• Title/Summary/Keyword: Audience Behavior

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A Correlation Between Spatial Configuration and Circulation in Exhibition Space - Focused on the Position of Connectors - (미술관 전시실의 공간형태와 동선의 상관관계 연구 - 연결로(Connectors)의 위치에 따른 공간 유형 중심으로 -)

  • Chang, Eun-A;Lee, Hyun-Soo
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.144-152
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    • 2015
  • In modern city, art museum is regarded as significant institutions because it includes educational roles beyond the means of facilities for historical exhibitions. Based on these flow, various research of museum's space with view from the operational point to the spatial analysis point has been approached. Moreover, it is required to address human behavior in art museum space on the ground that lots of audience move simultaneously. In the field of interior architecture, it is also necessary to analyze how design elements affect the human behavior directly and use the method of controling a circulation. In this research, based on the role and importance of the basic components of the interior space, re-interprets the exhibition space based on the relevant theory, to comprehensively examine the influence the shape of the space is on the substantially walking behavior. Therefore, first is to determine whether the spatial type corresponding to the position of the connectors in the exhibition space. Second is to conduct the investigation observation for gathering the actual viewing exhibition circulation. Finally, it analyzed whether the observed actual circulation and planned circulation matched. As the result, the position of the connectors is that causes the difference of the spatial configuration, which affects the viewing circulation was found. The significance of the research is to present the form to plans of the interior space as a method of reducing congestion perception of viewing circulation.

How can we feel the compassion effect like the Mother Teresa effect?

  • Kyung Ja Ko;Hyun-Yong Cho
    • CELLMED
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    • v.13 no.10
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    • pp.12.1-12.4
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    • 2023
  • The purpose of this study is to suggest that compassion is used as a mechanism to improve immunity by activating people's parasympathetic nerves. Compassion is pity and heartbreak for the misfortune of others. The instinctive emotion of compassion is the basis for humans to achieve and develop society. This is also linked to the laws of nature and the factors of evolution that Kropotkin, famous for his "mutual assistance (mutualism)" that all things help each other. Compassion is an individual's instinctive emotion and at the same time a driving force for forming and developing society. If the Hopeful World (希望世上) performs Korean traditional music healing at a nursing home, first, it will have a positive healing effect on the elderly in the nursing home, who are the audience. Second, positive healing effects can also be expected from performers. The stronger the compassion, the greater the healing effect. Third, people who watch the performance also enjoy the healing effect. This seems to have brought about a synergistic effect by combining the feelings felt while looking at the excellent behavior felt by seeing the poor person. It seems that this effect can be named the compassion effect that developed the Mother Teresa effect. The Mother Teresa effect refers to a significant improvement in the body's immune function just by volunteering or seeing good things. By expanding this Mother Teresa effect, it can be inferred that a pitying heart, helping behavior, and being with good behavior will all help improve the human immune system. This can also be called the compassion effect. Therefore, we think having compassion activates the parasympathetic nerves, improving your mood, and increasing your immunity.

Prediction of a hit drama with a pattern analysis on early viewing ratings (초기 시청시간 패턴 분석을 통한 대흥행 드라마 예측)

