• Title/Summary/Keyword: THEATERS

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Enrichment of POI information based on LBSNS (위치기반 소셜 네트워크 서비스(LBSNS)를 이용한 POI 정보 강화 방안)

  • Cho, Sung-Hwan;Ga, Chil-O;Huh, Yong
    • Journal of Cadastre & Land InformatiX
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    • v.48 no.2
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    • pp.109-119
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    • 2018
  • Point of interest (POI) of the city is a special place that has what importance to the user. For example, it is such landmark, restaurants, museums, hotels, and theaters. Because of its role in the social and economic life of us, these have attracted a lot of interest in location-based applications such as social networks and online map. However, while it can easily be obtained through the Web, the basic information of POI such as geographic location, another effort is required to obtain detailed information such as Wi-Fi, accepting credit cards, opening hours, romper room and the assessment and evaluation of other users. To solve these problems, a new method for correcting position error is required to link location-based social network service (LBSNS) data and POIs. This paper attempts to propose a position error correction method of POI and LBSNS data to enrich POI information from the vast information that is accumulated in LBSNS. Through this study, we can overcome the limitation of individual POI information via the information fusion method of LBSNS and POI, and we have discovered the possibility to be able to provide additional information which users need. As a result, we expect to be able to collect a variety of POI information quickly.

The Study on the Influential Factors on Commercial Gentrification in Seoul (서울시 상업젠트리피케이션 영향요인에 관한 연구)

  • Kim, Gyoung-Sun;Kim, Dong-Sup
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.340-348
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    • 2019
  • This study analyzes the factors that influence commercial gentrification in Seoul by using both logit model analysis and machine learning with data cumulated from 2015 to 2018 regarding 158 market areas. Logit analysis indicates that log(market area average monthly rent) and the ratio of the purchasing amount by customers aged 40 and younger to total sales in the restaurant and retail business category are statistically significant at 1%; the increase in sales per female customer aged between 30 and 39 in the restaurant and retail business category is statistically significant at 5%; and the increase in number of retailers with a business history of less than two years in the franchise business category is significant at 10%. Machine learning indicates that significant factors ordered by importance are the total retail area, the existence of an industrial complex within the market area, the existence of a traditional market within the market area, the location of subway stations within the market area, the increase of entertainment facilities such as movie theaters within the market area, average monthly rent, and the growth rate of average monthly rent. The contribution of this research is threefold. First, this study analyzes the entire commercial area of Seoul, Korea. Second, this study provides a foundation for future research on predictive indicators by empirically investigating the factors that influence commercial gentrification in Seoul. Lastly, this study introduces various methods of research by utilizing a machine learning approach.

Effects of Selection Attributes on Satisfaction and Loyalty of Multiplex Cinemas: Combining Quantitative and Qualitative Methods (멀티플렉스 영화관의 선택속성이 만족도, 충성도에 미치는 영향: 질적/양적 방법의 혼합)

  • CHO, Eun-Jeong;NAM, Chae-Eun;CHA, Ha-Young;SHIN, Jung-Hyung;HAN, Young-Wee
    • The Korean Journal of Franchise Management
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    • v.10 no.2
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    • pp.49-58
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    • 2019
  • Purpose - As the growth potential of the cultural contents industry steadily grows, the cinemas industry is growing fast especially due to popularity and commerciality. The recent in the cinemas industry is evolving on multiplex cinemas that combine cultural facilities such as theaters, restaurants, and shopping centers. Due to the rapid growth of multiplex cinemas, many researchers have studied the characteristics of visiting customers in Korea. Among them, selection attribute of multiplex cinemas, including the service quality and physical environment, is important because it may examines the cause of customer 's behavior. Thus, this research focuses on the effects of the selection attributes of the multiplex cinemas on customer satisfaction and their loyalty. This research suggests the guidelines for how cinemas should manage their customers and build their customers satisfaction and loyalty that improve business performance. Research design, data, and methodology - This study tests the structural relationship between selection attributes of multiplex cinemas, customer satisfaction, and loyalty. selection attributes of multiplex cinemas divide into five sub-dimensions such as movies facility quality, services, cleanliness, accessibility, and snack bars quality. In order to examine the purposes of this research, research model and hypotheses were developed. All constructs were measured with multiple items developed and tested in the previous studies. The data were collected from 100 students in their 10-20s and were analyzed using SPSS 22.0, SmartPLS 3.0 and fsQCA program. Result - The findings of this research are as follows. First, all selection attributes except cleanliness have significant positive impacts on customer satisfaction and loyalty. Second, customer satisfaction has significant positive impact on loyalty. Third, as a result of fsQCA, high satisfaction and high accessibility were the necessary conditions on loyalty. Fourth, the necessary conditions for male and female groups were different. Conclusions - The implications of this study are as follows. Overall, multiplex cinemas should manage selection attributes basically regardless of the type of theater. Especially, cleanliness was not significant, but the customer probably consider it an essential and basic factors. Also, they are able to manage the selection attributes differently depending on the type of gender. For the male customers, it is effective that centralized strategy and for female customers, it is effective that emphasized the multiplex cinemas image.

