• Title/Summary/Keyword: Line-Focusing

Search Result 529, Processing Time 0.025 seconds

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
    • /
    • v.17 no.2
    • /
    • pp.1-29
    • /
    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

  • PDF

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.597-616
    • /
    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

The study of narrative of cartoon Focusing on prerequisites for narrative in the Theory of 『Story and Discourse』 by S. Chatman (카툰의 서사 연구 (S.채트먼의 『이야기와 담론』 이론의 서사의 전제조건을 중심으로))

  • Ahn, So Ra;Lee, Won Soek
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.223-246
    • /
    • 2013
  • Even though cartoons and narration comics were born from different origin, they have been called by names such as 'cartoons' or 'comics'. The reason can be found in the similarity of cartoons and narration comics. The similarity of cartoons and narration comics is the genre consisting of writing and drawing. Writing can be the format of expression and it can represent the story. Such story is present as a component of 'narration'. Sub genre of comics includes cartoons and narration comics. It includes animation in a broad range. In cases of narration comics and animation, it is thought that narration is present with continuity of time. However, in case of cartoon, because one or two cuts without continuity of writing are frequently expressed, it is being asked whether narration is present. It is easy to be reminded of epic or chanson de geste whenever you hear 'narration'. Since it deals with a biography of the character, we think the concept of 'narration' with temporality. However, narration provides a certain event in a broad range. Thus, cartoons presenting one event with the image may have the existence of narration, because description of multiple scenes of narrative comics can be implicitly represented in cartoons. As such implications leave a space, the empty space can be filled by active reasoning of recipients. However, nevertheless, it is very difficult to find studies as well as mentions of narration in cartoons. Thus, in this paper, we investigate the concept and structure of narration and demonstrate the presence of narration in cartoons. First of all, we looked at the narration theory in literature before studying narration in cartoons. The reason is that we thought the approach to the literary theory was required in order to investigate the basic elements, since cartoons are a collection of writing and drawing. We were focused on the prerequisites of narration presented in "story and discourse" of s. Chatman. If the prerequisites of narration are present, we can assume that the narration is present. The prerequisites are 'narration reasoning', 'screening', 'consistency', 'process statements' and 'stasis statement'. As s. Chatman described them as prerequisites of narration, he analyzed the narration structures of films and novels. In addition, we revealed that the narrations were present in cartoons as we identified how prerequisites of narration presented by Chatman were presented and expressed through "vocabulary of comics", "Timeframe" and "life in the line" described in "understanding comics" by Scott McCloud.

A Study on the Promotion of Inter-Korean Cooperation in Natural Environment Sector - Focusing on Identifying Potential Cooperation Projects Based on Case Studies and Expert Surveys - (자연환경 분야 남북협력 증진 방안 연구 - 사례분석 및 전문가 인식조사에 근거한 잠재 협력사업 발굴을 중심으로 -)

  • Heo, Hag Young;Shim, Suk-kyong
    • Korean Journal of Environment and Ecology
    • /
    • v.34 no.5
    • /
    • pp.483-490
    • /
    • 2020
  • This study aims to construct an ecological community and lay the foundation for sustainable development in the Korean Peninsula by promoting cooperation between the South and North Korea in the non-political and no-military natural environment sector under the rapidly changing inter-Korean relations. It analyzed South Korea's aid and international cooperation projects in natural environmental sectors in North Korea and examined North Korea's national plan and the cooperation projects that North Korea proposed to the international community to identify potential cooperation projects. It selected 15 potential cooperation projects and 6 crucial factors to be considered in prioritizing the projects through case studies and the first expert survey (five persons). The six crucial factors were i) urgency, ⅱ) linkage between North and South Korea (ecological community in the Korean Peninsula), ⅲ) contribution to sustainable development (prosperity), i) North Korea's acceptability, ⅴ) cooperation conditions and budget, and ⅵ) project sustainability. The second expert survey (14 persons) focused on prioritizing the 15 potential inter-Korean cooperation projects in line with six crucial factors. The 15 potential inter-Korean cooperation projects in the natural environment were comprehensively reviewed and scored based on the six crucial factors. The resulting priority projects were identified as follow: i) Mt. Seorak - Mt. Keumgang International Peace Park, ⅱ) support and cooperation for agro-forestry, ⅲ) joint conservation projects for internationally important migratory birds (such as Black-faced Spoonbills and Cranes), iv) inter-Korean ecotourism linkage and promotion, and ⅴ) establishment of integrated information system on leading ecosystems and biodiversity in the Korean Peninsula. The priority cooperation projects presented in this study are based on the perception of experts engaged in inter-Korean natural environmental cooperation in consideration of existing cooperation cases and conditions. For the actual implementation of these potential projects, a systematic approach, including the formation of consensus between North and South Koreas and the creation of a cooperative network with suitable partners suitable for each project's characteristics, would be needed.

