• Title/Summary/Keyword: Play theory

Search Result 622, Processing Time 0.028 seconds

A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.53-64
    • /
    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

  • PDF

Influential Factors on Technology Acceptance of Augmented Reality(AR) (증강현실(Augmented Reality: AR) 기술수용에 영향을 미치는 요인)

  • Chung, Byoung Gyu;Dong, Hak Lim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.14 no.3
    • /
    • pp.153-168
    • /
    • 2019
  • Augmented Reality(AR) has been one of the important technologies of the 4th industrial revolution. Consumer acceptance of new technologies is substantial issue for market expansion, but there have been few empirical studies on factors that affect the acceptance or use intention of AR. In this study, we have explored and analyzed the factors influencing technology acceptance based on the extended unified theory of acceptance and use of technology(UTAUT2) model in the AR business and have discussed it with comparison with existing research based on this analysis. The results of this study suggest that the main variables of the existing UTAUT1 model had significant positive effect on the intention to use, such as performance expectancy, effort expectancy, facilitating conditions and hedonic motivation, habits of UTAUT2. In addition, perceived risk introduced in this study had a negative effect on intention to use. Furthermore, the impact between these two factors have been effort expectancy(${\beta}=.294$)>habits(${\beta}=.268$)>hedonic motivation(${\beta}=.266$)>performance expectancy,(${\beta}=.263$)>facilitating conditions(${\beta}=.233$)>perceived risk(${\beta}=-.094$). The impact of social influence did not have a significant effect on intention to use. The intention to use was analyzed to have a significant positive effect on the actual use and recommendation intention. On the other hand, the hypothesis that the age and gender has played a moderating role between independent variables and the intention of use were investigated. Age was found out to play a role as a moderator between social influence, facilitating conditions, hedonic motivation, habits and intention to use. In the same way, gender has been shown to play a moderating role between facilitating conditions, perceived risk and intention to use. Academic and practical implications are suggested based on the results of this study.

A Study on audience role of Contemporary Theatre - Focused on Punchdrunk's (동시대극의 관객역할 연구 - 펀치드렁크 극단의 <슬립 노 모어>를 중심으로)

  • Jeon, Yun-Kyung
    • (The) Research of the performance art and culture
    • /
    • no.40
    • /
    • pp.223-268
    • /
    • 2020
  • In contemporary Theatre, the case of inducing direct communication between the audience and the performance is prominent. Especially with the development of digital technology, the audience wants a personalized experience. The emergence of 'immersive Theatre' in this trend has attracted great attention both at home and abroad. In particular, the most important role in the emergence of the concept of 'immersive Theatre' is the British punchdrunk Theatre. Their representative performance began to premiere in London in the UK in 2003 and has expanded to include New York and China in Shanghai and continues to be extremely popular until 2019. In general, a review of existing studies on the role of the audience in shows that the focus is on the participation of the audience. What experience will be given to the audience can not be emphasized in contemporary Theatre. In order to satisfy the diverse needs of the audience, contemporary Theatre are increasingly showing complexity that cannot be explained by any one theory. The same goes for . This is because each audience wants a personalized experience, and there are differences in experience depending on the environment in which the audience also grew up, knowledge, culture, and taste. This study selected Punch Drunk's as a performance that can represent contemporary Theatre, and conducted a study on the role of audience in contemporary Theatre. To this end, we have historically explored past discussions about the role of the audience and discussed the characteristics of the role of the audience in contemporary Theatre. Next, I analyzed in detail the experience of the researcher "He" who watched the performance with the researcher on the role of the audience in . In conclusion, the experience of the audience in is diverse and complex. In other words, the role of the traditional audience in the proscenium play, as well as the audience as a participant in the post-drama play, was also complex in the performance. And this complexity was not a coincidence, but a planning strategy for the Punchdrunk Theatre. Therefore, when discussing the role of the audience in contemporary Theatre, there should be a discussion that clearly sees the complex characteristics of contemporary Theatre through the approach from various perspectives, rather than merely one view of the audience as a participant. something to do.

