• Title/Summary/Keyword: Audience satisfaction

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A Study of the National Hangeul Museum for the Foreign Audience : Comparison by major nationality(United State·Japanese·Chinese) (국립한글박물관 외래관람객 방문행태간 연관성 및 차이 분석: 주요 국적별(미·일·중) 외래관람객 비교)

  • Kim, Ju-Yeon;Choi, Hyun-Joo;Ahn, Kyung-Mo;Purevjav., B
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.116-123
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    • 2017
  • This research was designed to seek and plan the foreign tourists visiting the National Hangeul Museum revitalization method; foreign tourists in this research refer to Japanese, Chinese and Americans tourists since they make up the big proportion of foreign tourists visiting the National Hangeul Museum. This research was aimed to seek the visiting revitalization method through correlation analysis among: foreign tourists' visiting purpose, requested improvement on exhibition facility and service, satisfaction level on exhibited contents and service quality, overall satisfaction level on viewing exhibition and behavior intention. As the result of research, tourists visiting purpose from three countries showed a difference; American and Japanese tourists picked 'guidance system in foreign language' while Chinese tourists picked 'experiment programs' as the most requested improvement on exhibition facility and service. Also, Tourist' satisfaction level on exhibited contents and service quality showed a difference among tourists from three countries; American tourists' satisfaction level was shown higher than that of Japanese and Chinese tourists. In addition, American tourists' overall satisfaction level on exhibition and behavior intention after viewing the exhibition in National Hangeul Museum tends to be higher than that of Japanese and Chinese tourists. Based on this research, visiting revitalization method to attract more foreign tourists to the National Hangeul Museum, such as contents development is suggested in the research.

Effect of theater service quality on performance satisfaction : focusing on customer experience value mediation effect (공연장 서비스 품질이 공연 만족도에 미치는 영향 : 고객 경험가치 매개효과를 중심으로)

  • Kim, Beom-seok
    • Journal of Venture Innovation
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    • v.1 no.1
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    • pp.181-195
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    • 2018
  • The purpose of this study is to investigate the effect of service quality of a theater on the customer experience value and performance satisfaction and to test causality between variables. For this purpose, Study model was created from the previous studies and performed a survey with the customer who visited Performance Theater. In this study, employee kindness, facility excellence, convenience, and facilities were set as independent variables, and performance satisfaction was selected as a dependent variable. The cultural value and economic value of customer experience were examined as Moderating variables between two variables. Based on the results of this study, It was found that employee's kindness, facility excellence, and convenience have a significant effect on performance satisfaction in performing arts facilities. convenience, there was perfect mediated effect of customer experience between service quality of a theater and performance satisfaction centered on cultural value and economic value. The employee's kindness variable was examined as a perfect mediation of cultural value, and economic value as a sectoral mediation. The excellence variables of the facilities appeared as partial mediations in cultural values and as complete mediations in economic values. In the case of the auxiliary facilities, the significance test failed. According to the results of the research, it was confirmed that convenience service for customers is the most important variable. This result suggests that the service quality of a theater should be basically maintained in terms of the kindness of the facility and staff, and that the customer is more satisfied with the performance than the audience convenience service provided from the Theater. The venue suggests that customer service and reception, purchase of tickets, refund method, and staff training should be thoroughly done so that audiences can make the Theater.

A Study on Uses and Gratifications to the Viewing of Famous Celebrities' Internet Personal Broadcasting: Focused on Chinese Viewers' Motivation and Satisfaction (유명 연예인 인터넷 개인 방송 시청에 대한 이용과 충족 연구: 중국 시청자의 시청동기와 시청만족도를 중심으로)

  • Xia, Pingping;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.53-58
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    • 2020
  • Many stars are delivering various contents such as real time talks through Internet personal broadcasting to communicate with fans. For stars and entertainment companies that expect the effect of communicating with fans through Internet broadcasting, it can be said that it is important to grasp viewers' viewing motivation and satisfaction. Thus, we analyzed the viewing motivation and satisfaction of Chinese viewers' Internet personal broadcasting of famous celebrities based on the uses and gratifications approach. To this end, an online survey was conducted, and as a result, 'emotional motivation' and 'functional motivation' were found as Chinese viewers' motivation for viewing Internet personal broadcasting of famous celebrities. In addition, it was found that viewers' satisfaction increased as the viewers' 'emotional viewing motivation' increased. From the results of this study, it seems that a strategy of subdividing programs by reflecting the audience characteristics such as age and occupation is needed. It can be a way to expand the number of viewers and the intended broadcasting effect by designing and producing programs for personalized celebrity internet broadcasting by segmenting audiences.

A Study on the Possibility of Applying Blended teaming to Design Education - Focused on the survey of learners′ satisfaction - (디자인교육에서 혼합형 수업(Blended learning) 적용 가능성 - 학습자 만족도 조사를 중심으로 -)

  • 백수희
    • Archives of design research
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    • v.16 no.4
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    • pp.443-452
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    • 2003
  • This study is to find out the possibility of applying the Blended Learning which combines the advantage of face-to-face classroom instruction and e-Learning to design education. This Blended Loaming Model has five steps such as 'prepare, teach, show, interact, and collaborate'. It is designed by the learning decision points (performance outcomes, content stability and structure, audience size, and so on) and the characteristics of delivery methods(asynchronous, synchronous). This research is based on the learners' satisfaction data of each step. The number of the participants is 27 and a questionnaire with 21 items is administered. Ten items of them are designed with 5-point Likert scales and the rest of them ask learners describe the reason of their selection. The result show that learners are satisfied with the blended learning than the off-line classroom. It is expected that the blended learning can be a substitute of the off-line classroom for the effectiveness of design education.

