• 제목/요약/키워드: Information & Culture Industry

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • 제9권3호
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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A Study on the Cultural and Technical Influence Factor Using Unstructured Data Analysis (비정형 데이터 분석을 이용한 수원 화성의 문화·기술적 영향요인 연구)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • 제20권
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    • pp.227-241
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    • 2015
  • As time is rapidly changing, the culture to represent an era is getting more subdivided and complex. Due to cultural diversity, the influence, cause, characteristics which could be understood in individual field centered by space in the past cannot be understood now only by the viewpoint of one field, and it has become difficult to predict and correspond to the change of the future. With the development of information and knowledge delivery system, various cultural contents to form a space are being created and lapsed, but there are a lot of parts which cannot be explained or understood by only one point of view. To inspect these situation, this study is aimed to draw the cultural and technical causes that became the influence with Suwon Hwaseong, a traditional space with historical superiority, analyze the key factors that became the main factor to form the space, and consider the importance of the related factors. Suwon Hwaseong is a new town formed by the order of King Jeongjo. Suwon Hwaseong at that time was a space with the will and effort of many people who dreamed a new era, and it has a meaning of varoius time ans space as historical facts and cultural values as well as the progress and development of scientific technology. The unstructured data technique which is applied as the method of analysis in this study can be said to be a new value judgement and viewpoint in interpreting the space. Therefore, this study is a new trial to provide a frame for multilaterally interpreting the various traditional space and culture of Korea from the past to the present.

Design of a Marine Leisure Information Retrieval Agent for Mobile Terminal Support of WIPI Environment (WIPI 환경의 모바일 단말기 지원을 위한 해양 레저 정보 탐색 에이전트의 설계)

  • Choi, Hong-Seok;Jung, Sung-Hun;Lim, Jae-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국해양정보통신학회 2005년도 춘계종합학술대회
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    • pp.171-174
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    • 2005
  • According as marine leisure industry has developed and the demand of leisure culture has increased rapidly, a desire about service which supply marine safety and connect marine information is enlarging. The performance of personal mobile device has improved and been evolved by composition terminal. So, it became possible that storage and expression of multimedia information as well as simple communication facility. Domestic wireless internet has given development strain to developer and contents Provider(CP) because of different platform. And this has become hindrance factor of wireless internet activation. But, recently, the use of WIPI(Wireless Internet Platform for Interoperability), the wireless internet standard platform, could use different wireless application programs and also guarantee the independency for hardware. We wish to develop contents of download form that supply geographic information of Electronic Navigational Chart(ENC) in the marine that is digitalized to carrying along terminal of WIPI base and various informations for marine leisure. For this, DB that offer ENC and additional information should be constructed. Also, we need server (CPS; Contents provider Server) that offer required contents. In this paper, we design web retrieval agent which store request information to database. When consumer required necessary information through personal mobile device, CPS can inform that by real time. So, we wish to develop agent component that parse informations in various World Wide Webs, and store to database.

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Impact of Information Offering and Relational Benefits on Online Purchashing Intention of Cultural Products: Difference between Stage and Screen (정보제공과 관계혜택이 문화상품 온라인구매의도에 미치는 영향: 공연상품과 상영상품의 차이)

  • Cho, Se-Hyung
    • The Journal of the Korea Contents Association
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    • 제22권7호
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    • pp.149-163
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    • 2022
  • With the development of the culture industry, online transactions of cultural products are being activated, and offering information and establishing relationship with customers in web-site have an important influence on online purchase decision making. The purpose of this research is to examine the effect of information and relational benefits provided by online sales sites of cultural products on online purchasing intention, and to reveal through empirical analysis whether these influences show a difference between stage products and screen products. Looking at the results of the study, first, in the case of the whole, both information offering and relational benefits have a significant effect on online purchasing intention. Second, in the case of stage products(plays), product understanding information, economic relational benefits, and customization relational benefits showed significant effects, but product purchasing information showed no significant influence. Third, in the case of screen products(movies), product purchasing information and economic relational benefits showed a significant effect, but product understanding information and customization relational benefits had no significant effect. In conclusion, the impact of information offering and relational benefits on online purchasing intention differs according to cultural products, and economic relational benefit is found to be an important influencing factor on online purchase decision making in all cases. These research results are expected to be helpful in establishing differentiated marketing strategies including customer relationship management in online transactions of cultural products.

Optical Microscope Image Processing for Automated Cells Counting (세포 자동 계수를 위한 광학현미경 이미지 처리)

  • Cho, Mi-Gyung;Moon, Sang-Jun;Shim, Jae-Sool
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제15권11호
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    • pp.2493-2499
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    • 2011
  • With growth of nano-bio industry, it is of significant importance to develop an automated system to exploit cell behaviors, including migration, mitosis, apoptosis, shape deformation of individual cells and their interactions among cells in the process of cell growth. In this paper, we proposed preprocessing techniques, a classification method which classifies clusters (overlapping multiple cells) from cells and an automated method which counts the number of cells and clusters in order to analyze 2D or 3D deformations of the cells in the real-time images from microscope in the cell culture. We conducted the 3T3 cell images taken from each thirty-minute interval. It showed the average 99.8% accuracy automatically for separating cells and clusters.