An Longitudinal Analysis of Changing Beliefs on the Use in IT Educatee by Elaboration Likelihood Model (정교화 가능성 모형에 의한 IT 피교육자 신용 믿음 변화의 종단분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
    • /
    • v.18 no.3
    • /
    • pp.147-165
    • /
    • 2008
  • IT education can be summarized as persuading the educatee to accept IT. The persuasion is made by delivering the messages for how-to-use and where-to-use to the educatee, which leads formulation of a belief structure for using IT. Therefore, message based persuasion theory, as well as IT acceptance theories such as technology acceptance model(TAM), would play a very important role for explaining IT education. According to elaboration likelihood model(ELM) that has been considered as one of the most influential persuasion theories, people change attitude or perception by two routes, central route and peripheral route. In central route, people would think critically about issue-related arguments in an informational message. In peripheral route, subjects rely on cues regarding the target behavior with less cognitive efforts. Moreover, such persuasion process is not a one-shot program but continuous repetition with feedbacks, which leads to changing a belief structure for using IT. An educatee would get more knowledge and experiences of using IT as following an education program, and be more dependent on a central route than a peripheral route. Such change would reformulate a belief structure which is different from the intial one. The objectives of this study are the following two: First, an identification of the relationship between ELM and belief structures for using IT. Especially, we analyze the effects of message interpretation through both of central and peripheral routes on perceived usefulness which is an important explaining variable in TAM and perceived use control which have perceived ease of use and perceived controllability as sub-dimensions. Second, a longitudinal analysis of the above effects. In other words, change of the relationship between interpretation of message delivered by IT education and beliefs of IT using is analyzed longitudinally. For achievement of our objectives, we suggest a research model, which is constructed as three-layered. While first layer has a dependent variable, use intention, second one has perceived usefulness and perceived use control that has two sub-concepts, perceived ease of use and perceived controllability. Finally, third one is related with two routes in ELM, source credibility and argument quality which are operationalization of peripheral route and central route respectively. By these variables, we suggest five hypotheses. In addition to relationship among variables, we suggest two additional hypotheses, moderation effects of time in the relationships between perceived usefulness and two routes. That is, source credibility's influence on perceived usefulness is decreased as time flows, and argument quality's influence is increased. For validation of it, our research model is tested empirically. With measurements which have been validated in the other studies, we survey students in an Excel class two times for longitudinal analysis. Data Analysis is done by partial least square(PLS), which is known as an appropriate approach for multi-group comparison analysis with a small sized sample as like this study. In result. all hypotheses are statistically supported. One of theoretical contributions in this study is an analysis of IT education based on ELM and TAM which are considered as important theories in psychology and IS theories respectively. A longitudinal analysis by comparison between two surveys based on PLS is also considered as a methodological contribution. In practice, finding the importance of peripheral route in early stage of IT education should be notable.

An Essay on the Relationship between Standards and Technological Innovation (표준과 기술혁신의 연관성에 관한 소고)

  • Sung, Tae-Kyung
    • Management & Information Systems Review
    • /
    • v.29 no.4
    • /
    • pp.225-244
    • /
    • 2010
  • In the information society, characterized by knowledge and network economy, standards and standardization became a very important factor in determining the competitiveness of nations and firms. This paper defines the concept of standards and standardization and reconstructs the theory on the relationship between standards and technological innovation. The findings and policy implications are as follows. First, the effect of standards on technological innovation differs according to its function(compatibility, minimum quality, information, and variety reduction) and types(product-related and non-product). On the other hand, standards can impede technological innovation. Second, in terms of national innovation system(NIS), standards are an infra-technology, which is a public good. Therefore, government should decide the optimal level of investment on standards and standardization. Third, since standards foster firms' innovation over the all stages of business activities company, industry, and government should connect standardization activities with R&D, manufacturing, marketing, supply chain, and technology transfer, Fourth, standards play an important role in product innovation as well as process innovation. Based on these theoretical background and hypotheses, the empirical study of the Korean firms is needed.

  • PDF

A Study on Counseling Process and Counseling Techniques Applying Adler's Individual Psychology (아들러의 개인심리학을 적용한 상담과정과 상담기법에 관한 연구)

  • Kim, Bo-Ki;Park, Yu-Mi
    • Industry Promotion Research
    • /
    • v.5 no.3
    • /
    • pp.89-96
    • /
    • 2020
  • This study is to study Adler's individual psychology and to study the counseling process and counseling techniques based on the counseling theory derived there. The progress of Adler's consultation process is first, and the relationship formation phase is the phase of seeking equal and mutually cooperative relations working as active partners toward agreed objectives between the counselor and the counsellor. Second, the lifestyle search phase is an important goal to understand lifestyle and how lifestyle affects life's task. Third, the insight phase is the one that has insight. Fourth, it is carried out in the financial direction (transformation of behavior). Adler's counseling techniques include general techniques and special techniques, and general techniques include promptness, advice, encouragement, paradoxical intentions, demonstration of poetry, and role play. Special techniques include pressing a doorbell, spitting on a physician's soup, Midas technique, entertaining others, avoiding low-quality children and self-restraint. In conclusion, individual psychological counseling is based on growth model, not medical model, and has more interest in re-education and re-lighting healthy individuals and societies than on the aspect of treatment. Therefore, it applies to various areas such as child guidance centers, parent-child counseling, marital counseling, family counseling, group counseling and treatment, personal counseling for children and adolescents, cultural conflicts and mental health campaigns.

