• Title/Summary/Keyword: Watching culture

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How Age Diverse Images on Social Media Influence Self-continuity and Impatience in Intertemporal Preference: Focusing on Women in 20s (소셜 미디어에서 경험하는 다양한 연령의 이미지가 미래 자기 연결성 및 지연 보상 선택에 미치는 영향: 20대 여성을 중심으로)

  • Lim, Jieun
    • Korean Journal of Culture and Social Issue
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    • v.27 no.2
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    • pp.191-216
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    • 2021
  • How an individual construes one's future influences everyday decisions. For example, savings and impulsive purchasing, which is highly familiar with our life, are related to future time perception. Drawing on the idea of future self-continuity, the perceived connectedness between the current and future self, this study demonstrated whether media images with various age ranges influence a sense of connectedness with one's future self as well as impatience. Furthermore, the study measured whether these relationships were moderated by the positivity of older adults and an individual's dispositional optimism in general. Results showed that watching various images of people with a wide range of age (from the 20s to 90s) in social media increased young adults' (the 20s) self-continuity and decreased their intention of impatient consumption. This effect was also moderated by the degree to which the participants perceive aging positively.

The Effects of Information Types and Players in Everyday Vlogs on Viewers' Empathy, Social Presence and Self-Enhancement (일상 브이로그의 정보 속성과 출연자 유형에 따른 시청 몰입 및 자기향상 태도의 차이)

  • Chen, Nuo;Na, Eunkyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.277-287
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    • 2022
  • Recent trends in sharing online video contents show that vlogging on everyday life can cause meaningful changes in viewers' perception of mediated characters and their own lifestyles. We explored that flourishing everyday life video contents online are intertwined with viewers' psychological engagement such as empathy and social presence, let alone self-enhancing motivations such as self-reflection and psychological empowerment. Survey analysis results suggest that between contents types of vlog (everyday life vs. in-depth information), watching in-depth information videos significantly affected viewers' psychological engagement and self-enhancing motivations. Compared to celebrity's online videos, daily videos starring laypeople showed significantly positive impacts on viewers' engagement such as empathy, social presence, and self-enhancement such as self-reflection, psychological empowerment.

A Study on Overseas Battle Cases Using Combat Drone (공격 드론을 활용한 해외 전투사례 연구)

  • Sang-Hyuk Park;Sung-Kwon Kim;Seung-Pil Namgung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.403-407
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    • 2023
  • This study started with the background that future South Korean military organizations should develop a complex system linking unmanned systems by analyzing and considering cases using "drone," which has recently become an essential means of war. In 2014 and 2022, South Korea is facing serious security threats from North Korean drones that have recently invaded South Korea's airspace in a row. If a North Korean drone was loaded with explosives and poisonous gas and invaded our airspace, the damage would be more serious. Furthermore, what the Azerbaijan-Armenian War of 2020 and the ongoing Ukraine-Russia war have in common is that battles using "combat drones" are underway. Watching this shift in the domestic and overseas war paradigm, drones have become essential for military operations. In the context of a "ceasefire" and the military environment on the Korean Peninsula, South Korea should actively develop "Combat drones" that take into account precise strikes and portability against targets linked to military drones.

A Study of Strategies in Drama Using Literature -Centering on the drama <I will visit you if the weather is nice>(2020) (문학을 활용한 드라마의 전략 연구 -드라마 <날씨가 좋으면 찾아가겠어요>(2020)을 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.771-777
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    • 2023
  • This study examines the strategy of using literary works to effectively present the emotions, narrative, and characters of a drama through the drama "I'll Visit You When the Weather is Good" (2020). The drama uses poetry to effectively show the internal conflicts of the characters, allowing the viewers to understand the characters much more closely. It also shows the narrative of relationship change and growth between the characters through the narrative of a fairy tale. On the other hand, by showing still cuts of the characters' diaries in each episode, it creates a lyrical effect, as if watching the drama is like reading a literary work. In this way, the drama "I will visit you when the weather is nice" actively utilizes literature to help viewers relate to the narrative of growth and healing and experience it as their own, thus creating a three-dimensional image of the healing effect of literature.

