• Title/Summary/Keyword: Intention of Film

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A Study on the Product Placement(ppl) of Fashion Products in Film (영화 속 패션상품 간접광고에 관한 연구)

  • Kim, Hee Ra;Shin, Hye Won
    • Journal of the Korean Society of Costume
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    • v.65 no.3
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    • pp.104-116
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    • 2015
  • This research has examined the relationship among film interest, clothing involvement, attitude towards ppl, preference for fashion products, and purchasing intention. In april 2014, 210 university students in Seoul and Incheon filled out a survey. Frequency analysis, k-cluster analysis, t-test, anova, duncan's multiple range test, regression, and mediation regression analysis were used to analyze. Students who were more interested in film were higher in clothing involvement. Clothing involvement had larger influence on preference for fashion products and purchasing intention than film interest. Students highly involved in clothing had more positive attitude towards ppl, preference for fashion products and purchasing intentions. Clothing involvement, attitude towards ppl and preference for fashion products directly influenced purchasing intention. The preference for fashion products had the largest influence on purchasing intention. The preference for fashion products and attitude towards ppl had mediation influences between clothing involvement and purchasing intention.

Consumer's Perception of Types of Fashion Film (국내 여성복 브랜드의 패션필름 유형에 따른 소비자 인식차이)

  • Ahn, Sang Ah;Shin, Mi Hye;Lee, Hyun-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.4
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    • pp.545-559
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    • 2015
  • This research investigates consumer responses to different types of fashion film used in national women's wear brands. The content analysis was conducted as a preliminary study for women's wear fashion brand based on the 2012/2013 fashion brand yearbook. Three types of fashion film (Wearing Apparel Products, Brand Advertising and Storytelling were used as stimuli for the present study. We analyzed 224 data gathered using SPSS 22.0. The results showed significant differences among types of fashion film in regards to film attitude, product evaluation, creativity, information literacy, re-watching intention and word of mouth intention variables. This study revealed that the Brand Advertising type received the most positive evaluation in many aspects. Especially, the Storytelling type received the most positive evaluation in creativity. Wearing Apparel Products type gained high points in information literacy. The present study helps brand managers determine a fashion film that best suits each brand characteristics.

Identifying Factors Influencing the Image of Vietnam's Tourist Destinations in the Eyes of Global Tourists

  • Eun-Mi Lee;Pham Thi Quynh Anh
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.45-50
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    • 2023
  • The number of international tourists is noticeably recovering in many parts of the world, with the number of Vietnamese tourists growing significantly. Consequently, this study aims to identify the factors influencing the image of Vietnam's tourist destinations among international tourists interested in visiting the country. Additionally, the study examines whether the perception formed in this manner subsequently affects their intention to visit. The findings reveal that cultural attractions and eWOM (Electronic Word of Mouth) positively influence the development of a tourism destination image. However, film tourism did not have a significant effect on the destination image. Moreover, it was observed that the destination image indeed influences the intention to visit.

A Study on the Relationship among Evaluation Attributes of Local Festival, Visitor's Satisfaction and Behavioral Intention: A Case Study of BIFF (지역축제 평가속성과 방문객 만족 및 행동의도와의 관계 -부산국제영화제를 대상으로-)

  • Kim, Hong-Gil
    • Journal of Agricultural Extension & Community Development
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    • v.19 no.2
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    • pp.409-434
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    • 2012
  • The purpose of this study is to clarify the cause and effects of evaluation attribute, visitor's satisfaction and behavioral intentions focused on Busan International Film Festival(BIFF). To achieve the study objective, 277 valid questionnaires were statistically analyzed, using frequency analysis, exploratory factor analysis, confirmatory factor analysis, reliability analysis and path analysis. The results show that the evaluation attribute of local festival exerts a positive influence on visitor's satisfaction and behavioral intention. Second, visitor's satisfaction had positive effects on behavioral intention. The regional festival can vary depending on the visit is satisfied. Consequently, it was revealed how evaluation attribute is in the visitor's satisfaction and behavioral intention in local festival.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Film: Ending of a Story and an Open Ending (영화, 이야기의 결말과 열린 결말)

  • Kim, Sam-Ryeok
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.47-53
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    • 2019
  • This study is an analysis of endings of films and open endings. Particularly, the key of this study is the investigation of the definition and interpretation of open endings. For this purpose, the 'ending' was defined first, and subsequently, endings were divided into 'closed' and 'open' endings with a goal pursuit model of David Howard and Robert McKee. Thus, it was found in this study that the thoughts of an audience as well as the intention of a creator are crucial in defining an ending. Although a story is designed by a creator, its interpretation is at the disposal of an audience in the end, and the audience may take an ending differently depending on their value system or interest in the story, which eventually leads to their own definition of the ending. For sure, a traditional fact is that most of films including those mentioned to have open endings have closed endings, and such a structure of stories will not change significantly in the future. However, the ending of a film designed to have a closed ending may be changed to be open ended depending on the intention of a creator or the thoughts of an audience, and furthermore, the intention of an open ending may not be readily accepted by an audience.

