• Title/Summary/Keyword: Web entertainment

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Uses and Gratifications of User-Created Contents: Expressing Self with Self-Produced Video Clips (동영상 UCC의 이용 동기와 만족에 관한 탐색적 연구)

  • Sung, Myoung-Hoon;Lee, In-Hee
    • Korean journal of communication and information
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    • v.40
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    • pp.45-79
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    • 2007
  • This study explored three questions: (1) what are the motives of producing and using user-created contents (UCC, video clips which are produced and uploaded at various web sites by individuals), (2) what are the gratifications that users obtain from UCC, and (3) what are the differences of gratifications according to individual uses of UCC. A survey was conducted to 258 UCC users and data were factor-analyzed to find the dimensions of motives and gratifications. As for the motives of UCC uses, six factors were constructed: self-expression, private life, participation, information retrieval, rest, and entertainment, among which self-expression showed the largest variation. As for the gratifications, five factors were constructed: self-expression, rest, information retrieval, socializing, and entertainment.

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Digital Generation's Media Use and Political Participation : Focusing on SNS and Smart Phone Use (디지털 융합 세대의 미디어 이용과 정치참여의 특징 : SNS와 스마트폰을 중심으로)

  • Lee, Young-Soo;Kim, Sung-Joong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.39-60
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    • 2019
  • The purpose of this study is to examine new types of political participation using the new media of digital convergence generation. For this purpose, groups were classified according to age and characteristics of media usage to investigate whether there are differences in media-related tendencies, SNS and characteristics of Smartphone usage political-related characteristics, and political participation by types. The results of the study is that the media usage characteristics by generation showed a difference between groups according to the high and low motivation for using media, and there was a generation differences in politics-related characteristics and types of political participation. Digital generation showed lower political involvement, political efficiency and offline political participation than Web 1.0 generation. In addition, political efficacy showed the moderating effect that had the greatest effect on political participation by types.

An App-based Evolving Medical Nomogram Service System (앱기반 진화 의료 노모그램 서비스 시스템)

  • Lee, Keon-Myung;Hwang, Kyoung-Soon;Kim, Wun-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.4 no.4
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    • pp.72-76
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    • 2010
  • Clinical nomogram is a graphical representation of numeric formula, constructed from clinical cases database of followed patients' treatment, which is used for medical predication. For a clinical nomogram to contribute patient care, it is required to accumulate as many as clinical cases and to extract medical prediction knowledge. It needs to be equipped with an effective method to build medical nomogram with high predication accuracy. It is desirable for medical nomogram to be accessible at patient care point. This paper proposes a medical nomogram service system architecture which takes into account the above-mentioned issues. The proposed system architecture includes a web-based database subsystem to maintain and keep track of clinical cases. On the periodic basis, a new clinical nomogram is reconstructed for the updated clinical database. For the convenient use of patient care practice environment, an app-based program is provided which makes prediction based on the most recent clinical nomogram constructed in the service system. The proposed method has been applied to a clinical nomogram service system development for recurrence and survival prediction in bladder cancer patients.

National Awareness of the 2019 World Swimming Championships using Big Data from Social Network Analysis (소셜네트워크 분석의 빅데이터를 활용한 2019세계수영선수권 대회의 국내 인식조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.173-184
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    • 2019
  • The data processing of this study is based on the word data search in social media through textom and the big data analysis is carried out and three areas (2019 Gwangju World Swimming Championships, 2019 Gwangju World Swimming Masters Competition, 2019 World Swimming Championships Problem) was consistently handled through data collection and refinement in the web environment. We applied the collected words to the program of Ucinet6, visualized them, and conducted a CONCOR analysis to grasp the similar relationship of words and to identify the cluster of common factors. As a result of the analysis, the clusters related to the 2019 Gwangju World Swimming Championships mainly consisted of four major areas of recognition and perception, mainly searching for operational aspects related to the swimming championship, and the community related to the 2019 Gwangju World Swimming Masters Competition Is mainly searched for the promotion of the Masters Competition and the aspect of the competition divided into two areas of major recognition and peripheral recognition. The cluster related to the problems of the 2019 Gwangju World Swimming Championships is divided into five areas, And they are mainly searching for the place, operation, institution, event, etc. of the problem of the swimming championship.

