• Title/Summary/Keyword: Need for Entertainment

Search Result 159, Processing Time 0.033 seconds

A Study on Visitors' Satisfaction of International Peony Festival in Heze, China through IPA (IPA를 통한 중국 허쩌 국제 모란축제관광객의 만족도에 관한 연구)

  • Cui, Zhe;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
    • /
    • v.13 no.1
    • /
    • pp.289-300
    • /
    • 2022
  • Purpose - This study is a study on China's national flower, the Peony Festival', with a focus on the Heze International Peony Festival, which is called the "City of Peonies, to investigate the difference in the importance and achievement of festival items". Design/methodology/approach - IPA is used to identify items that need to be improved for festival satisfaction attributes, and to suggest the direction of the annual peony festival in the future. Findings - The difference in importance and achievement for each of the 17 items of the Heze International Peony Festival, there was a statistically significant difference between importance and satisfaction, except for the peony admission ticket. It was found that satisfaction was relatively low in these items as it was higher than the average value. Second, the first quadrant showed information on traffic communication, food taste, convenient facilities (parking lot, restroom, shelter), service delivery speed, service provider attitude, natural scenery at the festival site, road signs, and information boards. Third, the diversity of cultural performances appeared in the fourth quadrant. Finally, the second quadrant is an area of high importance but low achievement. Two items were derived: the environment of the entertainment venue and the diversity of the entertainment venue. Research implications or Originality - These are the items that led to the dissatisfaction of visitors to the festival, and seem to be the items that need to be improved the most urgently.

Effects of Positive Characteristics of SNS on Use Satisfaction and Using Reluctant Intention: A Path Model for the Role of Trust and Value

  • Yang, Hoe-Chang;Kim, Hwa-Kyung
    • The Journal of Economics, Marketing and Management
    • /
    • v.5 no.3
    • /
    • pp.21-29
    • /
    • 2017
  • This study was conducted to examine the effects of interactivity, entertainment and ease of use, which are positive characteristics of SNS, on SNS using satisfaction and using reluctant intention and the roles of perceived values and trust among users in the relationships among these variables, in order to find a clue to contribution to positive use and development of SNS. For this study, a survey was performed targeting normal people in Seoul and the metropolitan area and a total of 224 effective questionnaires were acquired. Then frequency analysis, descriptive statistic analysis, correlation analysis and structural equation path analysis were carried out. As a result of analysis, interactivity and ease of use increased SNS using satisfaction and decreased using reluctant intention via trust and users' perceived values respectively. The result of analyzing the modification model showed that interactivity and entertainment directly increased SNS using satisfaction. These findings imply that SNS providers fully need to reflect the needs of consumers for interactivity, entertainment and ease of use for improving consumers' perceived values and trust. It is also concluded that consumers can enjoy positive SNS activities by increasing trust with SNS users through a positive understanding of interactivity and participation.

Verification of Entertainment Utilization of UAS FC Data Using Machine Learning (머신러닝 기법을 이용한 무인항공기의 FC 데이터의 엔터테인먼트 드론 활용 검증)

  • Lee, Jae-Yong;Lee, Kwang-Jae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.349-357
    • /
    • 2021
  • Recently, drones are rapidly becoming common and expanding. There is a great need for diversity in whether drone flight data can be used as entertainment technology analysis data. In particular, it is necessary to check whether it is possible to analyze and utilize the flight and operation process of entertainment drones, which are developing through autonomous and intelligent methods, through data analysis and machine learning. In this paper, it was confirmed whether it can be used as a machine learning technology by using FC data in the evaluation of drones for entertainment. As a result, FC data from DJI and Parrot such as Mavic2 and Anafi were unable to analyze machine learning for entertainment. It is because data is collected at intervals of 0.1 second or more, so that it is impossible to find correlation with other data with GCS. On the other hand, it was found that machine learning technologies can be applied in the case of Fixhawk, which used an ARM processor and operates with the Nuttx OS. In the future, it is necessary to develop technologies capable of analyzing the characteristics of entertainment by dividing fixed-wing and rotary-wing flight information. For this, a model shoud be developed, and systematic big data collection and research should be conducted.