Study for the Director's Purpose and Film Style of (<사울의 아들>의 연출의도와 형식에 관한 연구)

  • Lee, Choong-jik;Kim, Jihyun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.227-239
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    • 2018
  • The style of a film is the element that makes audience realize director's purpose directly. As the film's spectacular background have became important it's hard to find non-wide screen film, and audience and theaters are very familiar to 1.85:1 film ratio and even wider. Nevertheless, did not follow this trend but to chose narrow film ratio and shallow focus. This film, of which the background is Nazi's concentration camp, does not allow audience to catch more information than main character Saul. It's because the director aims to make audience Saul's position in the film. This paper discuss how the style of reflects the director's intention.

An Exploratory Study on the Satisfaction Factors and Behavioral Intention of the Audience at the Dance Film Festival (무용영화제 수용자 만족요인 및 향후 행동에 관한 탐색적 연구)

  • Kim, Ji-yeon
    • Trans-
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    • v.11
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    • pp.97-116
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    • 2021
  • This study aims to suggest an environment in which audience can play the role of micro-influencers after exploring the factors of satisfaction focusing on audiences who attended the Seoul Dance Film Festival(SeDaFF). In order to meet the research goal, among the audiences who attended SeDaFF, articles mentioning this festival on their SNS were collected and this data was analyzed using the LDA topic model. As a result, the most important satisfaction factor when visiting a dance film festival was the program. It might seem cliché to discuss the importance of programs at film festivals, but through the examination, this study made the case that if the satisfaction factor is met, it is still possible to influence the behavioral intentions and reinforcing the role of a micro-influencer even in a genre with a strong artistic nature and a limit to audience development. Furthermore, this study was intended to contribute to broadening the scope of research on the audience.

A Study on the Costume Color of the Film 『Handmaiden』 - Focused on the Heroin 'Hideko's costumes - (영화 「아가씨」 의상 색채 연구 - 여주인공 히데코 의상을 중심으로 -)

  • Yang, Junghee
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.257-265
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    • 2018
  • This study investigated the colors of the costumes in the film 'The Handmaiden'. The author categorized and examined the hue and tone of the main character's costume as well as provided an adjective image surveyed from the standpoint of the audience in order find if the intended story of the director is delivered to the audience through costume colors. Study method analyzed 25 set costume colors of the heroine 'Hideko'. The color analysis were analyzed by capturing DVD images that showed the costume of 'Hideko'. The colors of costumes were analyzed by recognition through the eyes based on the IRI, Hue, and Tone 120. In addition, the analysis of the IRI adjectives image were conducted through the survey. Costume hue of the heroine 'Hideko' in the film 'The Handmaiden' were black, yellow, white, green, and purple. There were many colorful costumes in the movie. Tones were very pale, deep, bright, vivid, strong, and pale. Chroma were evenly distributed and brightness were distributed in the order high, middle, and low. They were interpreted as the intention of showing the situation and psychology of 'Hideko' in various scenes of the film through various costume colors. Color images of the film 'The Handmaiden' were classified as feminine, mature, classy, delicate, classic, noble, polished, refined, showy, western, mellow, pure, and decorative.

Research on the Influence of the Use of VR Technology in Dance Creation on the Willingness of Dance Directors to Use: Focusing on the Ease of Cognition and the Mediating Effect of Usefulness

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.117-124
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    • 2019
  • In the field of dance creation, the use of film and television skills, cyberspace, action sets, computer graphics and other technology and media technology have made the creative environment for dance art that it rapidly improves and presents a new situation. Especially in the dance creation part, VR technology can show many possibilities and can be used as a tool to fully satisfy the choreographer's intention and imagination. Therefore, this study analyzes the acceptance model of virtual reality technology in dance creative education, and we will examine the effect of social influence, shared trust, innovation, interest, and self-efficacy on perceived usefulness and perceived ease. Second, we will examine the effect of perceived usefulness and perceived ease on intention to use. The study is targeted at ordinary dance creators who currently reside in Hebei Province, China. The survey was conducted for approximately 30 days from March 16th to April 17th. The total number of valid samples collected was 377. The results of the identification of the hypotheses between variables based on the questionnaire data are as follows: Firstly, social influence, shared trust, innovation, interest, and self-efficacy have a positive impact on perceived usefulness, perceived ease. Secondly, perceived usefulness, perceived ease has a positive effect on the intention to use. In view of the above research results, the theoretical significance and limitations of this research and the future research directions are discussed in depth.