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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 Study on the Runway Displays of Fashion Houses Using Objet (오브제를 활용한 패션 하우스의 런웨이 디스플레이에 관한 연구)

  • Jung, Minah;Kan, Hosup
    • Journal of Fashion Business
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    • v.24 no.2
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    • pp.136-153
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    • 2020
  • In the second half of the twentieth century, fashion shows were a long-standing promotional medium and changed form and styles as times changed. In the past, if a model were on the stage simply to showcase a brand's work, the stage would have been transformed into a more active space, displaying various performances or seasonal themes combined with art. Then in the 2000s, there was an increasing number of instances when the global fashion industry of used figurative objet in organizing a fashion show's stage. In particular, because fashion shows require audience response and satisfaction, producing displays using objet is an effective marketing method. In the early 2000s, many brands were already introducing runway displays using objet, and these cases are expected to increase further in the future. This collection of 23 ready-to-wear models, which constituted the runway display, was by utilizing the objet more than five times from the 485 brands listed in Vogue's runway category. Based on our previous research, we classified the objet expressive characteristics as reproducibility, simplicity, non-artificiality, and fantasy. Among the 207 collections that we analyzed, the collection that utilized objet in its runway display had 170 circuits. Using objet in the runway display leverages visual language which allows one to communicate the season's concept, brand identity, and desired message more easily. Futhermore, it was spatially expressed to create feeling of satisfaction.

A Web-Based IPTV Content Syndication System for Personalized Content Guide

  • Yang, Jinhong;Park, Hyojin;Lee, Gyu Myoung;Choi, Jun Kyun
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.67-74
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    • 2015
  • In this paper, we propose a web-based content syndication system in which users can easily choose Internet protocol television (IPTV) contents. This system generates personalized content guide to provide a list of IPTV contents with respect to users' interests and statistics information of their online social community. For this, IPTV contents and relevant metadata are collected from various sources and transformed. Then, the service and content metadata are processed by user metadata including audience measurement and community metadata. The metadata flows are separated from content flows of transport network. The implementation of IPTV content syndication system demonstrates how to arrange IPTV contents efficiently from content providers to the end user's screen. We also show that the user metadata including online community information are important for the system's performance and the user's satisfaction.

A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys (미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로)

  • Hu, Chen Yuan;An, Byung Jin;Lee, Byoung Gook
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

Analysis of the Introspective View of Gutiérrez Alea on the Social Meanings of 'Machismo' in Cuban Society by Focusing on Up to a Certain Point with a Perspective of 'The Viewer's Dialectic' (쿠바 사회에서 마치스모의 사회적 의미 분석 - 구띠에레스 알레아의 관객의 변증법 논점으로 살펴본 <어느 정도까지는>을 중심으로 -)

  • Park, Chong-Wook
    • Iberoamérica
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    • v.13 no.2
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    • pp.71-99
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    • 2011
  • Tomas Gutiérrez Alea, internationally famous cuban director, made the film Up to a certain point with a purpose of criticizing the existence of the extreme male chauvinism as 'machismo' in cuban society of 80's despite of many changes of cultural and social paradigms through 60's and 70's. The director gathered the themes and topics of the films like Lucia, One way or another, and Teresa's portrait and analyzed them to present alternatives. The way of approaching to solve that kind of social problems that Alea proposed to the spectator is taking time to think of the problems with a way of "The Viewer's Dialectic". Identification with the protagonist of the film(thesis) and alienation from him(antithesis) could make the audience generalize the diverse aspects of the problem and then one might get an insight(synthesis) to live the life with more satisfaction that is supposed to be a social function of the film as arts according to the director of the film Up to a certain point.

The Effects of Professional Sports Visitor Factors on Team Image, Team Satisfaction, and Team Reputation: Focusing on professional basketball visitors in 2021-2022 (프로스포츠 관람요인이 구단 이미지, 구단 만족, 구단 평판에 미치는 영향: 2021-2022 프로농구 관람객을 중심으로)

  • Mookyung Jang
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.117-134
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    • 2022
  • This study conducted a survey on visitors who visited the 2021-2022 KBL Professional Basketball Stadium in Wonju to understand how professional sports viewing factors affect the club image, club satisfaction, and club reputation. As factors for watching professional sports, four factors were considered: stadium, game situation, spectating cost, and spectator promotion. A total of 450 questionnaires were distributed and 411 questionnaires excluding 39 questionnaires were used as the final analysis data. For the effective questionnaire survey, After analyzing the purpose and purpose of the research, participants were asked to collect data. The collected data were analyzed using SPSS statistical package after data coding and cleaning process. The results of this study are as follows. First, the effect of professional sports viewing factor on brand image was 45.1%, and the factor of pro sports viewing was significant in stadium, competition situation, and promotion of viewing, and had no effect on viewing cost. Second, the influence of professional sporting factor on the satisfaction of the team was 42.5% in explaining power, which was significant in the stadium, the competition situation, the cost of visiting, and promotion of viewing. Third, the influence of professional sports viewing factor on team reputation was 62.1%, and the factor of professional sports viewing was significant in promoting stadium, visiting cost, and viewing, and had no effect on economic situation. The implication of this study is that in order to increase the brand value of the club, it is much more effective to increase the quality of facilities and food and beverages and to activate events for the audience than to lower the cost of viewing.