A Study on the Contents Analysis of Safety Education in Elementary School : Focusing on Comparison with the Needs of Students (초등학교 안전교육 내용분석연구)

  • 김탁희;이명선
    • Korean Journal of Health Education and Promotion
    • /
    • v.18 no.2
    • /
    • pp.45-63
    • /
    • 2001
  • The objective of this study is to give basic materials for selection and improvement of contents of safety education, which is substantially helpful to elementary students, by analysis of contents of safety education in some subjects and assessment of the needs of elementary students for safety education. For this purpose, this study was analyzed the contents of safety education in five subjects for elementary school and conducted the survey of 883 students in some elementary schools in Seoul from April 7 to 22, 2000. The results were as follows; 1. As a result of analysis of the proportion of contents regarding safety-related education in some subjects, Physical Education occupied the highest proportion (14.09%), and that was followed by Practical Subject (9.55%) and Moral Education (9.34%). However, the proportions in Social Study and Natural Science were very low, 1.85% and 1.31% each. In total lines of these five subjects, the numbers of line regarding safety education was contained by 5.78%. 2. Analyzing the proportion of domains of safety education in five textbooks, the Meaning of Safety and Basic Principles occupied the highest portion (29.5%), and that was followed by the Home Safety (24.0%), the Safety in School (17.1%), and the Play and Leisure Safety (14.0%). The Coping with Accidents and First Aid, the Safety from Fire and Explosion, and the Traffic Safety occupied relatively low portion, 6.9%, 5.7%, and 2.8% each. 3. As a result of analysis of the proportion of the safety education domain in each subject, the Meaning of Safety and Basic Principles occupied the highest portion (23.6%) in Moral Education, the Home Safety (12.7%) in Practical Subject, and the Play and Leisure Safety (10.9%) in Physical Education. 4. Most of the participants in this survey experienced the Home Accidents (71.1%). And also, they experienced the Play and Leisure Accidents (57.9%), the Accidents in School (49.7%), the Traffic Accidents (45.3%), and the Fire and Explosion Accidents (24.7%) in order. 5. In the average proportion of the needs of participants for safety education in each domain, the Coping with Accidents and First Aid has the highest point (4.05). And, that was followed by the Home safety (3.79), the Safety from Fire and Explosion (3.73), the Meaning of Safety and Basic Principles (3.65), the Play and Leisure Safety (3.50), the Safety in School (3.37), and the Traffic Safety (3.35). The average proportion of the needs for safety education of total domains was 3.66. 6. In the needs for safety education regarding the feature of participants, it showed higher scores in female students than male ones (p〈0.001), in lower grader than higher grader (p〈0.05), and in the students born to wealth than those born poor (p〈0.05). Also, the children who recognize the necessity of safety education showed higher scores of the needs for safety education (p〈0.001). And it also showed the same results of high score to the children whose parents did the safety education (p〈0.00l) and to the children and their parents who have the higher degree of practicing safety (p〈0.001), and these differences were statistically significant. 7. In the extent of preference for methods of safety education, it showed high score to the Field Learning, followed by the Audio- Visual Education, the Discussion, and the Instruction of teacher. In the extent of preference for subjects regarding the contents of safety education by each domain, it showed high score to the subject of Safety for 4 domains - the Meaning of Safety and Basic Principles, the Traffic Safety, the Safety from Fire and Explosion, and the Coping with Accidents and First Aid. And also, they preferred Moral Education for 2 domains - the Home safety and the Safety in School, and Physical Education for a domain of the Play and Leisure Safety. 8. While 27 of 36 detail items was contained the contents of safety education, the proportion of needs of participants for safety education showed more than average 3.00 score in 34 of 36 detail items. However, none of 9 detail items was included in five textbooks. Also, 2 detail items - the Coping with Disasters and the Safety from Poisoning - were included together 2 parts; One part had the higher ranked 7 items acquired by analysis of the needs, and the other had the higher ranked 7 items acquired by analysis of the contents. But, except those 2 items, none of items were matched with each part.

