• 제목/요약/키워드: Entertainment Value

검색결과 309건 처리시간 0.024초

스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발 (Development of Efficient VR Contents Writing Tools for Support Storytelling)

  • 이양민;이재기
    • 한국멀티미디어학회논문지
    • /
    • 제23권5호
    • /
    • pp.700-709
    • /
    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

R시각화로 연구한 유흥업소와 성병 감염자에 관한 상관관계 (A Study on the relationship between the nightlifes and sexually transmitted infecters by R visualization)

  • 황정태;김정준;김영곤
    • 한국인터넷방송통신학회논문지
    • /
    • 제17권6호
    • /
    • pp.187-193
    • /
    • 2017
  • 본 논문은 성매매 금지법 이후 우후죽순으로 생겨난 기형적 유흥업소와 HIV/AIDS의 상관관계를 파악하기 위하여 인구밀도 대비 유흥업소의 수와, 감염자의 수치를 R 프로그램을 사용하여 시각화 하고, 어떠한 상관관계가 있는지 알아보도록 한다. 또한 상관관계를 통하여 어떠한 예상치 못한 변수가 작용하였고, 외부 요인으로 인하여 유흥업소 주변에 HIV/AIDS감염자들의 수치가 높은지에 대해 원인을 파악해 보도록 한다. 그리고 건전한 사회를 만들어가기 위하여 R을 통한 빅데이터 분석으로 우리가 지향해야할 목표와 자세에 대해 알아보도록 하고, 추후 더욱 연구가 필요한 부분에 관하여 논하기로 한다.

모바일게임 플레이 의도의 영향요인 연구 (A Model of User Adoption of Mobile Games)

  • 한광현;김태웅
    • Asia pacific journal of information systems
    • /
    • 제16권2호
    • /
    • pp.123-141
    • /
    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

The Negative Effect of COVID 19 Pandemic on Sports Leisure Recreation Retailers, and its Solutions

  • SEONG, Dong-Ho;SEONG, Nakhun
    • 유통과학연구
    • /
    • 제20권2호
    • /
    • pp.91-100
    • /
    • 2022
  • Purpose: The sports industry is a major form of leisure and entertainment, but the industry was tremendously affected by the Covid-19 pandemic. This study gives solutions for sports leisure retail stores to the effects of the Covid-19 crisis on consumers' sports products purchasing habits and then gives a logical conclusion regarding the findings of the topic. Research design, data and methodology: Scant research is available to feedback for owners and managers of sports leisure retail stores which elements could be considered to recover their business prior to the pandemic. For achieving this, this study investigated total 284 responses in the retail stores and conducted the ANOVA analysis to compare the level of intensity on the impact Covid 19 pandemic. Results: Our findings suggests that there was a statistically recognizable difference at the significance level of probability between the mean value of the impact index of Covid 19 pandemic and key recovery strategies, indicating the high degree of Covid 19 impact can be reducing by four solutions. Conclusions: Finally, this study concludes the specific entertainment elements that influence the purchasing behavior of consumers will ensure that the Sports industry deals with its internal problems first without necessarily looking at the outside factors such as the pandemic.

IPA를 통한 중국 허쩌 국제 모란축제관광객의 만족도에 관한 연구 (A Study on Visitors' Satisfaction of International Peony Festival in Heze, China through IPA)

  • 최철;김영국
    • 아태비즈니스연구
    • /
    • 제13권1호
    • /
    • pp.289-300
    • /
    • 2022
  • Purpose - This study is a study on China's national flower, the Peony Festival', with a focus on the Heze International Peony Festival, which is called the "City of Peonies, to investigate the difference in the importance and achievement of festival items". Design/methodology/approach - IPA is used to identify items that need to be improved for festival satisfaction attributes, and to suggest the direction of the annual peony festival in the future. Findings - The difference in importance and achievement for each of the 17 items of the Heze International Peony Festival, there was a statistically significant difference between importance and satisfaction, except for the peony admission ticket. It was found that satisfaction was relatively low in these items as it was higher than the average value. Second, the first quadrant showed information on traffic communication, food taste, convenient facilities (parking lot, restroom, shelter), service delivery speed, service provider attitude, natural scenery at the festival site, road signs, and information boards. Third, the diversity of cultural performances appeared in the fourth quadrant. Finally, the second quadrant is an area of high importance but low achievement. Two items were derived: the environment of the entertainment venue and the diversity of the entertainment venue. Research implications or Originality - These are the items that led to the dissatisfaction of visitors to the festival, and seem to be the items that need to be improved the most urgently.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • 제12권2호
    • /
    • pp.102-107
    • /
    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • 식품보건융합연구
    • /
    • 제8권2호
    • /
    • pp.1-6
    • /
    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

쿠션화장품에 나타난 캐릭터컬래버레이션 표현분석 (Research on Character Collaboration Expression in Cushion Cosmetic Products)

