• Title/Summary/Keyword: Future Contents

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N Screen Service Users' Motivations for Use and Dissatisfying Factors (N 스크린 서비스 이용자의 이용 동기와 불만족 요인에 관한 연구)

  • Lim, Sohei;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.99-108
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    • 2013
  • This research attempts to identify N-screen users' motivational and dissatisfying factors in relation to their willingness for continued future use of the service. An on-line survey was conducted (N=558) to reveal five major factors for N-screen use: Medium usability (interface usability and daily usefulness), Socialness (potential for social use with family and friends), Mobility (use without restraints of time and space), Contents (diversity of contents catalogue and related information search), and Habitual use. With exception of Contents factor, four of those factors were proven to be meaningful predictors of the users' willingness for continued future use of N-screen service. Meanwhile, two factors were extracted as the major source for N-screen users' dissatisfaction: Customer service (dissatisfaction associated with the service itself) and Contents (dissatisfaction relating to contents use). The effect of those two dissatisfaction factors was examined. The results show that Contents dissatisfaction, in comparison with Customer service dissatisfaction, was a more powerful predictor for discontinuing of N-screen service use.

The Effects of 'Single Life' Media Contents Viewing on Singlehood Culture and Leisure Lifestyles ('싱글 라이프' 미디어 콘텐츠의 시청이 비혼 의지와 여가활동 라이프스타일에 미치는 영향)

  • Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.235-246
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    • 2022
  • This study explored the effects of recent 'single life' media contents on the spread of singlehood culture for Korean youth. Extant research on the changing trends across present-centered vs. future-oriented lifestyles had focused mainly on demographic or sociological factors. "Lifestyle transforming (entertainment) reality contents" perspective suggests that reality contents revealing one's personal daily life provides not just entertaining enjoyment but also and more importantly meaningful life-changing experiences for viewers. Given the dependency of single household youth on media use, it is expected that 'singlehood life' media contents such as reality television and YouTube Vlog would have greater influence on viewers' own reality and lifestyles. Survey results indicate that viewership of 'singlehood life' contents showed significant impacts on youth viewers' identification and unmarriedness, as well as present-centered and future-oriented lifestyles. Theoretical and practical implications of these results were discussed.

Future Elementary School Teacher's Carrying Out Mathematics Classes Using Play-Action Programs (예비초등교사를 대상으로 한 '놀이수학' 수업의 실행)

  • Kim, Sung-Joon
    • Journal of the Korean School Mathematics Society
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    • v.9 no.4
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    • pp.575-595
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    • 2006
  • In this paper, we investigated the effects of mathematics classes using play-action programs in the course of mathematics education of future elementary school teachers. This study was conducted with 43 junior university students who selected 'Play Mathematics' in 2006. All the participants in this course was divided 11 groups. Play-action mathematics programs was consisted of 12 themes. For example, there was tangram, somacube, hexamino, tessellation, geoboard etc. In the beginning of lessons, we investigated theses themes itself through plays, puzzles, games, and computer programs. And next time, we investigated the relationships between these themes and elementary mathematic textbooks(i.e. mathematical contents). In 14th and 15th lessons, all the groups took a project presentation lessons that included all things about play mathematics in all group categories. And they developed two themes of play mathematics in accordance with grades, contents, levels as course tasks. Through this study, three educational effects induced. First, future elementary school teachers have a deep understanding about play-action mathematics. They are interested in these play themes, and take part in these play mathematics programs of their own accord. And they realize that these play themes are related to elementary mathematics. Second, future elementary school teachers' attitude and mind about mathematical are improved after this course. Third, future elementary school teachers comprehend various instruction methods relating to play mathematics. Therefore, we suggest that future elementary school teachers need to have many opportunity to experience and develop a mathematics classes using play mathematics.

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The Relationship between Earnings Management and Future Firm Performance in Public Institutions (공공기관의 이익조정과 미래 경영성과와의 관련성)

  • Jang, Ji-Kyung;Kim, Hong-Bae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.319-328
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    • 2017
  • Earnings management is a collection of management decisions which firms do not report the true performance. Many prior studies suggest that earnings management could be the results of either managerial earnings management or manager's private information for future performance. This study attempts to delve into the fundamental implications inherent in earnings management by analyzing how earnings management affects future firm performance in public institutions. If discretionary accruals as a measurement of earnings management embrace manager's private information, it will have a positive effect on future performance in succeeding period. In contrast, if discretionary accruals embrace manager's opportunistic earnings management, it will have a negative effect on future performance in succeeding period. Empirical findings are summarized as following.: Earnings managements are negatively associated with future firm performance for all succeeding period. This negative relationship continues for all succeeding period. The overall results can be serve as a evidence that the discretionary accruals capture opportunistic earnings management on average.

The Patterns of Mobile Internet Service for Post PCs in Ubiquitous Computing (유비쿼터스 컴퓨팅에서 포스트 PC의 모바일 인터넷 서비스 유형)

  • Kim, In-Jai;Shim, Hyoung-Seop;Jung, Min-Ho
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.179-193
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    • 2007
  • Mobile Internet Service has been accelerated in ubiquitous computing environment. The purpose of this study is to suggest the patterns of mobile internet services based upon the current and future environments. The types of mobile internet service are explicated on the basis of current and future usage. A two-dimensional framework using level of timeliness and service purpose is utilized for classifying mobile internet service. Future trends of mobile internet service are carefully suggested.

The Contents Server for Telematics Services

  • Kim Mi-Jeong;Kim Minsoo;Jang Byung-Tae
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.268-271
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    • 2004
  • Today, the vehicle is used the mean of transportation as well as the mobile office with the third digital life space. So telematics is an emerging industry that has tremendous future potential. It is necessary the essential contents for telematics services : navigation map for navigation, POI, real-time traffic information etc. In this paper, we proposed the telematics contents server to manage the telematics contents with efficient performance in distributed environment. The telematics contents server transforms and stores the essential contents and provide it to user through standard interface. The telematics contents server is middleware to offer a rapid essential telematics contents management, client connectivity, and communications. It is useful for the telematics service provider to build telematics system under distributed environment.

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A Study on Present State and Perspective of E-Book Contents Industry (전자책 콘텐츠 산업의 현황과 전망에 관한 연구)

  • Kim, Kyung-Il
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.83-88
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    • 2006
  • This article inspect e-book contents industry that is a fairly new arrival contents industry field in the last decade of the last century. Basing the theoretical background and survey research, made a diagnosis of the future of e-book contents industry. The result of this article is that e-book contents industry will grow a important content industry.

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Service Strategy of Video in UCC(User-Created Contents) (UCC(User Created Contents) 동영상 서비스 전략 - UCC 비즈니스 수익 모델을 중심으로 -)

  • Jeon, Ah-Reum;Choi, Hak-Hyun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.525-532
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    • 2008
  • Recently, there're lots of interest in UCC, user-created contents, in the Internet market. the sites providing only the UCC service are beginning to appear. I am going to find out their strengths and weaknesses and the future directions. I started this study by discussing the direction of the UCC business. Now we see that the video UCC contents in the portal sites are growing gradually.

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A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.