  • PDF

Kinematical Analysis of Heel-Brake Stop in Inline Skate (인라인 스케이트(Inline Skate) 힐 브레이크(Heel-Brake) 정지에 관한 운동학적 분석)

  • Han, Jae-Hee;Lim, Yong-Kyu
    • Korean Journal of Applied Biomechanics
    • /
    • v.15 no.2
    • /
    • pp.11-20
    • /
    • 2005
  • This study has a purpose on contributing to apprehend safe and right way to stop to the inline skate beginners and to the instructors who teaches line skating on the basis for the result of the kinematical analysis on Heel brake stop movement of the inline skate, focusing on the displacement on COG, angle displacement of ankle joint, angle displacement of knee joint, angle displacement of hip joint, using a 3D image method by DLT. To achieve this goal, we analysed the kinematical factor of the 3 well-trained inline skating instructors and obtained the following results. 1. During the movement of heel-brake stop, when strong power was given to a stable and balanced stop and the lower limbs, if the physical centroid is lowered the stability increases, and if it is placed high from the base surface, as the stability decreases compared to the case of low physical centroid, we should make a stop by placing a physical centroid in the base surface and lowering the hight of physical centroid. 2. To make a stable and balanced stop and to provide a strong power to the lower limbs, it is advisable to make a stop by decreasing an angle displacement of ankle joint during a "down" movement. In case of the left ankle joint, in all events and phases the dorsiflexion angle showed a decrease. Nevertheless, in the case of the right ankle joint, the dorsiflexion angle shows an increase after a slight decrease. The dorsiflexion angle displacement of ankle joint can be diminished because of the brake pad of the rear axis frame of the right side inline skate by raising a toe, but cannot be more decreased if certain degree of an angle is made by a brake pad touching a ground surface. To provide a power to a brake pad, it is recommended to place a power by lowering a posture making the dorsiflexion angle of the left ankle joint relatively smaller than that of the right ankle. 3. To make a stable and balanced stop and to add a power to a brake pad, the power must be given to the lower limbs in lowering the hight of physical centroid. For this, it is recommended to make a down movement by decreasing the flexion angle of a knee joint and it is necessary to make a down movement by a regular decrease of the angle displacement of knee joint rather than a swift down movement in every event and phase. 4. The right angle displacement of hip joint is made by lowering vertically the hight of physical centroid as leaning slightly forward. If too narrow angle displacement of hip joint is made by leaning forward too much, the balance is lost during the stop by placing the center in front. To make a stable and balance stop and to place a strong power to the lower limbs, it is recommendable to make a narrow angle by lower the hip joint angle. However, excessive leaning of the upper body to make the angle too narrow, can cause an instable stop and loss of physical centroid. After this study, it is considered to assist the kinematical understanding during the heel brake stop movement of the inline skate, and, to present basic data in learning a method of stable and balanced stop for the inline skating beginners or for the inline skate instructors in the present situation of the complete absence of the study in inline skating.

A Study on the Semiotic Discourse of Color Expression in Impressionism Paintings -Focus on Works of Impressionism - (인상주의 회화에서 색채 표현의 기호적 담론 연구 -인상주의 작품 분석을 중심으로 -)

