• 제목/요약/키워드: Need for Entertainment

검색결과 160건 처리시간 0.024초

생활행위 분류에 의한 가정부문 용도별 에너지소비 분석모형 개발 (Development of Bottom-up model for Residential Energy Consumption by Use)

  • 임기추
    • 에너지공학
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    • 제22권1호
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    • pp.38-43
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    • 2013
  • 생활양식의 변화나 생활행위의 변화에 관련한 가정부문 에너지소비 패턴의 분석을 위해서 용도별 에너지소비자료 작성이 절실히 요청되어 왔다. 이에 따라, 생활행위의 분류에 의한 가정부문 용도별 에너지소비 분석모형을 개발하여 에너지소비 분석을 시도하였다. 본고에서는 부위(방)별 에너지 사용기기의 에너지 소비효율에 생활행위별 기기마다 가동시간을 곱해서 가구당 에너지소비량이 산출될 수 있도록 상향식의 가정 내 모형을 구축하였다. 생활행위 분류를 감안한 용도는 조명용, 난방용, 냉방용, 오락용, 정보용, 위생용, 취사용 등으로 구분하였다.

Musical Identity Online: A "Netnographic" Perspective of Online Communities

  • Strubel, Jessica;Pookulangara, Sanjukta;Murray, Amber
    • International Journal of Costume and Fashion
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    • 제13권2호
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    • pp.15-29
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    • 2013
  • Today's technology enables consumers to trade millions of dollars, conduct online banking, access entertainment, and do countless other activities at the click of a button. Online social networks (OSN) have become a cultural phenomenon that allows for individualistic consumerism. Consumers are increasingly utilizing OSN to share ideas, build communities, and contact fellow consumers who are similar to themselves. The relevance of online communities to the music is immense especially because musicians are now using social media to build global audiences. Not only is information about music and performance disseminated online, but musical commodities are sold and traded online. Online music communities allow consumers to elect and create new identities online through the purchase of subcultural commodities. Given the growing economic importance of online music communities it is important to get a holistic view of subcultural communities online. This study utilized content analysis of online music community websites using the Netnography methodology as developed by Kozinet for data collection to analyze consumers' purchasing and consumption behavior of subcultural commodities online as related to the formation of subcultural identities. Findings showed that subcultural items are predominantly purchased online, especially digital music, and there is a need for more custom craft items. The authors presented a new conceptual taxonomy of online subcultural consumer classifications based on online behavior patterns.

지리적 특성을 고려한 범죄두려움 영향 요인 분석 - 범죄취약계층인 20대 여성을 중심으로 - (An Analysis of Factors Affecting Fear of Crime Considering Geographical Characteristics - Focused on Women in 20's who are Vulnerable to Crime -)

  • 변기동;하미경
    • 대한건축학회논문집:계획계
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    • 제36권5호
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    • pp.23-32
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    • 2020
  • Recently, women's fear of crime continues to increase in space of everyday. By the way, the fear of crime has the spatial properties as crime. Therefore, The purpose of this study is to evaluate the spatial dependence of fear of crime and to suggest the physical environmental factors influencing fear of crime. For this, a spatial regression analysis using spatial weights was conducted based on the location data of the fear of crime measured through a survey. The results of this study are as follows; First, the fear of crime felt by women in their twenties who are vulnerable to crime has spatial dependence. Therefore, it is necessary to consider the spatial characteristics in analyzing the environmental factors affecting this. Second, in order to reduce the fear of crime, it is necessary to improve the environments of old housing and entertainment facilities. There is also a need for ongoing management. Third, careful consideration is needed in the installation of CCTV and street lights, which are factors influencing the fear of crime. It is necessary to establish a reasonable arrangement standard for CCTV and to analyze the street lighting in detail.

외적 환경 변화에 따른 과학관의 구축 방향 전략 (The construction strategy for the Smart Science Museum basis on the external environment)

