• Title/Summary/Keyword: Entertainment program

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A Study on Analysis of Source Code for Program Protection in ICT Environment (ICT 환경에서 프로그램보호를 위한 소스코드 분석 사례 연구)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.69-74
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    • 2017
  • ICT(Information Communication Technology) is a key word in our society on today. Various support programs by the government have given many quantitative and qualitative changes to the software industries. Software is instructions(Computer Program) and data structure. Software can be divided into Application program and System program. Application programs have been developed to perform special functions or provide entertainment functions. Because of this rapid growth of software industries, one of the problems is issue on copyright of program. In this paper, we described an analysis method for program similarity based on source code in program.

Development of a Lifestyle Redesign Program for College Students (대학생을 위한 라이프스타일 재설계 프로그램 개발)

  • Lee, Chun-Yeop;Park, Young-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.337-349
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    • 2021
  • This study tried to develop a lifestyle redesign program that can be applied to college students. For program development, the Delphi research method was implemented with 8 experts. Based on previous studies on lifestyle and time use, the first Delphi survey investigated the prioritization of occupations through evaluation instruments, lifestyle types, and living time survey tables. In the second Delphi survey, it was constructed based on the opinions of experts, and when the content validity ratio was low, it was reconstructed by modifying and supplementing it. In the third Delphi survey, while maintaining the framework of the secondary content, the experts' own responses from the second time and the second average score with other experts were presented together. As a result of this study, a program with an average score of 3.88~4.00, a content validity ratio of 1.00, and a convergence of 0.00 was finally derived. In the lifestyle redesign program for college students, the first step of the pre-intervention evaluation is to identify the lifestyle type, apply evaluation tools, and select occupations. In the second step, the lifestyle is redesigned by the intervention execution, and the facilitator intervenes to help college students do well their tasks. The program was developed by encouraging them to practice, checking the lifestyle type change as a result of the intervention in step 3, applying evaluation instruments after the intervention, and ending the program in the last step. This study provided a rationale for using lifestyle redesign program as an intervention to change their occupational performance patterns in order to successfully carry out the life they want.

Tangible Game Console: Physical Entertainment Media Using I/O Coupling Units (텐저블 게임 콘솔: 입출력 일체화 개체를 이용한 물리적 엔터테인먼트 미디어에 대한 연구)

  • Han, Kyung-Hoon;Lee, Woo-Hun;Yun, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.818-823
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    • 2006
  • 본 연구에서는 디지털 콘텐츠와 물리적 미디어가 유기적으로 결합할 수 있는 가능성을 모색하고자, 입출력 일체화 개체인 'I/O 셀(Cell)'과 그 집합체인 '텐저블 게임 콘솔(Tangible Game Console)'을 개발하였다. I/O 셀은 여러 종류의 센서와 액츄에이터가 하나의 물리적 노드 내에 통합되어 있는 개체로, 이 I/O 셀 다수를 집적하면 다양한 크기와 용도의 엔터테인먼트 미디어를 구성하는 것이 가능하다. 그 중 하나로 개발된 텐저블 게임 콘솔은 일종의 센서-액츄에이터 집합체로 셀들 사이의 연계를 통해 다양한 물리적 정보를 인식하고 표현할 수 있다. 텐저블 게임 콘솔은 기존 게임 콘텐츠의 주요한 표현 수단이었던 이미지와 텍스트 정보 대신에 물리적 정보를 통해 게임 콘텐츠를 구성하며, 조작대상과 조작수단이 일체화되어 있고, 또한 음악, 퍼즐, 액션 등 다양한 장르의 게임 콘텐츠가 적용 가능하다는 특징을 가지고 있다. 텐저블 게임 콘솔에서는 불, 바람, 물, 생명체 등의 물리적 현상을 형상/움직임/소리/빛 등을 통해 재현하며, 사용자는 이를 때리기/바람불기/흔들기/기울이기 등의 직접적인 조작을 통해 체험할 수 있다. 또한 물리적인 상호작용 과정이 일정한 게임 규칙을 가지고 구성되어 있어 지속성 있는 놀이 경험을 제공한다. 본 연구에서는 텐저블 게임 콘솔의 콘텐츠로 음악, 액션, 대전게임 등을 개발하였으며, 이 콘텐츠들의 놀이경험을 평가함으로써, 텐저블 게임 콘솔의 발전 가능성을 확인하였다.