Oral health knowledge, attitude, behavior in middle and high school students and needs for oral health education (중·고등학생의 구강보건지식·태도·행동 및 교육요구도)

  • Choi, Hye-Sook;Hwang, Sun-Hee;Ahn, Se-Youn;Sim, Soo-Hyun;Choi, Boo-Keun;Kong, Young-Mi;Han, Su-Jin;Hwang, Yoon-Sook;Chang, Kee-Wan;Jung, Young-Ran
    • Journal of Korean society of Dental Hygiene
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    • v.11 no.4
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    • pp.533-546
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    • 2011
  • Objectives : The purpose of this study was to examine the oral health knowledge, attitude, behavior among 918 secondary students and their needs for oral health education in Seoul, Gyeonggi Province and Choongbuk Province. Methods : The collected data were analyzed by the statistical package SPSS 18.0, and frequency analysis, correlation analysis, crosstabs, t-test and ANOVA were utilized. Results : The girls proceeded the boys in oral health knowledge, and the high school students were ahead of the middle schoolers in oral health knowledge, attitude and behavior. Those who ever received oral health education surpassed the others who didn't in oral health knowledge and behavior(p<0.01). The students hoped to be provided with oral health education by dental hygienists during regular classroom hours once per semester, 30 minutes to one hour at a once, and their favorite ways of oral health education were videotape watching and practice. As for needs for oral health education, the middle school students had higher needs for that than the high schoolers, and the former's needs scores were above the average(p<0.05). Conclusions : There were differences among the students in oral health knowledge, attitude and behavior according to their school system, gender and oral health education experiences, but oral health education was provided without taking their differences into account. It was recommended, efficient oral health education programs should be developed by focusing on how to take care of and prevent oral diseases, and videotape watching and practice that were preferred by the secondary students should be included in the programs.

An Analysis of Movie Consumption Behavior from Transaction Cost Perspectives (거래비용관점에서 본 영화 소비행위 분석)

  • Park, Hye Youn;Kim, Jai Beom;Lee, Chang Jin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.3-33
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    • 2017
  • The present study analyzed movie consumption behavior from the perspective of transaction cost, taking into account the possible incurrence of additional costs in the process of consumers obtaining movie information to choose movies. Regression and multinomial logistic regression analyses were performed in the analysis by taking movie information and the individuals' social demographic characteristics as independent variables and the number and frequency of movies watched as dependent variables, using information from the "2015 movie consumer survey." The results showed that consumers considering elements such as "directors" and "online reviews" were found to be more active in movie consumption. The analysis of movie-watching frequency showed that the information considered when choosing a movie was different for high- and low-frequency movie viewers. Putting these factors together suggests that movie consumption can vary according to an individual's cultural capital, preferences, and their degree of movie information awareness. While existing studies have mostly analyzed the determinants of box office performance, the significance of the present study is its empirical analysis of individual movie information in terms of transaction cost. Based on the results above, it can be inferred that the cyclical structure of trading expenses influences movie consumption and, once preferences are formed through a certain level of consumption, the trading cost expenses decrease, which results in increasing consumption. Therefore, film makers need to establish and execute marketing strategies that appropriately use movie information so that consumers can reduce the trading costs necessary for movie watching.

Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

The Effects of Consumer Value Cognition on Benefits and Attributes of Culture-Art Products (문화예술상품 소비자의 가치인식이 추구혜택과 상품속성에 미치는 영향)