  • 상춘;임경호
    • 한국엔터테인먼트산업학회논문지
    • /
    • 제13권5호
    • /
    • pp.111-117
    • /
    • 2019
  • 분석하여 화장품 포장 디자인에 사용된 컬래버레이션 사례를 연구, 특히 쿠션화장품 중 캐릭터 이미지와 컬래버레이션 하여 화장품 디자인에 사용된 사례를 분석하였다. 화장품 디자인 컬래버레이션 연구를 통해 제품 가치와 브랜드 이미지를 제고시키고, 소비자에게 새롭고 개성 있는 제품을 제공하여 젊은층 소비자 그룹을 타겟팅, 유치하는 데 목적이 있다. 이 연구는 향후 화장품 포장 디자인을 하는데 참고할 만한 내용을 제공하리라 기대한다.

틱톡 광고의 정보성, 상호작용성, 방해성이 브랜드 태도에 미치는 영향에 관한 연구: 실용적 가치와 헤도닉 가치의 매개효과를 중심으로 (A Study on the Effect of TikTok Advertising's Informativeness, Interactivity, and Impediment on Brand Attitude: Centered on the Mediated Effect of Utilitarian Value and Hedonic Value)

  • 진봉비;권순동
    • Journal of Information Technology Applications and Management
    • /
    • 제28권6호
    • /
    • pp.45-67
    • /
    • 2021
  • Snack culture, which can be easily enjoyed and consumed in a short period of time just like eating sweets, is spreading rapidly. Among them, TikTok is gaining popularity mainly among the MZ generation, and TikTok is rapidly emerging as a means of advertising or marketing. In this study, we studied the effect of TikTok Advertising's informativeness, interactivity, and impediment on brand attitudes. Previous studies have suggested that brand attitudes are formed through usefulness. However, this study divided usefulness into utilitarian value and hedonic value, and proved that brand attitudes are formed through these mediation variables. This is because of the TikTok advertising includes entertainment as well as usefulness. Therefore, this study established and verified the model in which informativeness, interactivity, and impediment of TikTok advertising form brand attitude through utilitarian value and hedonic value. In order to verify this research model, survey questionnaires were distributed to TikTok users and a total of 220 data samples were collected and analyzed. As a result of data analysis, informativeness and interactivity have a positive effect on utilitarian value and hedonic value, but impediment has a negative effect. In addition, informativeness, interactivity, impediment influenced brand attitudes through practical value and hedonic value, not directly influencing brand attitudes. This study is meaningful in that it suggests a marketing strategy that can further enhance brand attitude by considering utilitarian value and hedonic value simultaneously, rather than focusing on either utilitarian value or hedonic value.

지각된 쇼핑가치차원이 점포태도, 쇼핑과정에서의 정서적 경험, 점포충성도에 미치는 영향에 관한 연구 (The Effect of Perceived Shopping Value Dimensions on Attitude toward Store, Emotional Response to Store Shopping, and Store Loyalty)

  • 안광호;이하늘
    • Asia Marketing Journal
    • /
    • 제12권4호
    • /
    • pp.137-164
    • /
    • 2011
  • 본 연구는 경험가치척도(EVS; Experiential Value Scale)를 바탕으로 측정된 쇼핑가치차원이 쇼핑점포에 대한 소비자 반응에 미치는 효과를 분석하는데 그 목적이 있다. 또한 각 쇼핑가치차원이 쇼핑점포에 대한 소비자반응에 미치는 상대적 효과가 백화점과 할인점에 따라 다르게 나타나는지도 분석했다. 실증분석결과 점포에서 제공하는 실용적 쇼핑가치와 쾌락적 쇼핑가치는 점포에 대한 호의적 태도와 점포에 대한 감정적 반응에 긍정적인 영향을 미치는 것으로 나타났다. 구체적으로 실용적 쇼핑가치의 하위차원인 서비스우수성, 효율성, 경제적 가치가 증가할수록, 소비자들의 점포에 대한 호의적 태도가 증가하는 것으로 나타났다. 그리고 쾌락적 쇼핑가치의 하위차원인 시각적 매력, 오락적 가치, 일상탈출, 내재적 즐거움이 높은 것으로 지각할수록, 쇼핑과정에서 소비자들의 긍정적인 감정이 증가하는 것으로 나타났다. 또한 쾌락적 쇼핑가치는 소비자들이 점포에 대한 호의적 태도를 형성하는데 있어서 직접적 영향이 아닌 점포에 대한 소비자들의 감정적 반응을 통해 간접적으로 영향을 미치는 것으로 나타났으며, 점포에 대한 호의적 태도와 점포에 대한 긍정적 감정형성은 점포충성도에 긍정적인 영향을 미치는 것으로 나타났다. 흥미롭게도 쾌락적 쇼핑가치가 점포에 대한 긍정적 감정반응에 미치는 영향은 백화점보다 할인점에서 높게 나타났다.

  • PDF