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A Study on the Influences of Authenticity of Hwasung-si Baegmi-ri Fishing Village Experience Program and Tourist Experience on Tourist Satisfaction (화성시 백미리 어촌체험마을사업의 고유성과 관광체험이 방문객의 만족에 미치는 영향)

  • Jang, Cheol-Ho;Jang, Young-Soo;Lee, Jung-Phil
    • The Journal of Fisheries Business Administration
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    • v.45 no.2
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    • pp.97-112
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    • 2014
  • This study aimed to redefine the concept of fishing village tourism. In addition, it aimed to carry out detailed analyses of the influences of authenticity and non-authenticity of fishing village experience on tourist's satisfaction as well as the influences of tourist's experience on their satisfaction. The study evaluated responses of people who visited research target fishing villages in the East sea area(Hwasung-si Baegmi-ri) which had been rated as successful case. The evaluation was performed to analyze how tourist satisfaction would be influenced by the authenticity of the fishing village experience program based on the authenticity theory(Wang, 1999) and the experience realms theory(Pine & Gilmore, 1999). This study tried to find out realistic factors of the experience realms theory through field investigation, conducting interviews, and holding discussions. From these, the cause-and-effect structure of authenticity, tourism experience and satisfaction could be identified. The results of hypothesis tests are as follows; With respect to the relationship between authenticity and satisfaction in hypothesis I, authenticity did not have a statistically significant effect on satisfaction, while non-authenticity had a significant influence. As a result, the research hypothesis I that authenticity influences satisfaction was partially supported. Regarding hypothesis II of the link between authenticity and tourism experience, a significant effect of authenticity was found in education experience, entertainment experience for Baegmi-ri village. The effect of non-authenticity was significant on deviation experience. Consequently, hypothesis II was also partly supported. The relationship between tourism experience and satisfaction in hypothesis III was significant in education, entertainment, and deviation experiences which lends support to hypothesis III to some extent.

Development of a Model for Winner Prediction in TV Audition Program Using Machine Learning Method: Focusing on Program (머신러닝을 활용한 TV 오디션 프로그램의 우승자 예측 모형 개발: 프로듀스X 101 프로그램을 중심으로)

  • Gwak, Juyoung;Yoon, Hyun Shik
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.155-171
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    • 2019
  • In the entertainment industry which has great uncertainty, it is essential to predict public preference first. Thanks to various mass media channels such as cable TV and internet-based streaming services, the reality audition program has been getting big attention every day and it is being used as a new window to new entertainers' debut. This phenomenon means that it is changing from a closed selection process to an open selection process, which delegates selection rights to the public. This is characterized by the popularity of the public being reflected in the selection process. Therefore, this study aims to implement a machine learning model which predicts the winner of , which has recently been popular in South Korea. By doing so, this study is to extend the research method in the cultural industry and to suggest practical implications. We collected the data of winners from the 1st, 2nd, and 3rd seasons of the Produce 101 and implemented the predictive model through the machine learning method with the accumulated data. We tried to develop the best predictive model that can predict winners of by using four machine learning methods such as Random Forest, Decision Tree, Support Vector Machine (SVM), and Neural Network. This study found that the audience voting and the amount of internet news articles on each participant were the main variables for predicting the winner and extended the discussion by analyzing the precision of prediction.