Influences of Smartphone Overuse on Health and Academic Impairment in Adolescents : Using Data from Korea Youth Risk Behavior Web-based Survey of 2017 (스마트폰 과사용이 청소년의 건강과 학업에 미치는 영향 : 2017년 청소년건강행태온라인조사 자료를 이용하여)

  • Moon, Jong-Hoon;Jeon, Min-Jae;Song, E-Seul
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.177-186
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    • 2019
  • The purpose of this study was to investigate the influences of the smartphone overuse on health and academic impairment in adolescents. This study used data from Korea youth risk behavior web-based survey of 2017. This survey was conducted on 64,991 adolescents(middle and high school students), and 62,276 (95.8%) responded. The researchers used frequency analysis, independent t test, chi-square test and Pearson correlation analysis using SPSS 22. As a result, the usage rate of adolescents's smartphone was 54,603 out of 62,276, which was 87.7%. The purpose of smartphone usage was messenger(1st rank, 27.3%), SNS(2nd rank, 18.7%) and game(3rd rank, 13.3%). The average daily use time of the smartphone was 206.68±194.73 minutes. Girl students showed significantly more use time of smartphones than boy students(p<.001). Students with more than 206 minutes of smartphone use had worse health and academic performance than students with less than 206 minutes(p<.001). Time of smart phone usage and academic ability showed a weak correlation(p<.001, r=.245). The present findings showed that the higher the smartphone usage, the lower the health level and academic ability, and the author discussed these results.

Investigation of Self-Rated Health and Happiness, Physical Activity, and Mental Health by Smartphone Overuse using Korea Youth Risk Behavior Web-Based Survey 2017 (2017년 청소년 건강행태온라인조사를 활용한 청소년의 스마트폰 과사용으로 인한 주관적 건강과 행복, 신체활동 및 정신건강에 대한 연구)

  • Moon, Jong-Hoon;Song, E-Seul;Seong, Hyun-Yong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.515-524
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    • 2019
  • The purpose of this study was to investigate the influences of adolescents on self-rated health and happiness, physical activity, and mental health according to time of smartphone use. The researcher used raw data from the Korea youth risk-behavior web-based survey(2017). A total of 64,991 adolescents were enrolled and 54,603 were analyzed in logistic regression analysis. The researcher set gender, self-rated health and happiness, physical activity, and mental health as independent variables and performed logistic regression analysis with smartphone overuse time as dependent variables. As a result, the female had a smartphone overuse of 1.49 to 1.67 times higher than male. Subjectively healthy people were 1.2 to 1.35 times more likely to use smartphones than those who did not(p<.001). People with higher physical activity were higher by 1.17 to 1.18 times than people without physical activity(p<.001). Subjective happiness did not predict smartphone usage(p>.05). People with subjective stress were higher 1.13 to 1.22 times than people without stress, and person with sadness and despair and suicide plan, 1.37 to 1.54 times, 1.17 to 1.24 times than those who did not(p<.001). Depression tended to become more serious as smartphone use increased. These investigation suggest that the self-rated health, physical activity, and mental health excluding self-rated happiness are related to overuse of smartphone.

Development of Web-Based Infection Prevention Education Program For Children, Parents and Teachers (어린이, 부모, 교사를 위한 웹기반 감염예방 교육프로그램 개발)

