• Title/Summary/Keyword: Need for Entertainment

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The Effect of Preparation for Old Age of Baby Boomers on the Intention to Use Welfare Facilities for the Elderly (베이비부머의 노후준비도가 노인복지시설 이용의향에 미치는 영향)

  • Yoo, Yong-Shik;Cho, Soo-Dong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.549-558
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    • 2020
  • The purpose of this study is to provide basic data for the establishment of welfare facilities for baby boomers and the development of services and programs by studying the effects of baby boomers' preparation for old age on the intention to use welfare facilities for the elderly. The subjects of this study were 385 baby boomers (1955-1963) living in J city, Chungbuk. Multiple regression analysis was conducted to examine the factors influencing the intention to enter welfare facilities. The results of this study showed that baby boomers' preparation for old age did not have a significant effect on the intention to use the elderly welfare center, and only the economic preparation had a significant effect on the intention to use the senior club, and the emotional preparation had a significant effect on the intention to use the 50+ center and the baby boomer welfare center. Based on the results of this study, policy suggestions are as follows: First, senior clubs need to expand services for employment and start-up that can help prepare for economic retirement. Second, various job policies using baby boomers' skills and knowledge are needed. Third, the 50+ center and the baby boomer welfare center need to develop professional counseling and education programs for prevention and treatment of emotional and psychological problems. Fourth, it is necessary to provide and develop programs to promote interpersonal relations and social activities for emotional stability and support.

A study on building plan for smart guide services using augmented reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Yoon, Young-doo;Choi, Eun-young;Cho, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.560-562
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    • 2013
  • Due to the popularity of smart phones, interest in individual lifestyle changes and customized services has been increasing. With these request of change, there are seeking the changes of individual customized service system in public institution, museum, science museum etc. Specially museum, art museum and science museum have the common factor like "watching". Unlike art museum, museum and science museum have the purpose of the history and science education, and have a high expectations of combining entertainment and education as a public institution. For this purpose, they need to raise the immersion of display contents, and run parallel with providing more convincing explanation based on age group. Thus the purpose of this paper is that study the way of combining with efficient entertainment and educational function using argument reality.

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Development of Particle System Library for High Quality Special Effects (고품질 특수효과를 위한 입자 시스템 라이브러리 개발)

  • Baek Gi-Yeob;Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.568-571
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    • 2005
  • This research results can be used in games or animation application programs that need special effects and can be used as education software in undergraduate or graduate courses. If we use this results effectively in application programs, we can expect no small ripple effect on growing entertainment industry because special effects enhance audience's interest in games, films, and amusements.

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Implementation of G2T Descriptor of the based in Texture (텍스쳐 기반의 G2T 검색자 개발)

  • Lee, Yong-Whan;Cho, Jae-Hoon;Rhee, Sang-Bum;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.6 no.1 s.18
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    • pp.49-52
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    • 2007
  • The recent advances in digital imaging and computing technology have resulted in a rapid accumulation of digital media in the personal computing and entertainment industry. In addition, large collections of such data already exist in many scientific application domains such as the geographic information systems (GIS), digital library, trademark imaging, satellite imaging and medical imaging. Thus, the need for content-based retrieval from visual media, such as image and video data, is ever increasing rapidly in many applications.

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Comparative Analysis and Implications of Lifelong Education Policy in Korea and Germany - Focusing on Historical Transition - (한국과 독일의 평생교육정책에 대한 비교분석 및 시사점 - 역사적 변천과정을 중심으로 -)

  • Lee, Myung-Sim
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.117-132
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    • 2020
  • The purpose of this study is to examine the lifelong education policy in Korea and Germany, focusing on the historical transition process, and to explore desirable ways to develop the lifelong education policy in Korea. To this end, We compared and analyzed Korea and Germany's lifelong education policy using research papers on lifelong education and practical data published by BMBF, DIE, DVV, EAEA, UIL, and NILE. As a result of the study, German lifelong education policy has improved social and vocational professionalism running programs suitable for the characteristic of region, Korean lifelong education policy lacks civic education in terms of local lifelong education due to political sensitivity. In addition, Germany is expanding the participation rate of lifelong education by constructing an environment where it is easy to participate in lifelong education, while Korea's participation rate in lifelong education is lower than that of advanced OECD countries. At last, the German lifelong education policy pursues a natural change in the needs of the society, the ideological principle of which require education be independent. On the other hand, the study confirms that Korean lifelong education policy tends to be controlled by the central government. As a result of this study, Germany's lifelong education policy provide the following implications for Korea's lifelong education policy. First, This dissertation emphasizes the need for the learner-centered operation as the needs of educational consumers become more diverse. Secondly, It highlights the need for activation of lifelong education in career education. Third, The expansion of the lifelong education budget to support good quality lifelong learning. Fourth, Holistic and long-term system for sustainable lifelong learning society needs to be structured.

