• Title/Summary/Keyword: Audience Interaction

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Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao' (중국 대형정경체험극 '우견평요'의 성공요인 분석)

  • Wang, Yilun;Jang, Hyewon
    • 지역과문화
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    • v.8 no.3
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    • pp.27-48
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    • 2021
  • In recent years, China's tourism performing art in a series of new completion of the project, increase the box office of tourism performing arts industry, higher economic income, at the same time led to the formation of brand of tourism performing arts and has a good reputation, with the regional culture, has a certain role in promoting economic development, including Large scenario experience drama is one of the key projects. Large scenario experience drama is a new form of drama that simulates the space design of real environment and enables the audience to have active experience in visual, auditory, smell, taste, touch and other senses with strong interactivity.Large scenario experience drama are adapted from traditional Chinese culture, regional culture and long-passed stories, and combine high technology such as lighting, sound effects, special effects and 3D effects to make the audience's experience more real.As the first Large scenario experience drama in China, 'You Jian Ping-yao' reflects the profound culture of Shanxi with new forms of expression and creative means, in the form of scene experience and make the audience more intuitive feel the 'Shanxi emotion', 'Shanxi sentiment' and 'Shanxi Morality', carry forward the traditional culture at the same time, also passed the Shanxi ancient and great values, strengthened the drama of China's movie village, impetus the development of the tourism industry in Shanxi, drive the Shanxi region of jingjing, gradually formed a complete industrial chain. However, there are also limitations such as improper plot connection and improper tourist management, which can improve the performance effect through more audience interaction and guidance. Therefore, it can be seen that large-scale situational experience dramas play a great role in promoting the dissemination of traditional culture and values, the development of tourism industry, the formation of regional brand characteristics and economic development. Through these, it can be seen that large-scale situational experience plays have enlightenments such as innovative thinking content, gradually forming an industrial chain closed-loop, and broadening publicity channels for the development of live-action performances.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background (비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가)

  • Jeong, YoungJoo;Sim, InSook;Jeong, GooCheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.165-171
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    • 2010
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. Our ultimate goal is to extend the practice of usability evaluation methods to a wider audience(e.g. user interface designers and engineers) than Human Computer Interaction(HCI) professionals. To this end, we explored the degree to which Jakob Nielsen's ten usability heuristics are understood by professors and students in design and computer engineering. None of the subjects received formal training in HCI, though some may have had an awareness of some HCI principles. The study identified easy-to-understand heuristics, examined the reasons for the ambiguities in others, and discovered differences between the responses of professors and students to the heuristics. In the course of the study, the subjects showed an increased tendency to think in terms of user-centric design. Furthermore, the findings in this study offer suggestions for improving these heuristics to resolve ambiguities and to extend their practice for user interface designers and engineers.

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Pragmatics and Translation in the Use of English Words in Banner Advertising on Portal Sites

  • Ban, Hyun;Noh, Bo Kyung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.259-264
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    • 2021
  • In modern socity, online communication plays a vital role in social interaction of communicities. It is so common for online users to see display advertisements online while surting the Net. Specifically, most web banners diaplayed on portral sites consist of words, phrase, and sentences. Considering that the primary purpose of adversiting is persuation, the advertisement such as web banners is an examplary case to show the interaction among pragmatics, translation and advertising because the linguistic expressions employed in the banners represent its pragmatic use, leading to persuation and functioning as a communicative tool for the smooth communication between source text producers (adversisers) and target audience (online users). This can be part of the so-called translation process. In particular, we can easily witness the use of English words in web banners. Thus, this paper looks at web banners displayed on major four portal sites-Naver, Daum, Nate, and Zum, giving a special attention to the content contained in the web banners as well as the use of English words. As s result, we found that the frequencies of English words in each portal site were higher when the advertised products were targeting young online users, whereas the frequencies were lower when the users are older group than young people. The finding supports the prgramatic perspective that linguistic expressions are understood in social contexts and shows the so-called translation process which involves a shift from semantic meaning of words to their pragmatic use. Finally, we can conclude that the interaction is possible when we have the framework where translation, pragmatics, and advertising are all communitative components for social interaction within social contexts.