  • Nam, Kihwan;Seong, Nohyoon
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.33-49
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    • 2018
  • The impact of TV Drama success on TV Rating and the channel promotion effectiveness is very high. The cultural and business impact has been also demonstrated through the Korean Wave. Therefore, the early prediction of the blockbuster success of TV Drama is very important from the strategic perspective of the media industry. Previous studies have tried to predict the audience ratings and success of drama based on various methods. However, most of the studies have made simple predictions using intuitive methods such as the main actor and time zone. These studies have limitations in predicting. In this study, we propose a model for predicting the popularity of drama by analyzing the customer's viewing pattern based on various theories. This is not only a theoretical contribution but also has a contribution from the practical point of view that can be used in actual broadcasting companies. In this study, we collected data of 280 TV mini-series dramas, broadcasted over the terrestrial channels for 10 years from 2003 to 2012. From the data, we selected the most highly ranked and the least highly ranked 45 TV drama and analyzed the viewing patterns of them by 11-step. The various assumptions and conditions for modeling are based on existing studies, or by the opinions of actual broadcasters and by data mining techniques. Then, we developed a prediction model by measuring the viewing-time distance (difference) using Euclidean and Correlation method, which is termed in our study similarity (the sum of distance). Through the similarity measure, we predicted the success of dramas from the viewer's initial viewing-time pattern distribution using 1~5 episodes. In order to confirm that the model is shaken according to the measurement method, various distance measurement methods were applied and the model was checked for its dryness. And when the model was established, we could make a more predictive model using a grid search. Furthermore, we classified the viewers who had watched TV drama more than 70% of the total airtime as the "passionate viewer" when a new drama is broadcasted. Then we compared the drama's passionate viewer percentage the most highly ranked and the least highly ranked dramas. So that we can determine the possibility of blockbuster TV mini-series. We find that the initial viewing-time pattern is the key factor for the prediction of blockbuster dramas. From our model, block-buster dramas were correctly classified with the 75.47% accuracy with the initial viewing-time pattern analysis. This paper shows high prediction rate while suggesting audience rating method different from existing ones. Currently, broadcasters rely heavily on some famous actors called so-called star systems, so they are in more severe competition than ever due to rising production costs of broadcasting programs, long-term recession, aggressive investment in comprehensive programming channels and large corporations. Everyone is in a financially difficult situation. The basic revenue model of these broadcasters is advertising, and the execution of advertising is based on audience rating as a basic index. In the drama, there is uncertainty in the drama market that it is difficult to forecast the demand due to the nature of the commodity, while the drama market has a high financial contribution in the success of various contents of the broadcasting company. Therefore, to minimize the risk of failure. Thus, by analyzing the distribution of the first-time viewing time, it can be a practical help to establish a response strategy (organization/ marketing/story change, etc.) of the related company. Also, in this paper, we found that the behavior of the audience is crucial to the success of the program. In this paper, we define TV viewing as a measure of how enthusiastically watching TV is watched. We can predict the success of the program successfully by calculating the loyalty of the customer with the hot blood. This way of calculating loyalty can also be used to calculate loyalty to various platforms. It can also be used for marketing programs such as highlights, script previews, making movies, characters, games, and other marketing projects.

Cultural Exchange and Its Externalities on Korea-Africa Relations: How Does the Korean Wave Affect the Perception and Purchasing Behavior of African Consumers?

  • Ochieng, Haggai Kennedy;Kim, Sungsoo
    • East Asian Economic Review
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    • v.23 no.4
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    • pp.381-407
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    • 2019
  • The Korean wave has become a global phenomenon whose effect has been widely studied in Asia, Europe and the US. However the presumption of cultural distance makes it appear unlikely that the Korean wave could gain traction among African consumers of cultural products. As such, a dearth of evidence exists on the effects of the wave in Africa. This paper examines the effect of the wave in East African countries employing both descriptive and Probit model analyses. The results show that, contrary to conventional beliefs, most Africans surveyed perceive value proximity with Korea through the values conveyed in Korean dramas, movies and music. Confucius values, such as filial piety, family love and respect for the elderly are the most appealing to the East African audience. Importantly, contact with Korean wave contents contributes to the respondents' disposition to form favorable attitude towards Korea. The African consumers of Korea's cultural products are equally likely to purchase other Korean commercial products. These results remotely suggest that Hallyu may be a tool for advancing Korea's soft power towards Africa and could generate positive economic externalities.

Developing Health Education Programs for Health Promotion: Development of a Training Guide on Prevention of Smoking and Excessive Drinking