Consumers' Perception on and Need for Digital Home (디지털 홈에 대한 소비자 의식 및 요구조사연구)

  • Cho, Ji-Yeun;Lee, Yeun-Sook
    • Journal of the Korean housing association
    • /
    • v.16 no.5
    • /
    • pp.13-19
    • /
    • 2005
  • It is estimated that 2.25 million households accounting for $13.5\%$ of total households will have home networking in 2025. As the need for intelligence and sustainability of residential environment has been increasing, the growing demand for intelligent house is obvious. The purpose of this study was to investigate the perception of consumers on digital home and their needs. A web-survey was conducted and the survey participants were limited to residents living in housing built after 2003. A total of 120 responses were used for data analysis. The images of digital home were categorized into environmental friendliness, convenience, and sophistication. Also the respondents showed the strong need for functions of digital home such as safety from emergency and entertainment.

Factors Influencing Consumer Attitudes Toward Web Advertising (웹 광고에 대한 소비자 태도에 영향을 미치는 요인)

  • Chung, In-Keun;Kim, Bong-Gu
    • Asia pacific journal of information systems
    • /
    • v.10 no.4
    • /
    • pp.115-132
    • /
    • 2000
  • As the web advertising proliferates due to the explosive growth of Internet users, there is a research need for the consumers' general perception on the individual advertisements in the web. This research studies whether the characteristics of Internet advertising(entertainment, informativeness, purchase facilitation, irritation) influence the consumers' attitudes in the Internet environment. This is based on the fact that the web as an advertising channel is quite different from the traditional advertising channels. Twc different surveys are conducted; one is to study consumers' general responses for the Internet advertising in general, and the other is to study more specifically consumers' attitudes for the six different advertising messages(product advertising, corporate image advertising, on-line catalog, billboard, contest/game advertising and online directory of firms). Entertainment and informativeness factors are found to be positively related with the consumers' general attitudes for the web advertising, whereas purchase facilitation and irritation factors have no relationships. Also, a set of advertising strategies for the six different advertising messages are given based on the findings about the relationships between the six advertising messages and the four influencing factors.

  • PDF

A Study on the Entrepreneurial Intention of College Students in the Entertainment Industry with Idea Education and Support for Startup Infrastructure (아이디어 교육 및 창업 인프라 지원이 엔터테인먼트 산업 분야에 대한 대학생 창업의도 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.8
    • /
    • pp.19-31
    • /
    • 2021
  • This study tried to identify the characteristics of college students' entrepreneurial intentions in the entertainment industry, focusing on existing literature studies. Based on this, it was intended to suggest realistic educational alternatives for university student start-ups and implications for start-up management to university start-up officials and those in charge of national start-up support policy. Therefore, the implications of this study are as follows. First, technology(item) for idea creation education, which is an essential element in the entertainment industry, how to connect ideas and products, technology methods that can increase content value, and user characteristics education within the entertainment industry will need to be continued. In addition, along with the idea education, it is necessary to increase the understanding of start-up business management such as financing, human resource management, marketing, and operation management, and furthermore, confidence education should be provided so that the possibility of success in an entertainment start-up and a sense of adventure in a new job can be developed. Second, the space and equipment necessary for start-up (club room, student start-up room, entertainment-related equipment, etc.) should be provided centering on the opinion survey of students who are interested in starting a business, and various regulations of universities and government for student start-up should be relaxed. will have to In addition, education for the formation of entrepreneurial knowledge inside and outside of the school, special lectures and consultations by experts, and on-the-spot education, etc., should be made to create more practical entrepreneurial knowledge. something to do. Third, for students wishing to start a business in the entertainment industry, it is necessary to inform their families about the field situation of the entertainment industry accurately so that their children can develop a positive perception rather than a negative perception when choosing a business field. In addition, by promoting various successful cases of college students to their families after starting a business, families should be encouraged so that their children can develop a challenging spirit about starting a business. Fourth, it should be possible to form continuous clubs or gatherings with friends who wish to start a business in the entertainment industry, and furthermore, an opportunity to listen to the opinions of friends who actually started a business through these meetings should be provided. In addition, the meeting and the formation of friends should create a place for discussion about writing a business plan, how to succeed in starting a business, and management of startups, and psychological stimulation activities should be conducted so that each other's will to start a business arises. Fifth, various knowledge related to start-up (methods for securing funds, management of start-up organizations, grasping information about the market in which they want to start a business, etc.) should be cultivated, and how to write a business plan for the various entertainment industry fields they want to start up. You will also need to train them to be practical. Also, based on this knowledge formation, students themselves should be able to respond to risks and changes that may occur in entrepreneurship. Lastly, it is necessary to increase the understanding of business start-up management, and various psychological stimulation activities are needed to make the confidence and fear of starting a business disappear.