  • Ryu, Joo-Hyun
    • Cartoon and Animation Studies
    • /
    • s.40
    • /
    • pp.521-549
    • /
    • 2015
  • We recognize all objects by seeing. However, we are not sure that the things we see through our eyes are their essence. Here comes my question: What does it mean that humans see and recognize things? The things we see are images and so I consider recognizing an object as semiosis via our visual sensation and brain. That is because objects are defined not by their essence but as symbols we recognize. In the era of post-modernism art is a voluntary creative activity that creates a kind of spiritual value and plays an important role for appreciators who realize the fact to enjoy the life value. This paper focused on the art putting aesthetic value on humans' recognition and explored works of art in a visually perceptible way through semiosis. That is because art, an act of creating things, is symbolic and closely linked to semiotic system. Furthermore, derivative visual signs can be considered to be in line with the viewers' visual perception. If we interpreted by recognizing the works of art along with symbol, we can enjoy the works in depth through recognizing their color or shape. Therefore, I intended to discourse on color perception focusing on colors in order to analyze the relationship between art and symbol in the process of recognizing works of art. This paper looked into background of color recognition, status of colors and ways of expression for impressionist who painted with various colors and examined colors as a sensory language. In the process of interpreting art works by communication between the artist and viewers, the role of color is considered as visual symbol through the artist's experience, consciousness, emotions, and their senses. It can be interpreted the visual language through signification of the symbols when the colors are formed in works of art as a recognizable space. Therefore we expect to study in the Visual arts to be the colors symbolic analysis is extended to more effective communication tool.

A Study on the Utilization and Symbolizes of the Joseon Dynasty Flowering Plant (조선시대 화훼식물의 이용과 상징성에 관한 연구)

  • Kim, Seung-Min
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.32 no.2
    • /
    • pp.134-147
    • /
    • 2014
  • The purpose of this study is, focusing on the ancient paintings and literatures, by examining Flowering Plants and drawing their cultivating methods, to provide a ground of utilizing them on the modern landscaping. In the scope and method of this study, 766 pieces of ancient paintings(6 garden paintings and 760 folk paintings) which were available and had value as literatures, and 8 of ancient literatures were intensively examined. Main results extracted from them are as follows. First, the most frequently used Flowering Plants in Joseon Dynasty were Prunus mume, pbyllostachys, Nelumbo nucifera, Chrysanthemum morifolium, Musa basjoo, Rosa spp., Rhododendron mucronulatum, Paeonia lactiflora, which appeared 11 times to 16 times in total. Next frequently(4 times to 8 times) used Flowering Plants were Gardenia jasminoides, Punica granatum(8 times), Dianthus chinensis, Vitis vinifera(7 times), Orchidaceae, Syringa velutina, Impatiens balsamina, Hemerocallis fulva, Celosia cristata, Hibiscus Syriacus, Rhododendron indicum(6 times), Rhododendron, Rhododendron obutusum, Acorus calamus, Althaea rosea, Kerria japonica, Citrus junos(5 times), Hibiscus mutabilis, Lychnis cognata, Calendula officnalis, Begonia rex., Helianthus annuus, Papaver spp., Narcissus tazetta, Daphne odora, Hosta plantaginea(4 times). Second, usage of the Flowering Plants in Joseon Dynasty can be divided into character building and horticulture for pleasure through positive, scientific approach attempt. It suggests that there might have been classes in the use of them and we can estimate which plants were particularly preferred. Third, in the symbolicity of the usage of Flowering Plants, it can be divided into three parts: The case of representing integrity, gentleman, honesty and nobility and the thought of loyalty and filial piety under the influence of Confucianism. The case of representing Taoism's thought of hermit and perennial youth and long life. The case of representing wish on wealth and prosperity. So if we make a good use of it, we may draw a meaning of cultivation of Flowering Plants from it. This is your target audience or the good luck to all he plants is aimed at, you can see the occurred. Fourth, the Joseon Dynasty was the use of flowering plants are the line of rain wanted to be more consistent with the spirit world. This is shown as a symbol of their ancestors. Joseon Dynasty was used, resulting in a kind of flowering plant and is not a subjective judgement criteria A psychological approach to the side when interpreting the Joseon Dynasty flowering plants to take advantage of the landscape of the area will widen in scope.