  • Kim, Dong-Hee;Park, Jung-Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.430-438
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    • 2018
  • This study was conducted to develop and evaluate a web-based infection prevention education program for children, parents and teachers. Research for development of the web-based education program was completed in four phases (analysis, design, development, and evaluation) from 1 February 2015 to 5 October 2015, and the completed website was named CHILD4HEALTH (http://uwcms.pusan.ac.kr). Educational contents pertaining to infection prevention were composed of three sections, children, parents and teachers. Subjects were divided into nine categories, animation, children's dictionary, with mom, music, games, quizzes, educational contents for parents, educational contents for teachers, school newsletters, and handouts. Six characters were developed to increase interest and educational effect. Program evaluation items comprised the website, reliability, and satisfaction. Website evaluation by parents revealed that ease of use was $3.77{\pm}0.70$, entertainment value was $4.07{\pm}0.27$, childproof was $3.82{\pm}0.67$, education value was $4.02{\pm}0.75$, and design features were rated $3.65{\pm}0.53$. According to teachers, ease of use was $3.98{\pm}0.37$, entertainment value was $4.00{\pm}0.17$, childproof was $4.34{\pm}0.60$, education value was $4.00{\pm}0.20$, and design features were $3.81{\pm}0.56$. Parents scored reliability and satisfaction as $8.33{\pm}0.62$ and $7.80{\pm}0.77$, respectively, while they were scored as $8.50{\pm}0.73$ and $8.10{\pm}0.74$ by teachers. Based on the results of this study, the developed web-based education program will help prevent infectious disease and facilitate development of future education programs regarding such diseases.

Research a Study on Awareness and Practice of Personal Information Protection in Students (대학생들의 개인정보 보호인식과 실천에 대한 인지도 조사연구)

  • Lee, Hye-Seung;Kim, Hwan-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.53-67
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    • 2019
  • This study is expected to be of significance in that it attempted to examine the personal information protection awareness of college students and the state of their personal information protection as prospective information processors and private information owners to boost their will to put private information protection in practice. As a result of making an analysis, the most common average time that the students spent in doing every online activity on weekdays was fewer than two or three hours, and the most dominant activities that they did over the Internet were for entertainment or hobbies. As for awareness of the nature of the Internet, they looked upon it as a quite open public space. Regarding the state of private information protection, they thought that changing passwords on a regular basis would be beneficial to personal information protection, and many thought that it's needed to withdraw from or shut down web sites that weren't used for a long time. In terms of actual practice, however, they didn't change their e-mail passwords regularly on the grounds that it's a hassle, and even the students who had experience of personal information leakage didn't report it or didn't ask for counsel on the grounds that they didn't want to be bothered as well. The majority of the students weren't cognizant of how to report or seek counsel. In the future, personal information protection should be educated on a continual basis as part of curriculum to raise awareness of it among students and boost their will to practice it with a sense of responsibility in an effort to prevent the occurrence of collateral damages triggered by personal information leakage.

The Multimedia Searching Behavior of Korean Portal Users (국내 포털 이용자들의 멀티미디어 검색 행태 분석)

  • Park, So-Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.1
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    • pp.101-115
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    • 2010
  • The main difference between web searching and traditional searching is that the web provides and supports multimedia searching. This study aims to investigate the multimedia searching behavior of users of NAVER, a major Korean search portal. In conducting this study, the query logs and click logs of a unified search service were analyzed. The results of this study show that among the multimedia queries submitted by users, audio searches are the dominant media type, followed similarly by video and image searches. On the other hand, among the multimedia documents clicked on, video is the most popular collection type followed by image and audio collections. Entertainment is the most popular topic in both multimedia queries and clicks. The results of this study can be implemented for the portal's development of multimedia content and searching algorithms.

Factors Affecting the Intention to Buy of Adolescents Toward e-Learning -Focused on the Moderating Effect of Adolescents's Conformity- (청소년들의 e-Learning 구매에 영향을 미치는 요인 -청소년들의 동조성에 따른 조절효과를 중심으로-)

  • Suh, Mun-Shik;Cho, Sang-Lee;Noh, Hye-Yeon
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.376-390
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    • 2009
  • The objective of this study is to examine the factors affecting adolescents' intention to buy e-Learning web site, expecially focuses on the moderating effect of adolescents's conformity. The main results are as follows. First, teacher's ability, personalized service, easy for service search, interaction between students, service revival for joining e-Learning sites affect intention to buy e-Learning web site through perceptual usefulness, except for entertainment. Second, perceptual usefulness has positive effect on intention to buy. Third, According to conformity, personalized service has different effect on perceptual usefulness. The result shows higher in high conformity group than low conformity group. It means e-Learning companies should focus on reference group or special group to effect their marketing strategy on adolescents. Lately, preceded studies investigated using SERVQUAL or SERVERF which were suit to offline. But, this study found e-Learning factors which are suitable to online. So, the factors and the results are more useful to e-Learning companies.