A Study on Development of Major Curriculum for Broadcasting, Entertainment and Acting in Connection with Cultural Content Industry (문화 컨텐츠 산업과 연계된 방송 연예, 연기학과 전공 교육과정개발에 관한 연구)

  • Park, Moon-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.3
    • /
    • pp.1061-1072
    • /
    • 2013
  • In order to improve executive ability in response to need of job ability in cultural content industry and in connection with industrial scene, it is required to develop curriculum for department of broadcasting, entertainment and acting First of all, environmental analysis of cultural content industry, survey on industry demand, survey on demand by enrolled students and graduated students, survey on demand by local community were made and conducted to draw job competency for acting art. In addition, the existing curriculum was analyzed through evaluation by field experts, enrolled students, and graduated students. Based on the analysis results, major curriculum was developed for department of broadcasting, entertainment and acting. Such curriculum development enables providing acting education that focuses on core competency to maximize education effect and cultivating actor who is suitable for the age of multimedia based on local infrastructure. Moreover, the curriculum development helps cultivating versatile actor, rather than famous actor.

A Study of Needs and Behavior on a Virtual Community: Focused on College Student's Internet Cafe Activities (가상 커뮤니티 이용 욕구(needs)와 행위(behavior)에 관한 연구: 대학생들의 인터넷 카페 이용을 중심으로)

  • Ku, Gyo-Tae
    • Korean journal of communication and information
    • /
    • v.30
    • /
    • pp.7-33
    • /
    • 2005
  • This study examined the type of needs involved in the activities of a virtual community and the impart of gender on online participants' needs and 'perceived control behavior'. In addition, the study tried to figure out how people behave on certain factors. The survey was conducted to 230 local students who have experienced online community activities. The study results showed there were three factors related to a virtual community, 'relational need', 'entertainment need', 'instrumental need'. There was, however, no significant effect between gender and the type of needs, and between gender and 'perceived behavior control'. The results also showed that 'entertainment need' is the most important factor to predict a virtual community participation. This might not Imply the improvement of information technologies helps us return to the communities in which Individuals have a close and affectionate relationship each other.

  • PDF

A Development of Home Mess-Cleanup Robot with Entertainment Function

  • Kim, Seung-Woo;Cha, Hyun-Koo
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.1444-1447
    • /
    • 2004
  • The vacuum-cleaner had made the burden of house chore lighten but the operation labour of a vacuum-cleaner had been so severe. Recently, the cleaning robot was producted to perfectly solve the cleaning labour of a house but it also was not successful because it still had a problem of mess-cleaning, which is the clean-up of big trash and the arrangement of newspapers, clothes, etc. The cleaning robot is to just vacuum dust and small trash and has no function to arrange and take away before the automatic vacuum-cleaning. For this reason, the market for the cleaning robot is not yet built up. So, we need a design method and technological algorithm of new automatic machine to solve the problem of mess-cleanup in house. In this paper, a Home Mess-Cleanup Robot(HMR), which has a practical function of the automatic mess-cleanup, is developed. It need functions of agile automatic navigation, novel manipulation system for mess-cleanup. The automatic navigation system has to be controlled for the full scanning of living room, to recognize the absolute position and orientation of the self, the precise tracking of the desired path, and to distinguish the mess object to clean-up from obstacle object to just avoid. The manipulation system, which is not needed in the vacuum-cleaning robot, must have the functions, how to distinguish big trash to clean from mess objects to arrange, how to grasp in according to the form of mess objects, how to move to the destination in according to mess objects and arrange them. Then, it should be an intelligent system so that the mess cleaning task can be autonomously performed in a wide variety of situations and environments. It need to also has the entertainment functions for the good communication between the human and HMR. Therefore, the Home Mess-cleanup Robot with Entertainmental Human Interface is developed in this paper. Finally, the good performance of the designed machine, HMR'4, is confirmed through the results of the mess clean-up and arrangement.

  • PDF

Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.747-759
    • /
    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.