  • 최훈;송승근;최은영
    • 한국정보통신학회논문지
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    • 제18권11호
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    • pp.2792-2798
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    • 2014
  • 과학관 타겟층 확대를 위하여 유청소년들이 좋아하는 테마파크, 게임, 영화 등 다양한 엔터테인먼트 산업과의 차별화 전략을 통하여 단순한 놀이가 아닌 에듀테인먼트로서의 과학관 위상 확립을 도모 하여야 한다. ICT융합 콘텐츠 전시를 이용하여 과학의 원리에 대한 관람객의 이해도를 높이고, 과학교육이라는 교육적인 측면 이외에도 대중적인 과학 문화공간으로 흥미로운 여가공간의 기능을 부여함으로써 과학관의 효용성을 높이는 방안을 강구해야한다. 과학교육의 장으로서의 과학관이 아닌 지역사회와 함께 하는 문화공간으로서의 과학관 역할이 필요하며, 대 국민 과학교육의 메카로서 교육적인 내용들을 어떻게 효율적으로 대중에게 전달할 것인가에 대한 고민이 필요하다. 본 연구는 과학관이 단순한 체험과 교육에서 벗어나 현대사회에서 과학교육의 메카로서 과학관이 나아가야 할 방향에 대하여 외적 환경 분석을 바탕으로 제시하였다.

스마트 과학관의 외적환경에 대한 연구 (The Research for the external environment of the Smart Science Museum)

  • 최은영;최유정;윤영두
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.118-121
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    • 2014
  • 현대사회에서 과학관은 유청소년들이 좋아하는 테마파크, 게임, 영화 등 다양한 엔터테인먼트 산업과의 차별화 전략을 통하여 단순한 놀이가 아닌 에듀테인먼트로서의 과학관 위상 확립을 도모 하여야 한다. ICT융합 콘텐츠 전시를 이용하여 과학의 원리에 대한 관람객의 이해도를 높이고, 과학교육이라는 교육적인 측면 이외에도 대중적인 과학 문화공간으로 흥미로운 여가공간의 기능을 부여함으로써 과학관의 효용성을 높이는 방안을 강구해야 하는 시기에 이르렀다. 과학교육의 장으로서의 과학관이 아닌 지역사회와 함께 하는 문화공간으로서의 과학관 역할이 필요하며, 대국민 과학교육의 메카로서 교육적인 내용들을 어떻게 효율적으로 대중에게 전달할 것인가에 대한 고민이 필요하다. 본 연구는 과학관이 단순한 체험과 교육에서 벗어나 현대사회에서 과학교육의 메카로서 ICT융합기술을 어떻게 접목하여 과학 교육에 활용할 것인가에 대한 외적 환경 조성을 분석하였다.

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The Effect of Professional Sport Spectator's Experience Economy Factors on Satisfaction: Focused on Mediating Effects of Attachment and a Sense of Community

  • LEE, Hyuk-Jin;JUNG, Sam-Kwon;SEONG, Myeong-Hee
    • The Journal of Asian Finance, Economics and Business
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    • 제6권3호
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    • pp.269-282
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    • 2019
  • The purpose of this study is to investigate the relationship between the spectator experience and satisfaction with a focus on attachment and a sense of community. The survey was given to random spectators who watched KBO (The Korea Baseball Organization) games in 2018. With 189 surveyed participants, this study used exploratory factor analysis and reliability analysis to verify the reliability and validity of the measured variables. The hierarchical multiple regression correlation was employed as a statistical method for the hypotheses of this study. The findings showed that spectators' experiences have influences on satisfaction. Among the experience factors, education and entertainment affect attachment, and education has the only significant influence on a sense of community. In addition, spectators' attachment and a sense of community positively influence satisfaction. Attachment and a sense of community have a relatively mediated effect on spectators' experiences and satisfaction. This study confirmed the need for various spectator experiences at KBO games, and the importance of place attachment or a sense of community.

An Extension of Theory of Planned Behavior for in-App Advertisements: The Case of Vietnamese Young Mobile Users

  • Tapanainen, Tommi;Dao, Trung Kien;Nguyen, Thi Thanh Hai;Pham, Thi Anh Duong;Nguyen, Danh Nguyen
    • Journal of Information Technology Applications and Management
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    • 제27권1호
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    • pp.147-171
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    • 2020
  • In-app advertisement is a fast-growing trend in mobile advertising, where user acceptance of ads is facilitated by the fact that users have voluntarily downloaded the app through which the ad is served. However, research in this ad category is limited. This study applies an extended version of the theory of planned behavior. Analysis results from 412 young mobile users in Vietnam using structural equation modeling showed that while localization and perceived enjoyment affected user intention to watch in-app ads as expected, perceived behavioral control and trust did not. Such results may be due to embedding the ads to applications, confusing users' behavioral intentions. The results underline the need for more future research in the area. In practical terms, companies should improve localization and entertainment aspects of ads to create more relevant and engaging advertisements.