Exploring the Genres and Cast Portions' Influences on Broadcasting Entertainers' Relationship Perception (장르와 배역 크기에 따른 연예인의 구성원 관계 의식 고찰)

  • Lee, In-Hye;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.27-40
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    • 2020
  • Recently, popular entertainers have contributed significantly to the achievement of TV program and exportation, which make them attract more attention. Therefore, this study investigates the relationship perception of broadcasting entertainers in inductive interview study. Thoughts of entertainers can affect theirs' behavior and attitude as well as value and thought, which makes it necessary on celebrity studies to examine entertainers' ideas. This study divides into drama and variety show for genres and cast portions are classified into three categories; leading, supporting, and minor role. We conducted an interview study on 48 entertainers in drama and variety entertainment programs and have explored data by using Nvivo 11 program. Entertainers' perception on their relationship in program can be sub-categorized into ideas on PDs, script writers, and colleague entertainers. Perception on PD revealed significant difference on consciousness on PDs' and script writers' authority, treatment, and communication. In addition, perception on colleague entertainers revealed significant result on colleague membership, relationship between seniors and newcomers, competition, and communication with colleagues. Because this study covered all relationship perceptions, and it is possible to come up with new practical implications, it is difficult to suggest diverse guidance for the harmonious awareness of entertainers. Therefore, future studies should be analyzed to address these limitations and provide more implications.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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The Effects of a Client-Centered Vocational Rehabilitation Program on the Job Competency of Adolescents with Cerebral Palsy (고객중심 직업재활프로그램이 뇌성마비 청소년의 직무능력에 미치는 효과)

  • Ju, Eun-Sol;Bang, Yo-Soon;Oh, Eun-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.505-519
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    • 2019
  • This study investigated the effects of a client-centered vocational rehabilitation program on vocational basic ability, vocational performance ability, and vocational adjustment ability to improve the job competency of adolescents with cerebral palsy. This study was conducted using a multiple intermittent baseline design between the behaviors of individual research subjects from March 19 to August 27, 2018. The subjects for this study were three adolescents with cerebral palsy who were attending special schools in B County in A Province. The intervention program was performed for 40 minutes every Monday and Wednesday, and the vocational basic ability, vocational performance ability, and vocational adjustment ability of the subjects were measured after each session based on the intervention step. As a result, the client-centered vocational rehabilitation program improved vocational basic ability, vocational performance ability, and vocational adjustment ability required by the targeted job for each subject. Therefore, the client-centered vocational rehabilitation program of this study is proposed as a vocational rehabilitation program because it has had a positive effect on job competency by improving the vocational basic ability, vocational performance ability, and vocational adjustment ability of adolescents with cerebral palsy.

A Study on Urban Open Space Selection Attributes as an Urban Entertainment Destination (도시 엔터테인먼트 목적지(UED)로서 도시 오픈 스페이스의 선택속성 연구)

  • Chae, Jin-Hae;Kim, Yong-Gook;Kim, Young-Hyun;Son, Yong-Hoon;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.4
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    • pp.56-67
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    • 2013
  • This paper asks what the Selection Attributes of urban open space are which carries out a role as an Urban Entertainment Destination. Case studies have chosen the Cheonggyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park as the representative open spaces in Seoul. The methods of study are observation investigation, a literature investigation and the survey to 233 visitors that conducted the ANOVA analysis and Regression analysis by SPSS 18.0. As a result, first, the urban open space in Seoul has had 8 elements of UED; Landscape, Multi anchoring, Contextual links, Programmability, Community, Branded identity, Security and Service. Second, they are being used not the neighborhood type but a wide area type. Third, Landscape, Security and Service are most important while Programmability and Community are less important than other factors in EUOS factors. Lastly, it was analysed that the influential factor of revisitation and satisfaction is Landscape, which is the common factor. Security in revisitation and Contextual links in satisfaction are especially additional factors. The landscape property is an important element to make an Entertainment Urban Open Space(EUOS). The virtue of landscape in the EUOS relates not only park facility or program that installed in the place but also the overall mood involving park user's activities in the place. To be a successful EUOS, a park facility, program and the overall mood involving user's activities need to be integrative approach to enhance the virtue of landscape.

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.