• 제목/요약/키워드: Derived Contents

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The Influence of Characteristics of Beauty Influencers' Social Media Contents on Color Cosmetics Purchase Intention - Focusing on the Millennial Generation - (뷰티인플루언서의 뷰티콘텐츠특성이 색조화장품 구매의도에 미치는 영향 - 밀레니얼세대를 중심으로 -)

  • Eun-Seo Heo;Hyun-jin Jeon
    • Fashion & Textile Research Journal
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    • v.25 no.1
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    • pp.104-112
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    • 2023
  • This study attempted to investigate the characteristics of beauty influencers' social media contents and examine their influence on color cosmetics purchase intention. For this, female millennials who have shown an interest or subscribed beauty contents on social media platforms as followers were selected by convenience sampling. In terms of a research method, a self-administered questionnaire was performed from September 19 to 30, 2022. Among a total of 220 questionnaires distributed, 200 copies excluding poorly answered ones were used for final analysis. The collected data were analyzed by frequency analysis, descriptive statistics, factor analysis, reliability analysis, correlation analysis and multiple regression analysis, using SPSS 24.0, and the results found the followings: First, concerning characteristics of beauty influencers' beauty contents, five factors were derived: reliability, professionalism, social attractiveness, attractive appearance, sympathy In purchase intention, on the contrary, two factors were obtained: base makeup, point makeup. Second, regarding the effects of characteristics of beauty contents on color cosmetics purchase intention, 'professionalism (β = -.170 p = .015)' and 'physical attractiveness (β = -.148, p = .037)' revealed a negative influence with statistical significance. Through the result, by demonstrating the effect on the intention to purchase color cosmetics based on the beauty contents feature of the beauty influencer, it is considered that the purchasing power of the color cosmetics industry will continue to increase and help to suggest more effective color cosmetics promotion ways and indicators which companies can utilize.

Origin of the Eocene Gyeongju A-type Granite, SE Korea: Implication for the High Fluorine Contents (에오세 경주 A-형 화강암의 기원: 높은 불소 함량에 대한 고찰)

  • Myeong, Bora;Kim, Jung-Hoon;Woo, Hyeong-Dong;Jang, Yun Deuk
    • Economic and Environmental Geology
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    • v.51 no.5
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    • pp.439-453
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    • 2018
  • The Eocene Gyeongju granitoids in SE Korea are alkali feldspar granite (AGR), biotite granite (BTGR), and hornblende biotite granodiorite (HBGD) along Yangsan fault and Ulsan fault. According to their geochemical characteristics, these granitoids are classified as A-type (AGR) and I-type (BTGR and HBGD) granitoids, and regarded that were derived from same parental magma in upper mantle. The hornblende and biotite of AGR as an interstitial phase indicate that influx of F-rich fluid during the crystallization of AGR magma. AGR is enriched LILE (except Sr and Ba) and LREE that indicate the influences for subduction released fluids. The highest HFSE contents and zircon saturation temperature of AGR among the Eocene Gyeongju granitoids may indicate that it was affected by partial melting rather than magma fractionation. These characteristics may represent that the high F contents of AGR was affected by F-rich fluid derived from the subducted slab and partial melting. It corresponds with the results of the REE modeling and the dehydrated fluid component (Ba/Th) modeling showing that AGR (A-type) was formed by the partial melting of BTGR (I-type) with the continual influx of F-rich fluid derived from the subducted slab.

The Application of the Culture Contents Based on Mobile Web Services: Focusing on the Case of The Encyclopedia of Korean Local Culture (모바일 웹 서비스에 기반한 문화 콘텐츠의 활용: 『한국향토문화전자대전』의 사례를 중심으로)

  • Kim, Su-Young
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.31-59
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    • 2012
  • The proliferation of mobile and tablet PC has been collapsing down geographic boundaries. Accordingly, the global cultural and artistic activities and public cultural content exchange have been enlarged. With the spread of Web 2.0, users can easily access a variety of cultural contents. However, each local government develops applicable technical and cultural content service on their own without consulting any best practices or standards. In addition, unlike traditional contents services mobile content services should take into account the characteristics of the environment. It is also necessary to provide personalized contents in a timely manner. In order to accelerate the future mobile environment, this study presents a mobile web service practice that was developed based on the current state for mobile services and a cultural contents derived from standards and effective deployment of the service plan focusing on the case of "The Encyclopedia of Korean Local Culture".

