.3, F=0.01). It was concluded that science education for the gifted in Korea calls for quality improvement in terms of teaching and teaming in various aspects.

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Comparison of the Characteristics of Three Premium Large-Format Platforms IMAX, Screen X and 360 Degrees Circular Screen (PLF 플랫폼 아이맥스, 스크린 X, 360도 서큘러 스크린의 특징 비교 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.375-381
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    • 2017
  • The America film, Beauty and Beast has grossed over 4,273,401 after being released for 21 days. The growth of movie profit in the video market is also developing rapidly. In this paper, we will focus on the PLF(Premium Large-Format) video technology, because PLF video technology can help audience to enhance the sense of 'immersion' and enjoy a different visual feast. In PLF video technology, IMAX, screen X, 360 degrees circular screen are the most important formats. By comparative analysis of these 3 formats, the biggest difference is their number of screens and appearance. Based on the result we can understand the 3 kinds of PLF platforms better and help us to make a choice between them. In addition, further research about the manufacture method of PLF technology will be discussed.

A Study about Materialism in Fashion and Arte Povera - Focusing on Italian Fashion in the 1960s and beyond - (패션과 Arte Povera에 표현된 물질성 - 1960년대와 이후 이탈리아 패션을 중심으로 -)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.59 no.4
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    • pp.126-142
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    • 2009
  • Arte Povera, which was started centering around of Italy in 1960, made a great sensation using by base materials in the works that were totally different from other artists' work. Beginning of Arte Povera was just starting of Base Materialism and it was a reconsideration about the life's authenticity in material civilization. Arte Povera carried worthless materials, which were overlook or ignored in the life, into the gallery. In this study, records and Arte Povera Group's works was studied. The outcome of Arte Povera's materialism was used to an analysis of fashion designers' works. It shows how to explain Arte povera's materialism in fashion designers' works in 1960s and since 1990. Materialism in fashion is expanding from constructed materials of the clothing to the body. The expression method is getting various and complex. As if 1960s' art was, modern fashion is getting one of the testing places for the Ideology. It is getting out of the boundary of the utility as fashion art by using materials. So a function of the clothing is expending including wareing. The same expression methods of the materialism between fashion and art are as follow: First, revealing silhouette or materialism of the body or material as formless material. Second, an expression method as Base Materialism from a raw material. Third, the mobility and the transformation, which are a changeable characteristic according to a place, a space and an audience.

Research of Space Augmented Reality based Convergence Performance - Focused on Images used for Performing Arts - (공간 증강현실 기반의 융합형 퍼포먼스에 관한 연구 - 공연예술에 사용된 이미지 영상을 중심으로 -)

  • Lee, Gyu-Jeong
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.672-688
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    • 2016
  • This paper confirmed the roles of images of performance arts, through an analysis of the performance arts realizing media augmented reality, and proceeded audience studies through t-test for verifying the results. As a result, the images used for the performance arts interacted with the audiences through mixing of media, and led to satisfaction for the performance through strong flow and understanding. For some parts, however, an indiscreet use of images caused audiences, who are still familiar with traditional performance arts, to react exclusively toward the media. Eventually, at this time trying new change, convergence media performance arts with images need to orchestrate performance arts and media, so that multiple audiences can easily understand and enjoy, and make an effort to let the audiences get satisfaction based on various experiences. For this, a producer should dedicate to create strategic performance arts contents that can provide professional new knowledge and information, considering even audiences' recognition, as well as their perceptional and psychological characteristics.

A Test of Moderating Effect of Superior Support Between Issue Leadership and Performance: With an Emphasis on Team Member's Issue Leadership (이슈리더십과 성과 간의 관계에서 상사지원의 조절효과 검증 -팀원의 이슈리더십을 중심으로-)

  • Shin, Sung-Hyun;Baik, Ki-Bok;Choi, Ji-Sun
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.463-476
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    • 2015
  • Until now most of the leadership studies have been focused to managers having in formal authority. However, in the recent business environment, team member should also demonstrate his leadership. Hence, the purpose of this study has been focused to the team member's leadership and their leadership effectiveness. In this study, we verified how the degree of master sergeant's support can control to moderate the intensity of the team member's leadership behavior. The analysis results were as follows: we have found that team member's issue leadership can effect on positive(+) way on the audience's acceptance to the leader as well as team performance. But the moderating effects of master sergeant's support on the team member's issue leadership and leader acceptance was not significant in terms of statistical point of view. It has also shown even the negative(-) effects of master sergeants's support on the team member's issue leadership and leader acceptance as well as team performance. Through this study, we can understand that the master sergeant's support may impeding the team member's independent leadership.