A Study on the Documentary Filming Method for Specific Places - Focus on the documentary and - (장소 특정적 다큐멘터리의 촬영 방식 연구 - 다큐멘터리 <서울역>, <옥포 조선소>를 중심으로 -)

  • Oh, Sehyun
    • Trans-
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    • v.11
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    • pp.37-63
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    • 2021
  • This paper focused on documentaries and for specific places and described the documentary shooting methodology from the perspective of a Cinematographer. 'Old Seoul Station' and 'DSME' (DAEWOO Shipbuilding & Marine Engineering Co., Ltd.) are monumental spaces that reflect the value of Korea modernization and are shared by Koreans' collective memories, unconsciousness, and unique feelings for the place. 'Old Seoul Station' has changed its place identity to a new space called "Culture Station Seoul 284." 'DSME' is a large-scale industrial complex that still functions actively, and it is like an organism that seeks to change according to changes in its industrial structure. and observe and record images of space related to place identity and the people related to it. It shows the construction of staring into a space in a particular place and continuously recording and placing moments of experience, such as the appearance of people working and resting. If it is not recorded through this, it allows us to see intangible narratives related to volatile place identity, and enables specific place experiences through theaters. This study focuses on production theory based on examples of documentary filming methods for these specific places.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

The impact of Covid-19 on the Performing Arts Sector and the responses needed (코로나19로 본 공연예술계 충격과 그 대응 방안)

  • Lee, Soo-Young
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.453-463
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    • 2021
  • The purpose of this study is to establish the most severe impacts of Covid-19 in the field of the performing arts and to explore countermeasures taken both at home and abroad. This study has been conducted through literature surveys. The conclusion is as follows. First, since the outbreak of Covid-19, theater venues around the world have actively taken part in uploading recorded performances to streaming services. Secondly, these performance visualizings are generally considered as being complimentary goods rather than a substitute for live performance. Thirdly, although more audiences are tuning into watch on-line performances, consumption is concentrated on a few theaters which have a worldwide reputation and a broad range of content. Fourthly, to tackle the impact that Covid-19, the UK government announced a series of job protection schemes in the field of the Arts. In addition, Arts Council England prepared an emergency response package. In Korea, some countermeasures such as government support for artists and cultural establishments have also been implemented. Lastly, some suggestions for the sector. I conclude that there is an need for domestic companies to secure core contents of significant quality and to make strategic alliances with leading overseas performance companies so that they may cooperate together.

A study on the Development Process of Theater Education Programs according to Changes in Cultural Arts Education Facilities (문화예술교육 시설 변화에 따른 연극 교육프로그램 개발과정 연구)

  • Park, Nahyun
    • Trans-
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    • v.12
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    • pp.223-244
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    • 2022
  • The rapid change of the culture and art environment is led to new art & cultural education and differences in culture and art education facilities, away from the traditional closed space culture and art education. Phenomena such as plays out of the theater, exhibitions out of the art museum, and pictures taking a walk indicate that cultural and artistic educational facilities can no longer stay in the existing paradigm and are changing along with the changes in the cultural and creative world. Therefore, to develop a site-specific theater education program centered around a specific place rather than a theater or studio, in line with the changing times of cultural and artistic educational facilities, this researcher analyzes Brecht's radio play experiment and the recent performative performance experiment. Furthermore, using the regional and community values of arts and culture education confirmed as the motive for research on site-specific theater programs, I analyze the implementation and application process by experimenting with theater programs out of the theaters and studios. As a prior study, research on site-specific performances is being conducted relatively actively, but earlier studies were dealing only with the Ligna group performance cases are lacking. However, I would like to use the previous research on site-specific performance cases as an epistemological background. As a result of the study, for the place-specific theater program through a total of 10 learners, a text based on a specific place was created that did not depend on traditional literary texts. Through this, the possibility of a site-specific theater education program could be confirmed.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