Recognition and Need of Convergence Education for Occupational Therapy Students (작업치료(학)과 대학생의 융합교육에 대한 인식 및 요구도 조사)

  • Park, Ju-Young;Lee, Na-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.299-307
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    • 2021
  • This study is a research study to identify the recognition, experiences, needs of convergence education in occupational therapy students. Therefore, it is intended to provide basic data when developing convergence subjects and non-regular programs within the occupational therapy (department) curriculum. From December 03, 2020, a web questionnaire consisting of 14 questions in 4 areas was distributed over a month, and the data of 130 people were finally analyzed. The results are as follows. First, the recognition and experiences of occupational therapy students in convergence education were low. Second, 57.7% of students recognized that occupational therapy majors need convergence education, and the expected effect of convergence education was 'improvement of occupational therapy job-related knowledge'. Third, it was recognized that 'natural science', 'prosthesis and assistive technology, activity of daily living(ADL)', and 'ADL training' convergence education was necessary for the students of occupational therapy department. The results of this study are expected to be used as basic data in the future development of occupational therapy curriculum and non-regular programs for convergence education. In the future, I think that the demand for convergence education and program development in preparation for the 4th industrial revolution will increase in the occupational therapy curriculum. It is expected that the data of this study will be used meaningfully by professors in charge of occupational therapy education at universities.

A Study of Factors Affecting the Amount of Children's YouTube Use (어린이의 유튜브 이용량에 미치는 영향 요인 연구)

  • Joe, Su-San;Kim, Bong-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.45-57
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    • 2021
  • The purpose of this study is to identify what factors have impacts on the amount of YouTube viewing. In doing so, usage type, children's levels of self-control on viewing, parent's perception of media contents, and parental mediation style were investigated by age. The result of the study showed no significant differences of the amount of use by the different age groups. There were, however, significant differences in terms of subscription status(non subscription based vs. subscription-based viewing), level of self-control, perception of content, and parent's mediations (technology, supervision, and guidance). Given the amount of YouTube use, the subscription status and parent's supervision were significantly influential factors for the age group of 3-4 years old. For the age group of 5-6, subscription status, levels of self-control, and mediation of parent's supervision and guidance were influential factors. For the age of 7-9, subscription status, the level of self control, and premium service were significantly influential. Finding similarities and differences in meaningful variables by age group suggests that different strategies should be used to reduce the amount of children's YouTube use. In addition, it raises the need for a more detailed classification of children's YouTube usage methods, which have not been addressed so far, and the need for research on the influence of these methods.

An Essay on Constructing an Official Concept of Broadcasting Contents (방송콘텐츠 개념의 제도적 정립을 위한 시론)

  • Cho, Byeong-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.477-492
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    • 2021
  • The purpose of this paper is to examine the problems caused by the lack of institutional establishment of broadcasting contents' concept, to present the categories and significance of broadcast contents concepts, and to promote discussions on defining broadcasting contents concepts. As the pattern of enjoying contents becomes fragmented, broadcasting contents such as dramas, entertainment, and documentaries are enjoyed in various ways through N-screens, beyond the distribution structure of the traditional broadcasting industry. But, the concept of broadcasting contents is subordinate to(or even absent from) the distribution structure of the broadcasting industry. This paper seeks to correct this problem by proposing a new definition of broadcasting contents. First of all, as a result of looking at the need to define the concept of broadcasting contents in various ways in principle, legal, and industrial aspects, broadcasting contents needed to be defined as a new concept independent of broadcasting media. Based on this, the existing discussions on the concept and type of broadcasting contents were reviewed to confirm the direction for establishing broadcasting contents concepts, and to define broadcasting contents into higher categories (liberal arts, entertainment), and lower categories ('documentaries, current affairs, education', 'dramas, animation, music, variety, sports').

Exploring the Effects of Factors on Hollywood Movies Box Office Success : Focusing on Top-rated Movies on the First Week of Release (할리우드 영화의 흥행요인에 관한 연구 : 개봉 첫 주 흥행 1위 작품을 중심으로)

  • Park, Seung-Hyun;Lee, Pu-Reum
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.1-13
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    • 2019
  • This study examines the impact of factors that affect Hollywood movies' box office performance, using a sample of 149 movies that were ranked number 1 on the first week of release between 2014 and 2018. Such factors as production budget, the number of opening screens, the valence and volume of both critics and netizens, rating, distributor's power, remake, high season, genre are introduced to analyze box office performance. The result shows that the determinants of the US box office and the total box office are different. Considering the difference in budget by genre, the number of opening screens is not influential in the US box office performance of all genres with production budget of less than $100 million. The result suggests the need to refine more elaborated models for future research on box office performance.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.