Cost Distribution Strategies in the Film Industry: the Simplex Method (영화의 유통전략에 대한 연구: 심플렉스 해법을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.14 no.10
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    • pp.147-152
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    • 2016
  • Purpose - High quality films are affected by both the production stage and various variables such as the size of the movie investment and marketing that changes consumers' perceptions. Consumer preferences should be recognized first to ensure that the movie is successful. If a film is produced without pre-investigation and analysis of consumer demand and taste, the probability of success will be low. This study investigates the balance of production costs, marketing costs, and profits using game theory, suggesting an optimization strategy using the simplex method of linear programming. Research design, data, and methodology - Before the release of the movie, initial demand is assumed to be driven largely by marketing costs. In the next phase, demand is assumed to be driven purely by a movie's production cost and quality, which might also further determine consumer demand. Thus, it is essential to determine how to distribute pure production costs and other costs (marketing) in a limited movie production budget. Moreover, it should be taken into account how to optimally distribute under the assumption that the audience and production company's input resources are limited. This research simplifies the assumptions for large-scale and relatively small-scale movie investments and examines how movie distribution participant profits differ when each cost is invested differently. Results - When first movers or market leaders have to choose both quality and marketing, it has been proven that pursuing a strategy choosing only one is more likely than choosing both. In this situation, market leaders should maximize marketing costs under the premise that market leaders will not lag their quality behind the quality of second movers. Additionally, focusing on movie marketing that produces a quick effect while ceding creative activity to increase movie quality is a natural outcome in the movie distribution environment since a cooperative strategy between market competitors is not feasible. Conclusions - Government film development policy should ignore quality competition between movie production companies and focus on preventing marketing competition. If movie production companies focus on movie production quality improvement then a creative competition would ensue.

Performance of Broadcasting Contents by Platforms (방송 플랫폼별 콘텐츠 유통 성과)

  • Kim, Suk;Song, Gin
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.81-96
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    • 2015
  • This study investigated the attributes of the popular programs by various broadcasting related platforms(on-air, VOD, SNS) and the relationship between the outcomes of these platforms in order to get the implications of broadcasting contents distribution strategy in multi-platform era. First, the study found that drama programs of territorial broadcasting showed the most high performance in on-air platform while comedy entertainment programs got the outstanding achievement in VOD platform. Second, although it had the low ratings in on-air platform, the program could be highly probable to get a great deal of VOD hits if it had attracted the younger audience. Knowledge programs showed the similar outcome between on-air and VOD platforms. Third, the study found that the factor which had a significant influence on VOD performance was the amount of buzz in SNS. These results suggest that broadcasting content distribution strategy in multi-platform era needs the understanding of the segmented target audiences of content and the analysis of trait of each platform.

Analysis on Creative Time and Space Production in Korean Cinema - Focusing on the Film - (한국영화에 나타난 창의적 시공간 연출 분석 -영화 <써니>를 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.168-177
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    • 2019
  • In cinema, a montage can be defined as temporalization. In reverse, it is evident that this method results in the spatialization of time. In movies, you are free to go to the past or future, see separated times together, and separate the same time into different ones. Therefore, in one aspect, time is turned into space, and on the other hand, space is turned into time. In conclusion, space in cinema inevitably expresses time. The movie the creative arrangement of time and space played a big role in making a movie that simply overlaps a story from high school to the present attract over seven million audiences. Director Kang Hyung-cheol used his unique film production language to transform boring into cheerfulness and stale to delight, and he helped the audience heal their wounds from their youth. He said, "The most important aspect of movie production is creating visual stories, and the background of such visual story is time and space." This paper aims at analyzing the creative time and space production of the director in the film .

An Analysis of the State of Libraries in Pursuit of the Efficient Development and Management of Children's Library Programs (어린이도서관 프로그램 개발과 운용을 위한 도서관 실태조사 분석)

  • Hong, Hyun-Jin;Kang, Mi-Hee;Kang, Mi-Bong;Dae-Keun, Dae-Keun
    • Journal of the Korean Society for Library and Information Science
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    • v.43 no.2
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    • pp.53-90
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    • 2009
  • The purpose of this study was to examine 80 children's libraries in an effort to suggest some of the right directions for the development and management of children's library programs. A survey was conducted on 80 children's libraries in the nation, and the answer sheets from 55 libraries were gathered and analyzed to find out the extent of use, the major users, the book collections, budgets, the types of programs, the target audience of the programs, the terms of the programs, publicity, evaluation and factors determining the success or failure of the programs. In addition, 21 large children's libraries located in Seoul, Gyeongin, Incheon, Busan, North Chungcheong Province, South Jeolla Province and Jeju Island were visited, and the management were interviewed in order to decipher the types and management of the programs, their spatial construction, tie-ups or collaborations with relevant organizations and the utilization of volunteers. Finally, 29 foreign organizations were selected from six foreign countries including the United States, France, the United Kingdom, Singapore, Japan and China, and the cases and states of their programs' management were checked through personal interviews.

Research on Multiple Participatory Video System using Mira (미라(Mira)를 활용한 다중 참여형 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.531-539
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    • 2014
  • Recent studies of multiple participatory interactive media designs hows that the key element to this area is the participation of the audience. Due to this matter, this paper discusses the categories of the phase and looks into the characteristics of participatory matters to clarify the distinction. The categories that has been mentioned in this paper are multiple participatory types and active participatory types. Based on this matter, research practicing the Mira has been conducted in two separate groups - video and sound, and suggests the solution to the problems that has occurred during the process of implementing the final video system called 'The 360 Project'. The fact that the paper suggests a small range of participatory categories and hasn't come up with a certain analysis to the final outcome appears as a limit. The inadequacy will be supplemented throughout the following paper, hoping there will be improved versions of multiple participatory researches.