  • Bae, Kyung-Hee;Nam, Jung-Ja
    • Korean Journal of Health Education and Promotion
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    • v.3 no.1
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    • pp.55-70
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    • 2001
  • Background: Alcohol and tobacco use are two major behavioral risk factors implicated in increased morbidity and mortality. Since both substances are widely used in Korea, a concerted effort is currently underway to reduce the use of tobacco and alcohol in Korea. Objectives: Efforts directed toward preparing health promotion planners and health educators from local health departments to organize and implement community-wide interventions to reduce the proportion of people smoking and reduce the average level of alcohol consumption in the community. Methods: Comprehensive multi-media health promotion materials were developed based on health behavior theories and strategies. The materials were developed to introduce a user-oriented developmental approach by making messages more persuasive and organizing content in a user-friendly manner. Health educators from all local health departments in the country were trained in the use of the materials, to enable them to develop community interventions to reduce smoking and drinking. Implications for Practitioners: The process followed in developing the health intervention materials is described in detail to assist practitioners who need to develop effective programs to reduce the use of tobacco and alcohol. Sections of the report explain health intervention theories, specific program activities to include in an intervention, development, organization, evaluation, choosing a target audience, choosing goals of an intervention, and methods of making program content vivid and persuasive.

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Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.309-316
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    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

A Study on the frame within a frame as a Digital Game Design Tool (디지털 게임 설계 장치로서의 다중 프레임 연구)

  • Kim, Da-In;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.111-124
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    • 2021
  • Starting with painting, it is the frame that plays the main role in movies, cartoons, and games as well as the act of attracting the audience's attention. Knowing about a frame is to be able to read and use the frame. Therefore, this paper deals with frames of digital games, especially multiple frames that complement the limited configuration of primary frames. In this paper, frame within frames are classified into structural frames, which are the basic components of the game, temporal frames, which reflect player behavior, and surface frames representing the characteristics of existing visual media. Through this, we examine the aspects of frame within a frame as digital game design equipment. This paper is meaningful in that it derives the possibility of using frame within a frame of games in the future and provides a mechanism for frame within a frame analysis.

The Role of Environmental Education in Increasing Potential Green Consumers

  • Hyein, WOO
    • East Asian Journal of Business Economics (EAJBE)
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    • v.11 no.1
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    • pp.31-40
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    • 2023
  • Purpose - The prior literature indicated that green consumerism encouragements and programs have led to strict standards against environmental issues, thus reducing emissions from motors and engines and improving clean-burning energy options. The present study seeks to elaborate on the responsibility of ecological education in amplifying potential green consumers. Research design, Data, and methodology -The justification of the qualitative literature method used in this research is essential because, through the extensive explanation, justification and description of the methods used, researchers can enhance the trustworthiness of the research to a particular or designated audience. Result - Environmental education helps customers worldwide recognize the barriers to purchasing green products at every purchase level. Prior studies pointed out that after environmental education, consumers are much more willing to go greener in their consumption and safeguard the environment. Customers want to act green; however, they anticipate companies to lead the way. Conclusion - This research suggests that reusing prevailing resources creatively implies that fewer dollars are spent buying novel stock to generate green products. Although establishing a green company is expensive, it saves a lot of cash over time. Greening procedures can lead to efficiency gains by minimizing energy costs, permitting companies to acquire green tax credits.

Mukbang's Foodcasting beyond Korea's Borders: A Study Focusing on OTT Platforms

  • Lim, Jia
    • Journal of Information Processing Systems
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    • v.18 no.4
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    • pp.470-479
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    • 2022
  • Mukbang is a type of foodcasting where a host records or streams their eating rituals for audience consumption in live format. With origins in South Korea via the online broadcast genre found on Afreeca TV in the mid-2000s, the phenomenon has since found global popularity. Its development as a full-fledged genre is based on a communication culture that invites people to a meal rather than to talk to one another; viewers watch in silence as a host consumes a copious number of dishes from Korean gastronomy to fast food to other ethnic cuisine on display. An invitation to eat means the beginning of a public relationship that quickly turns to a private shared experience. This study analyzes several Mukbang video postings and makes use of Linden's culture approach model to provide a view toward a number of cross-cultural connections by Koreans and non-Korean audiences. Prior to the study, 10 Korean eating shows were selected and used as standard models. Korean Mukbang mainly consists of eating behavior and ASMR, with very few storytelling or narrative devices utilized by its creators. For this reason, eating shows make a very private connection. In other ways, this paper shows how 28 Mukbang-related YouTube contents selected by Ranker were evolving and examined through notions of acculturation and reception theory.