An alternative way of Animation Industry : Focusing on Avatar sevice's Lock-in Effect (애니메이션 산업의 대안적 연구 - 아바타 서비스의 소비자 고착화(lock-in) 전략을 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.6
    • /
    • pp.152-171
    • /
    • 2002
  • This study analyses the avatar service, which is recognized as an alternative strategy of animation industry. The research questions of this study are following: (1) How have the avatar services been developed and what are the present dominant types? (2) Which structural characteristics of e-business environment are needed for the success of avatar services? (3) What is the economic characteristics of avatar business model? To solve these research questions, the basic conditions and the structural characteristics of avatar services have been investigated. In the first place, two forms of avatar service are classified. One is the internet service site whole primary service is to provide chatting service based on avatar service. The other is the portal site in which many kinds of products and services are presented as bundles to meet the needs of internet users. So avatar service is one of bundles which those portal sites are providing with. In this study, the big five internet service sites are selected based on the profits they earned through the sales of avatar service. The result of analysis is that the pricing strategy of those big five sites is very different from those of traditional off-line markets. The pricing mechanism are based on the value which internet users endow with the avatar items, not based on the costs of making the products. Avatar is the representative informative goods. The informative goods have the original cost structures, constant fixed costs and zero marginal costs, so the providers of avatar services make much of the subjective values of consumers. The sayclub, which is the most successful avatar service site and earn the average sales of 3 billing won a month, takes the aggressive strategy of pricing avatar items at highest price in the industry. The avatar service providers which make lots of profits are planning of making differentiate the services, introducing well-known brand items and star-named items. Nevertheless, the fact that the members of the sayclub are not decreasing means that the network effect of the site is so strongly manifest. Moreover, the costs the members have paid for the avatar items are so big not as to switch from one site to the other site, it can be very costly. These switching costs are endemic in high-technology industries and digital contents industries. It can be so large that switching suppliers is virtually unthinkable, a situation known as 'lock-in'. When switching costs are substantial, competition can be intense to attract new customers, since, one they are locked in, they can be a substantial source of profit. The consumers of avatar items have switching costs if they subscribe for the new avatar service site. The switching costs can be subscription costs as well as the costs of giving up the items they already paid for. One common example of switching costs involves specialized supplies, as with inkjet printer cartridges. In this example, the switching cost is the purchase of a new printer. The market is competitive ex ante, but since cartridges are incompatible, it is monopolized dx post. So the providers of printer/cartridges set pricing printer so cheap and cartridges expensive. On the contrary, since the avatar service can be successful with the strong network effect, the providers of avatar services have to compete aggressively for new customers. So they allow the subscription at a low price(almost marginal cost) in the early market. The network effect can be maximized when the members are sufficiently growing. The providers which have the monopoly power with sufficient subscribers. begin to raise the prices over the lifetime of the product and make profits.

  • PDF

The Interactive Significance of Red in Film Color : Concentration and Diffusion (영화에서 빨강의 상호작용적 의미 : 집중과 확산)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.241-271
    • /
    • 2017
  • Film color is equivalent to other elements of film, including narrative, and has a textual meaning according to the identity of expression. In general, red has a function of focusing attention, and the meaning derived from it is diffused. In the interaction of text and context, the function of concentration and the meaning of diffusion can be presented. The concept of concentration and diffusion is shaped by the relationship between independent colors, colors and other cinematic elements, and interactions between colors. In order to confirm this, this study analyzes a series of popular Korean films, how film colors interact, and in particular, the concentration function of red and the meaning of proliferation. The results of this study are as follows. First, in Korean popular films, at its most basic, red symbolizes a nation, a people, and a nation. The red of nationalism surrounding ethnicity, nationality and country visualizes ideology and conflict. The purpose of an individual or group, the relationship between the offender and the victim is mediated through red. The flag, the name tag, the costume appearing in the film are red. This can be seen in films such as Train to Busan, Assassination, Masquerade, Miracle in Cell No.7, Brotherhood of War, Northern Limit Line, Joint Security Area, Welcome to Dongmakgol, and May 18. Second, the red color attached to the female body fixes or strengthens socio-cultural sexuality and gender. The examples are films like Ode to My Father, The Thieves, The Host, Purpose Of Love, Sunny, Like A Virgin, Forbidden Quest, Untold Scandal, Bewitching Attraction, and Ssanghwajeom. Third, the blood red in Korean films is a visual device that directs magical horror, anger, and asceticism. Such films include The Neighbors, Bunshinsaba, R-Point, A Tale Of Two Sisters, Whispering Corridors, The Uninvited, Thirst, SECTOR 7, Asura:The City of Madness, The Tiger, Veteran, and so on. Fourth, red of tears constitutes the specific emotions such as a beautiful desire and a brilliant tragedy in films like King and The Clown, Oldboy, Memories of Murder, 26 Years, The Attorney, Unbowed, Sympathy For Lady Vengeance, Happy End, Punch, Calling, The Yellow Sea, and He's on Duty.