An Analysis on the Trade Structure between Korea and Middle East for Increasing Trade. (한국과 중동 지역 간 상품교역 활성화를 위한 무역구조 연구)

  • Ahn, Tae-Kun;Kim, Sung-Ryong
    • International Commerce and Information Review
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    • 제19권2호
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    • pp.47-64
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    • 2017
  • The purpose of this study is on the expansion of trade between South Korea and Middle East Countries. This paper examines the existing state of the Middle East area. The Trade Intensity index and Trade Specialization index analysis enables to evaluate the trade between South korea and Middle east Countries. Hence, this study explains how to proceed the trade and shows some items for advancement in the market. And it gives also some products for vitalizing the export in South Korea. Furthermore, this presents the next-generation growth engines industry and develops new market frontier. In order to promote trade between South korea and Middle East area, korean government must be keep trying to make the FTA with middle east. and korean company must be improving to understand the local culture and to hire special for Middle East.

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Style Analysis and Design Development of the First Birthday Partywear Based on Examples from Social Media (소셜 미디어에 나타난 돌 파티웨어 스타일 분석 및 디자인 개발)

  • Kim, Soyeon;Lee, Inseong
    • Journal of the Korea Fashion and Costume Design Association
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    • 제16권3호
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    • pp.33-48
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    • 2014
  • Based on the advent and dissemination of new developments concerning information & telecommunications technology, web services have brought new paradigms into society, thus facilitating the birth and evolution of various service industries to society as a whole. This study is aimed at investigating the expansion of the first Birthday party culture and design examples of the first Birthday partywear appearing in social media, through an inquiry into the communication functions inherent in social media. Also, the development of the first Birthday partywear designs for women aged 20 to 30 years was accomplished by categorically analyzing design characteristics in preferred fashion styles uploaded and shared within online childcare communities. First, it can be concluded that due to the bidirectional flow of information between corporations and consumers occurring from the expansion of social media, the entire structure of the market is undergoing great changes. Next, the need for the supply of professionalized the first Birthday partywear can be proved by the influx of party planners and caterers into this new industry. Third, Through a categorical analysis of these 523 photos, elegance style was the most preferred while classic and romantic styles followed. Last of all, 5 pieces of partywear reflecting contemporary consumer lifestyles which focus on 'enjoying one's own life' were created under the concept of 'Romantic chic'. The created designs aim to present a style which follows the predominant trend of elegance, classic and romantic, whilst keeping sensitivity in moderation. In this context, this study has aimed to present fundamental research data in the field of online the first Birthday partywear, through the development of the first Birthday partywear design based on the first Birthday party consumer characteristics gleaned from various forms of social media.

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Technology Commercialization from Research Institutes to ICT-based Spin-offs (ICT기반 연구소기업의 기술사업화)

  • Park, Jae-Sue
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제23권6호
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    • pp.690-696
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    • 2019
  • New companies expecting market penetration by adopting technology commercialization process could face high uncertainty and constraints. In particular, ICT-based firms that enter competitive markets must deal with more complex situations. Although in-depth research has been done to solve the problem, there is still a lack of understanding of how startups' technology commercialization process is successful. To discuss the issue, this paper presents the technology commercialization model and determinants.(policy, finance, work team, organizational culture, overcoming the difficulties etc.) the suitability of the framework. From this analysis it emerged that the sustainability of organizational capabilities is as important as the adherence to the technology commercialization process for companies. As the organizational capacity has decreased, the driving force for technology commercialization has weakened. Therefore, the technology commercialization process does not guarantee the success of the market entry but is understood as a means of market access. If the organizational capacity is not strengthened, there is no successful technology commercialization process.

Analysis of differences in K-pop Content Update Preference Cycle and Price Elasticity

  • Kwak, Youngsik;Lee, Yunkyung;Na, Byeongmin;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • 제27권7호
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    • pp.137-144
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    • 2022
  • This study is an empirical study on whether the interval of K-pop content updates and price changes consumer purchasing intentions for domestic fandom commerce platforms that turn their profit structure online and strengthen fandom-based marketing to cope with changes in the digital environment. FGI and a survey was conducted using a conjoint analysis designed to confirm the difference in price elasticity according to the content update interval. As a result, the price elasticity of K-pop content was found to be an inelastic characteristic, and the change in price elasticity according to the content update interval was not statistically significant. This study provides basic data to be used to establish a marketing strategy for the fandom commerce market that will grow in the future.

Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment (오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출)

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제26권10호
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.