• 제목/요약/키워드: audience behavior

검색결과 98건 처리시간 0.025초

미술관 전시실의 공간형태와 동선의 상관관계 연구 - 연결로(Connectors)의 위치에 따른 공간 유형 중심으로 - (A Correlation Between Spatial Configuration and Circulation in Exhibition Space - Focused on the Position of Connectors -)

  • 장은아;이현수
    • 한국실내디자인학회논문집
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    • 제24권5호
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    • pp.144-152
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    • 2015
  • In modern city, art museum is regarded as significant institutions because it includes educational roles beyond the means of facilities for historical exhibitions. Based on these flow, various research of museum's space with view from the operational point to the spatial analysis point has been approached. Moreover, it is required to address human behavior in art museum space on the ground that lots of audience move simultaneously. In the field of interior architecture, it is also necessary to analyze how design elements affect the human behavior directly and use the method of controling a circulation. In this research, based on the role and importance of the basic components of the interior space, re-interprets the exhibition space based on the relevant theory, to comprehensively examine the influence the shape of the space is on the substantially walking behavior. Therefore, first is to determine whether the spatial type corresponding to the position of the connectors in the exhibition space. Second is to conduct the investigation observation for gathering the actual viewing exhibition circulation. Finally, it analyzed whether the observed actual circulation and planned circulation matched. As the result, the position of the connectors is that causes the difference of the spatial configuration, which affects the viewing circulation was found. The significance of the research is to present the form to plans of the interior space as a method of reducing congestion perception of viewing circulation.

How can we feel the compassion effect like the Mother Teresa effect?

  • Kyung Ja Ko;Hyun-Yong Cho
    • 셀메드
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    • 제13권10호
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    • pp.12.1-12.4
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    • 2023
  • The purpose of this study is to suggest that compassion is used as a mechanism to improve immunity by activating people's parasympathetic nerves. Compassion is pity and heartbreak for the misfortune of others. The instinctive emotion of compassion is the basis for humans to achieve and develop society. This is also linked to the laws of nature and the factors of evolution that Kropotkin, famous for his "mutual assistance (mutualism)" that all things help each other. Compassion is an individual's instinctive emotion and at the same time a driving force for forming and developing society. If the Hopeful World (希望世上) performs Korean traditional music healing at a nursing home, first, it will have a positive healing effect on the elderly in the nursing home, who are the audience. Second, positive healing effects can also be expected from performers. The stronger the compassion, the greater the healing effect. Third, people who watch the performance also enjoy the healing effect. This seems to have brought about a synergistic effect by combining the feelings felt while looking at the excellent behavior felt by seeing the poor person. It seems that this effect can be named the compassion effect that developed the Mother Teresa effect. The Mother Teresa effect refers to a significant improvement in the body's immune function just by volunteering or seeing good things. By expanding this Mother Teresa effect, it can be inferred that a pitying heart, helping behavior, and being with good behavior will all help improve the human immune system. This can also be called the compassion effect. Therefore, we think having compassion activates the parasympathetic nerves, improving your mood, and increasing your immunity.

초기 시청시간 패턴 분석을 통한 대흥행 드라마 예측 (Prediction of a hit drama with a pattern analysis on early viewing ratings)

  • 남기환;성노윤
    • 지능정보연구
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    • 제24권4호
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    • pp.33-49
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    • 2018
  • TV 드라마는 타 장르에 비해 시청률과 채널 홍보 효과가 매우 크며, 한류를 통해 산업적 효과와 문화적 영향력을 확인시켜줬다. 따라서, 이와 같은 드라마의 흥행 여부를 예측하는 일은 방송 관련 산업에서 매우 중요한 부분임은 주지의 사실이다. 이를 위해서 본 연구에서는 2003년부터 2012년까지 10년간, 지상파 채널을 통해 방송된, 총 280개의 TV 미니시리즈 드라마를 분석하였다. 이들 드라마 중 평균 시청률 상위 45개, 하위 시청률 45개를 선정하여 흥행 드라마의 시청시간 분포 (5%~100%, 11-Step) 모형을 만들었다. 이들 기준 모형과 신규 드라마의 시청시간 분포와의 이격 거리를 Euclidean/Correlation으로 측정한 유사도(Similarity)를 통해, 시청자의 초기(1~5회) 시청시간 분포로 신규 드라마의 성패 여부를 예측하는 모델을 만들었다. 또한 총 방송 시간 중 70% 이상 시청한 시청자를 열혈 시청층(이하 열혈층) 으로 분류하고, 상위/하위 드라마의 평균값과 비교하여, 신규 드라마의 흥행여부를 판별할 수 있도록 설계하였다. 연구 결과 드라마의 초반 시청자 충성도(시청시간)는 드라마의 대흥행 여부를 예측하는데 중요한 요소임을 밝혔으며, 최대 75.47%의 확률로 대흥행 드라마의 탄생을 예측할 수 있었다.