  • Shin, Eun Joo;Rhee, Young Sun
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.177-207
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    • 2012
  • Today's consumers perceive consumption as a representation of themselves. It is not simply an act that fulfills a consumer's physical and practical needs. Even in terms of life quality, consumers increasingly want to achieve an emotional and sensible experience through consumption. Consumers now make decisions based on their need to express their position in relation to other people, pursue emotional satisfaction, and try to improve the quality of life. Culture-art products that meet such internal and external demands of consumers have made significant improvements in both quantity and quality, because of the social interest and policy support. The recognition of personal and social values of culture and arts has brought about interest in and need for culture-art products. Businesses have agilely embraced such change and actively implemented various marketing strategies utilizing culture and arts. For example, businesses began to sponsor artists who produce culture-art products while building facilities for cultural and art performances or exhibitions. Businesses have also provided performances and exhibitions free-of-charge or at affordable prices. As a result, the supply in the market has started to exceed its demand as is often the case in many of other markets. However, such imbalance has occurred not because of over-supply but because of a lack of demand. Given these circumstances, the government and culture and art related organizations, which had mainly concentrated on the supply side, started to recognize the importance of creating personal and social values in culture and arts. As a result, the government and various organizations are now creating various strategies that include policy measures to achieve their new found goal. Unfortunately however, such efforts are not meeting the expectations. Focusing on above-mentioned circumstances and problems, this study aims to find measures to create demand for culture-art products in the internal conditions of those who consume culture-art products. In other words, given that the demand for culture-art products has not increased despite all external conditions to encourage consumption, this study aims to find the reasons in consumers' value judgment on culture-art products. Though there were recent studies on culture-art products that applied consumer behavior on marketing theories, most of them focused on peripheral aspects such as people's motivation for or satisfaction from watching culture-art events. Hence, there is a need to understand what kind of value consumers perceive from culture-art products and how such value cognition leads to consumption in a comprehensive manner. This study acts as follow-up to a separate study entitled "Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art Products". The current study aims to extend practical implications that enhance the effectiveness of marketing strategies among the producing and policy agencies in the industry. The purpose of this study is to investigate dimensions of value cognition, benefits and attributes of culture-art products, and identify the effects of consumer value cognition on benefits and attributes. The questionnaire was developed based on the conceptual structure of qualitative research and previous researches. It was composed of value cognition, benefits, attributes of culture-art products and demographic variables. This survey was conducted on-line and off-line among a total of 662 persons ranging from their teens to their 50's who were living in Seoul, Gyeonggi-do, various metropolitan cities, and small and medium-sized cities. The data collected was analyzed by factor analysis and path analysis using SPSS WIN 18.0 and AMOS 16.0. This empirical study found that the dimensions of value cognition of culture-art products were categorized into personal goods, aesthetic goods and public property. This shows that the consumers perceive culture-art products as products that are worthy enough to pay the costs not just for personal benefits but also for their social values. Also the formation of value cognition for culture-art products requires special conditions unlike that for physical consumer goods and services, which simply require marketing stimuli. The dimensions of benefits pursued by consuming culture-art products were found to be composed of four types - pursuit of aesthetic benefits, pursuit of actual benefits, pursuit of emotional benefits, and pursuit of conspicuous character. This result implies that people consume culture-art products not just to pursue pleasure from emotional and intelligent satisfaction as well as social relations, but also to seek the needs and benefits embodied at a social level. The dimensions of attributes of culture-art products had seven different factors, - environmental, price, evaluation, people, artwork, composition, and personal relations - which is plentiful. This is because the attributes of culture-art products are very complicated compared to other consumer goods or services. Since culture-art products include not just cultural or artistic works but also all physical, human, environmental, and systemic elements of the products in a comprehensive manner, consumers perceive everything they experience in the process of consuming culture-art products as part of the products. The dimensions of value cognition was found to affect attributes of the products, mostly using pursued benefits as a mediating factors. This result is consistent with the result of qualitative research, and proves that applying the means-end chain theory in the reverse direction is reasonable. The result can be interpreted that consumers' value cognitions for culture-art products turns into actual benefits leading to consumers' decisions. Furthermore, this result reveals that when consumers choose culture-art products, they take into account the attributes of culture-art products depending on the benefits they pursue. These results confirm that despite their conceptual and abstract attributes, culture-art products have values that contribute to actual benefits for individual consumers and society. Hence, value cognition generates benefits to be pursued and this in turn affects the consumers' choices of attributes on products. Based on the conceptual structure of consumers' value cognitions on culture-art products and its dimensions, it is possible to find detailed methods to provide opportunities for education and training to form and reinforce positive value cognition on culture-art products. And through those methods, it will be possible to develop attributes of culture-art products according to the dimensions of pursued benefits, and allow conceptual products become the subject to valuable consumption in real life. These results provide theoretical understanding of consumer behavior in culture marketing and useful information to culture-art producers, companies that use culture and art, and government agencies that use culture-art as a mean to improve the public perception of quality of life. As a follow up on this study, there should be experimental studies that can develop criteria visualizing the demands of consumers who purchase culture-art products and identify their detailed attributes. Studies that compare characteristics of different areas within the culture-art product category and in-depth studies on a specific area or genre will also be needed. In order to develop marketing strategies for culture-art products, studies on the formation and reinforcement of positive value cognition on culture-art products and education for the development of consumer demand as well as on the development and differentiation of attributes of culture-art products depending on types of consumer groups should also follow.

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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.

A Fusion Program of Tea Ceremony and Applications to Reduce the Cultural Adaptation Stress of Chinese Students in Korea (중국 유학생의 문화적응 스트레스 감소를 위한 참나다례와 앱의 융합 프로그램)

  • Kim, In-Sook;Cho, Kwangmoon
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.445-450
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    • 2017
  • Recently, at university, the number of international students from China is increasing, and we want to improve their adaptation to college life, In this research, we applied a fusion program of the tea ceremony to respect and to enhance true self through tea culture for Chinese students and seeing the tea ceremony application in Chinese. The targeting 10 international students in T University of P City have participated directly to the tea ceremony experience program once a week for 4 sessions, and watching the tea ceremony app twice or more everyday for 30 days. As the result, the average stress score of cultural adaptation of Chinese students before participating in the program was 98.5 (SD 9.63), and after participating in the program that was 93.9 (SD 9.67). And it was confirmed that the stress score level of cultural adaptation before and after participation in the program was significantly different (Z=6.702***, P=.000). Therefore, this program can be effective to reduce the cultural adaptation stress to Chinese students.