최근 우리나라 e-Learning 시장의 주요 동향 및 향후 전망 (Some Problems of e-Learning Market in Korea)

  • 윤영한
    • 통상정보연구
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    • 제9권2호
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    • pp.103-120
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. According to specialist's opinion, imagination experience studying is generalized, and learning environment that language barrier by studying, multi-language studying Machine that experience past things that disappear through simulation, and travel area, and experience future changed state disappears is forecasting to come. This is previewing finally that it may become future education that education and IT, element of entertainment is combined. Already, became story that argument for party satellite of e-Learning existence passes one season already. e-Learning is utilized already in all educations that we touch by effectiveness by corporation's competitive power improvement and implement of lifelong education in educational institutions through present e-Learning. It is obvious that when see from our viewpoint which is defining e-Learning by one industry and rear by application to education as well as one new growth power about these, e-Learning industry becomes very important means that can solve dilemma of growth real form. Only, special quality of digital industry that e-Learning is being same with other digital industry and repeat putting out a fire rapidly, and is repeating sudden change that these evolution is not gradual growth of accumulation and improvement of technology that is appearing consider need to. In the meantime, we need to observe about evolution of Information Technology. Because there is some scholars who e-Learning's concept foresees to evolve by u-Learning.(although, a person who see that these concept is not more in marketing terminology by some scholars' opinion is). This u-Learning's concept means e-Learning that take advantage of ubiquitous technology as Ubiquitous-Learning's curtailment speech. Ubiquitous, user means Information-Communication surrounding that can connect to network freely regardless of place without feeling network or computer. There is controversy about introduction time regarding these direction, but e-Learning is judged to evolve by u-Learning necessarily. Because keep in step and age that study all contents that learner wants under environment of 3A (any time, any whrer, any device) by individual order thoroughly is foreseen to come in ubiquitous learning environment that approach more festinately.

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고령화시대 욕실공간에서의 가구 및 제품 디자인방향 (Design Direction of the Furniture and Products in the Bathroom Space in Aging Societies)

  • 김지민;최경란
    • 한국가구학회지
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    • 제22권4호
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    • pp.287-298
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    • 2011
  • In this study, I wanted to propose the design direction of the furniture and products in bathroom space so that the elderly's life is well supported to meet such aging societies that are getting older. Therefore, I have drawn the elders' needs by investigating their characteristics through literature research and used such needs as a frame of analysis to analyze the bathroom furniture and products made in Korea and foreign countries. The analysis results indicate:First, the elders need entertainment, health care, environment-friendly, convenience, good accessibility, chair-based bath and space separation; second, both Korean-made and foreign-made bathroom products are difficult to be controlled, invisible of font, hard to sustain the elders' bodies, inconvenient to be used and etc; and third, the design to solve such problems should be with intuitive user interface, easy control, better accessibility, the elders' moving patterns and living habits considered, health care, pro-environmental product. This study puts emphasis on the reflection of socio-cultural characteristics in designing bathroom furniture & items for aging society and requires more bathroom products with various designs in the foreseeable future.

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TV홈쇼핑 채널의 이용과 충족연구 (Uses and Gratifications of TV Home-shopping Channels)

  • 이상봉
    • 한국콘텐츠학회논문지
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    • 제11권12호
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    • pp.241-249
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    • 2011
  • 본 연구는 이용과 충족의 관점에서 TV홈쇼핑 채널의 이용동기와 그리고 구매의도에 영향을 미치는 요인들에 대해 알아보고자 하였다. 연구결과를 요약하면, 첫째, TV홈쇼핑 채널 이용자의 이용동기 유형은 크게 '정보성', '편의성', '오락성'의 세 가지 차원으로 나타났다. 이중에서 편의성 동기 요인이 가장 높게 나타났다. 둘째, TV홈쇼핑 채널의 구매의도에 영향을 미치는 요인으로 이용동기는 제한적으로 구매의도에 영향을 미치고 있었으며, 수용자의 능동성은 가장 예측력이 높은 변수라는 결과를 보였다. 따라서 수용자의 능동성의 하위 차원인 선택성과 관여도를 주목할 필요가 있다. 이용행태 변수인 이용자의 시청량 또한 구매의도에 유의미한 영향을 주고 있었다. 이러한 결과의 시사점은, TV홈쇼핑 채널의 편의성을 극대화 할 수 있는 마케팅 전략과 TV홈쇼핑을 단순히 상품 판매의 수단으로서만이 아니라 방송콘텐츠라는 차원에서 새로운 접근이 필요하다는 것이다.