The Study of Promoting Method for VR Contents to Reduce Pain of Child Patient - Focusing on The Case Studies of VR Contents at Home and Abroad (아동의 통증 감소를 위한 VR 콘텐츠 활성화 방안 연구 - 국내·외 VR 콘텐츠의 사례 연구를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.167-176
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    • 2020
  • Meanwhile the service of public health are being improved and the patient-friendly medical environment is constructed due to the development of the medical industry, we need to take more concern for child patient's pain undergoing this change of the medical environment. Currently, pain of child patient is treated by both pharmacologic and non-pharmacologic method. The application of virtual reality(VR) is emerging as a kind of attention-conversion therapy among non-pharmacologic method both at home and abroad. This study has examined and analyzed the development cases and related studies of VR among the world. And derived 'Presence', 'Interactivity', 'Social Interaction', 'Customization', 'Embodiment' as characteristics to be considered in the clinical application of VR for children. Based on this, six measures are proposed to promote VR contents to reduce pain of child patient.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

A Study on the Expressional Characteristics and Elements of Contents Using Hologram (홀로그램을 활용한 콘텐츠의 표현특성 및 요소에 관한 연구)

  • Lim, Jung-Hee;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.405-411
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    • 2017
  • The purpose of this study is to identify the visual characteristics of image expression elements of contents based on hologram and to find ways to utilize hologram effectively. Therefore, I intend to analyze the characteristics and cases of hologram, and investigate efficient representation methods of hologram contents. As a research method, I considered the theoretical background of the hologram through the literature investigation and the precedent study related to the hologram technology, and derived the results from the case study analysis. The characteristics of expression of hologram contents are fusion of virtual and physical elements, interaction, visual extension of reality space. It becomes possible to produce scenes that were difficult to visualize, thereby enhancing the interest and immersion of the audience.

Case Study on the Survival Experiences of Gambling Dependents (도박의존자의 생존경험에 관한 사례연구)

  • Kim, Jin-Sook;Cha, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.519-531
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    • 2019
  • The purpose of this study is to learn about the meaning and factors of gambling in one's life. Thus, it is to develop contents that help gamblers improve their quality of life by broadening their understanding of gambling. To this end, data from women who had experienced gambling and also quit gambling were collected and analyzed. What are the factors that deter gambling and gambling and what is the dynamics that lead to life? The research approach is a technical case study. The story and context of her life were in mind. The results of the matrix analysis were derived from 15 subcategories and 8 upper categories. The result was to adapt and cope within the mental and economic deficits and to survive survival. The researcher suggested that content development is necessary. It is necessary to develop counseling contents that can heal their pain, stress, and heartache and to help one parent's family's economic survival. It also suggested that the development of capacity-enhancing contents such as technical training to cope with social structural changes is necessary.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

Service life evaluation of HPC with increasing surface chlorides from field data in different sea conditions

  • Jong-Suk Lee;Keun-Hyeok Yang;Yong-Sik Yoon;Jin-Won Nam;Seug-Jun Kwon
    • Advances in concrete construction
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    • v.16 no.3
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    • pp.155-167
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    • 2023
  • The penetrated chloride in concrete has different behavior with mix proportions and local exposure conditions, even in the same environments, so that it is very important to quantify surface chloride contents for durability design. As well known, the surface chloride content which is a key parameter like external loading in structural safety design increases with exposure period. In this study, concrete samples containing OPC (Ordinary Portland Cement), GGBFS (Ground Granulated Blast Furnace Slag), and FA (Fly Ash) had been exposed to submerged, tidal, and splash area for 5 years, then the surface chloride contents changing with exposure period were evaluated. The surface chloride contents were obtained from the chloride profile based on the Fick's 2nd Law, and the regression analysis for them was performed with exponential and square root function. After exposure period of 5 years in submerged and tidal area conditions, the surface chloride content of OPC concrete increased to 6.4 kg/m3 - 7.3 kg/m3, and the surface chloride content of GGBFS concrete was evaluated as 7.3 kg/m3 - 11.5 kg/m3. In the higher replacement ratio of GGBFS, the higher surface chloride contents were evaluated. The surface chloride content in FA concrete showed a range of 6.7 kg/m3 to 9.9 kg/m3, which was the intermediate level of OPC and GGBFS concrete. In the case of splash area, the surface chloride contents in all specimens were from 0.59 kg/m3 to 0.75 kg/m3, which was the lowest of all exposure conditions. Experimental constants available for durability design of chloride ingress were derived through regression analysis over exposure period. In the concrete with GGBFS replacement ratio of 50%, the increase rate of surface chloride contents decreased rapidly as the water to binder ratio increased.