Perception of Andong Joongang Cinema as a Local Cultural Resource (지역문화자원으로 본 안동중앙극장 인식)

  • Kim, Nam-Yong;Jung, Nak-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.69-79
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    • 2019
  • The purpose of this study is to analyze how Andong Joongang Cinema (hereinafter referred to as "The Cinema"), the only art cinema in Gyeongsangbuk-do Province, is perceived by local people as a local cultural resource. For this, an analysis framework was set for analyzing local people's perception of The Cinema as a local cultural resource, by analyzing the functions of local cultural resources and the function of The Cinema and examining the correlation between the two sectors, on the basis of precedent studies on local cultural resources and related papers on art theaters and The Cinema. Based on the proposed analysis framework, the local people's perceptions of The Cinema as a local cultural resource were summarized into four divisions: the perception of the enjoyment of culture & art, the perception of historicity, the perception of a tourist attraction, and the perception of community formation. As a result, it is judged that The Cinema has the identity, the traditionality and the community spirit as the three functions of which a local cultural resource has, and thus, it is proved that The Cinema functions as a local cultural resource. Therefore, local cultural resources have been performing their functions encompassing its scope with the region's history and surrounding environment, not standing alone. The Cinema also has been functioning as a space for the enjoyment of culture and art, a tourist attraction, and a cultural space for communicating with the public, keeping its historicity of the region. It is expected that there will be specific follow-up studies so that The Cinema can consistently play its role as a local cultural resource.

Appropriate Sowing Time and Planting Density to Improve Popcorn Production

  • Jae-Keun Choi;Si-Hwan Ryu;Hee Yeon Kim;Moon-jong Kim;Jung Heon Han;Seung Hyun Wang;Ki Sun Kim
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2022.10a
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    • pp.91-91
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    • 2022
  • Popcorn grains are consumed around 10,000 tons per year, in South Korea. It is consumed in amusement parks, movie theaters and snacks. The size of the popcorn processed market in Korea is estimated to be 3.6 billon won per year. So, the popcorn grain market has good prospects. On the other hand, domestic grain is at the level of 1 %, which is less domestic production than the size of the market. Maize Research Institute has developed domestic varieties in order to increase the use of domestically produced grains. The Oyrunpopcorn variety which was commonly distributed is a preferred cultivar because it has a good popping rate compared to imported grains. In addition, 'G-Popcom', 'Oyrun #2' and 'Kichan Popcorn' were developed, which diversified the choice of the farmers. Yield per unit area is important to improve farmers' income. At present, domestic grain production is traded at 5,000 won/kg, so if the yield improves, a high farmer^ income is expected. Therefore, this study compared the growth characteristics and yield according to the appropriate sowing time and plant density to improve the yield of domestically grown popcorn. We used 'Oryunpopcorn', for this research. Agronomic characteristics were compared by sowing times April 23, May 22 and June 22. The 100 seeds weight were 15.9g, 17.7g and 15.0g, respectively. Kernel weight planted in May 22 is the highest value. Yield per 10a were 414kg, 434kg and 296kg, respectively. It shows the yield planted in May 22 was higher than other trials. Therefore, the sowing time to increase the kernel weight and yield is appropriate for planting in mid-May. The number of plants in planting density trial was 5,700 plants, 4,700 plants and 4,000 plants in 10a area. Plant height at each trial were 221 cm, 214cm and 218cm, respectively. It was the highest height in 5,700 plants trials. The 100 kernel weight were 14.8g, 15.9g and 16.5g, respectively. Low planting density trial indicated high kernel weight. Yield per 10a was 415kg, 357kg and 314kg, respectively. It was higher at high density trial than other experimental plots. Therefore, appropriate sowing time was in mid-May and planting density was 5,700 plants/10a in order to increase the yield of popcorn in South Korea. This study will be useful for farmer's income to use the domestic cultivars.

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