A Comparative Analysis of Live Broadcasting between Korea and China (한·중 인터넷 라이브 방송 앱 사용현황 비교연구)

  • Zhou, Jing-yi;Moon, Yong-eun
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.113-136
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    • 2020
  • Purpose In recent years, "Internet + " is a new social form. Has already brought the vitality of social and economic entities. The rapid development of Internet globalization, promote the development of an emerging network interaction, "Live broadcast". Viewers from all over the world can watch various types of live programs by connecting to the Internet. Viewers and live broadcasters can generate instant and efficient interactions. Design Many companies have taken advantage of the advantages of the live broadcast platform. Use live broadcasts for brand marketing activities. Branding compared to offline, online advertising is cheaper, Spread more quickly, get feedback from consumers more realistic. Merchants are also aware that this type of interaction creates a closer connection between consumers and businesses. This article will deduce a unique research model through lots of prior studies. Establish independent variables from two aspects of live software features and consumer features, and from the seven hypotheses derived, summarize how to make consumers more loyal to the same brand. The audience of Korean and Chinese live broadcast software is also growing. In order compare the differences between the consumer groups in Korea and China, this article uses the same research model, analysis of consumers in Korea and China. Findings Finally based on the results of the study. Proposal for rationalization of companies that use Korean-Chinese live broadcast platforms for brand marketing.

The Role of Buying Office and Trade Shows in the Italian Fashion Market (이태리 패션시장에서의 바잉 오피스 및 트레이드 쇼의 역할에 대한 연구)

  • Kim, Mun-Young
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.139-154
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    • 2008
  • The purpose of this study was to investigate distribution structure system in the Italian Fashion market through the buying office and trade show. The role of trade show in Italian fashion market is facilitate interactions between the producers and buyers. Milano Unica is an example of Italian fashion trade show that successfully create the right image and attract the right audience through the differentiation policy of management strategy for the show organization. The role of buying office is to offer satisfactions for their customers through giving right informations about the product that they request to buy and confidence of quality and price.

A Trend of Social TV System for Research and Implementation (소셜 TV 시스템의 연구 개발 동향)

  • Kim, Yu-Doo;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.73-75
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    • 2010
  • Current communication and broadcasting services are moved to integrated convergence service. So IPTV(Internet Protocol based TeleVision) services are growth rapidly. Traditional TV were provide simplex service. but IPTV will provide duplex service that is possible of interaction with TV and audience. Therefore current researches are focusing the Social TV service. at this point, we see the trend of Social TV system for research and implementation.

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General View of XI World Congress on Fertility and Sterility, 1983. Dublin, Ireland (제(第)11차(次) 세계불임(世界不妊) 연맹(聯盟) 총회(總會) 및 학술대회(學術大會) 개관(槪觀))

  • Bai, Byoung-Choo;Kim, Chi-Wha
    • Clinical and Experimental Reproductive Medicine
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    • v.10 no.2
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    • pp.39-47
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    • 1983
  • The XI World Congress on fertility and sterility was held during 26th June-2nd July 1983, in Dublin, Ireland. The general view and impression of the congress are as follows. Scientific Programme 1. Main sessions were consisted of a keynote speaker 30 minutes with 4 supporting speakers for 20 minutes each, followed by discussion between the panelist and audience. 2. Related communication sessions were consisted of a series of 10 minutes papers and 5 minutes discussion. 3. Workshop sessions had a free wheeling time-table of audience/expert interaction, subjects concerned day to day practicalities of fertility and sterility. 4. Special symposium sessions had contributed from a number of invited experts in a particular field under discussion. 5. National society symposium sessions were organised and ran by fertility societies affiliated to IFFS. 6. Meet-the-authnr poster sessions, Film and Video sessions, Medical and industrial exhibitions are also introduced here. Business Programme 1. The meeting of executive and scientific commitees IFFS were held on June 26th, July 1st, and general assembly on June 28th, and July 1st. 2. Accreditation : IFFS Dublin 83, is recognised for 32 cognates formal learning by the American College of Obstetricians and Gynecologists. Social Programme 1. Dublin city orientation tour, welcome reception, Opening and closing ceremonies, evening of traditional Irish entertainment, Irish night at Powercourt Town-house Center, the banquet, State reception-(hosted by Minister of Health and Social secretary at Dublin Castle, and by the Lord Mayor of Dublin at National Concert Hall)-are introduced briefly in this paper. 2. The congress tour;, such as Georgian Dublin and shopping tour, Garden of Ireland tour, Boyne Valley tour and Curragh of Kildare tour were prepared during congress. 3. After closing the congress, for some of delegates an opportunity to sample, A taste of Dublin, such as Abbey theater, Abbey tavern and Jury's Cabaret etc were available.

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A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
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    • v.5
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    • pp.29-48
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    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

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A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.