Trust Building of Buyers who perceive Quality Risk High in Online Used Car Transactions: A Dyadic Trust Relationship (온라인 중고차 거래에서 품질위험을 높게 지각한 구매자의 신뢰형성: 구매자와 대리인 양자간 신뢰)

  • Lee, Seung-chang
    • Journal of Distribution Science
    • /
    • v.7 no.3
    • /
    • pp.49-69
    • /
    • 2009
  • With the proliferation of electronic commerce, online transactions have become a norm. Its enormous potential, however, can be truly realized if consumers feel comfortable facing invisible sellers over the Internet, a virtual business channel. Trust has been identified as a key component in many e-Commerce studies. The purpose of this study is to find out which factors play a major role in building buyer trust and how the build-up trust affects buyer's purchase intention in online used car transactions. Based on the information asymmetry, TAM (Technology Acceptance Model), and the trust theory, our research model includes factors such as a buyer's propensity-to-trust, institutional characteristics (inspection and warranty policy), word-of-mouth referral, perceived size, and perceived benefits as independent variables. The model also includes trust as a mediate variable, purchase intention as a dependent variable, and perceived quality risk as a moderate variable. The research model is tested by analyzing 448 sample data gathered from used car websites. The result shows that the trust has significant effects on the online purchase intention, and institutional characteristics have been identified as one of the most significant factors for trust building in used car websites. For those who perceive quality risk high, actual purchasing behavior occurs only when they have trust on the used car websites, indicating that trust plays a vital role as a mediate variable. This study suggests that buyer trust on the used car websites is important to increase buyer's online purchase behavior.

  • PDF

A Study on the Influence of the Drawing Style of Comics in Animation (만화 그림체가 애니메이션에 미치는 영향)

  • Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.223-226
    • /
    • 2006
  • It can formulate a basic concept to the study on styles of drawing on animation which is influenced by styles of drawing on comic. Especially the transferability of comic and eel animation have high possibility because they have common part as drawing, continuity of imagery and narrative, in spit of the differentiation with comic for spatial and animation for temporal. So the study on comic drawing styles are inevitable check point for investigating it's animation. To analyse of the style of animation drawing, can be employed the styles of comic drawing. For a case study, comic authors and their works is utilized for establishing basic concept of transferring comic to animation with the influence of drawing styles to animation and than it will apply to classify and analyse animation by them. The consequence of this study, it can be sorted in the three areas that are the cheerful comic, the drama, the boy-meets-girl comic. and can be proved that the close relationship of comic and animation. Among three aspects, a boy-meets-girl comic can not be detected in any selected animations. The presumption of this result that can be apply to the general idea which is a rare case to use in animation. Also to use partly cheerful comic to drama style as different drawing styles is for elucidating the effect of intending isolation with the play theory of Bertolt Brecht and empathizing dramatical situation through the disparity of emotion. This study is to investigate on the influence of the drawing style of comics in animation, and can provide the basic ideas of inter-relation of media through drawing styles study with the concept of hybrid.

  • PDF

A Study on the Enhancement of Learning Effects through Student-Oriented Teaching Methods in Engineering Education (공학교육에서 학습자 주도형 강의방법을 통한 학습효과 향상에 관한 연구)

  • Yang Han-Ju;Kim Jong-Heon
    • Journal of Engineering Education Research
    • /
    • v.2 no.1
    • /
    • pp.3-9
    • /
    • 1999
  • This study investigated the improved teaching methods which can enhance the learning effects of students in engineering education and provide students with practical abilities of field works. As the results of applying student-oriented teaching methods to students who take the course of hydraulic and pneumatic control in the department of mechanical design engineering of Dongyang technical college, student-oriented teaching method Is more effective than professor-oriented teaching methods in the aspects of motivation of learning, cultivation of imagination and creativity, and ability of solving problems. In order to successfully execute student-oriented teaching method, integrated lecture of both theory and experimental practice has been carried out in the classroom equipped with experimental facilities, and after acquiring sufficient experience through experimental practices, students looked into theoretical backgrounds based on the experimental results during the process solving the subjects which a professor suggested. The subjects should be suggested with the contents for accomplishing the goal of learning, and it is very important for a professor to play the role of helping students solve the problems by themselves, which results in improving practical ability of field works. At the end of every class, a professor has students fill up the questionnaire about the level of learning achievement, questions, and teaching method, and applying the surveying results to the next class can bring out improving the extents of students' participation of classes and concerns about the course. Since the engineering education requires a practical ability of field works, imagination, and creativity in every course, it is desirable to introduce student-oriented teaching method rather than professor-oriented teaching method.

  • PDF

A study on Amusement Fear of Video Game and Player's Response (비디오게임의 유희적공포에 대한 플레이어의 반응연구)

  • Yoon, Jang-Won;Oh, Kyung-Su
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.3-12
    • /
    • 2009
  • In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.

  • PDF