Cultural Exchange and Its Externalities on Korea-Africa Relations: How Does the Korean Wave Affect the Perception and Purchasing Behavior of African Consumers?

  • Ochieng, Haggai Kennedy;Kim, Sungsoo
    • East Asian Economic Review
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    • 제23권4호
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    • pp.381-407
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    • 2019
  • The Korean wave has become a global phenomenon whose effect has been widely studied in Asia, Europe and the US. However the presumption of cultural distance makes it appear unlikely that the Korean wave could gain traction among African consumers of cultural products. As such, a dearth of evidence exists on the effects of the wave in Africa. This paper examines the effect of the wave in East African countries employing both descriptive and Probit model analyses. The results show that, contrary to conventional beliefs, most Africans surveyed perceive value proximity with Korea through the values conveyed in Korean dramas, movies and music. Confucius values, such as filial piety, family love and respect for the elderly are the most appealing to the East African audience. Importantly, contact with Korean wave contents contributes to the respondents' disposition to form favorable attitude towards Korea. The African consumers of Korea's cultural products are equally likely to purchase other Korean commercial products. These results remotely suggest that Hallyu may be a tool for advancing Korea's soft power towards Africa and could generate positive economic externalities.

Developing Health Education Programs for Health Promotion: Development of a Training Guide on Prevention of Smoking and Excessive Drinking

  • Bae, Kyung-Hee;Nam, Jung-Ja
    • Korean Journal of Health Education and Promotion
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    • 제3권1호
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    • pp.55-70
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    • 2001
  • Background: Alcohol and tobacco use are two major behavioral risk factors implicated in increased morbidity and mortality. Since both substances are widely used in Korea, a concerted effort is currently underway to reduce the use of tobacco and alcohol in Korea. Objectives: Efforts directed toward preparing health promotion planners and health educators from local health departments to organize and implement community-wide interventions to reduce the proportion of people smoking and reduce the average level of alcohol consumption in the community. Methods: Comprehensive multi-media health promotion materials were developed based on health behavior theories and strategies. The materials were developed to introduce a user-oriented developmental approach by making messages more persuasive and organizing content in a user-friendly manner. Health educators from all local health departments in the country were trained in the use of the materials, to enable them to develop community interventions to reduce smoking and drinking. Implications for Practitioners: The process followed in developing the health intervention materials is described in detail to assist practitioners who need to develop effective programs to reduce the use of tobacco and alcohol. Sections of the report explain health intervention theories, specific program activities to include in an intervention, development, organization, evaluation, choosing a target audience, choosing goals of an intervention, and methods of making program content vivid and persuasive.

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3D 가상현실기반의 발표훈련시스템 (Presentation Training System based on 3D Virtual Reality)

  • 정영기
    • 문화기술의 융합
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    • 제4권4호
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    • pp.309-316
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    • 2018
  • 본 연구에서는 실제와 같은 가상발표환경을 구현하여 실전에서 자신감 있게 발표할 수 있도록 도와주기 위한 3D 가상현실기반의 발표훈련시스템을 제안한다. 제안시스템은 발표자의 음성과 행동을 실시간으로 분석하여 가상공간의 청중들에게 반영되게 함으로서 사실감 있고 몰입도 높은 발표 및 면접 환경을 제공하였다. 발표자는 6DOF Tracking이 되는 HMD와 VR Controller를 착용하고 Kinect를 이용하여 가상공간 속에서의 시점 변화 및 인터랙션을 줄 수 있으며 가상공간은 사용자가 설정한 다양한 환경으로 변경이 가능하도록 하였다. 발표자는 가상공간 속에 별도로 제공되는 뷰에 표시된 프리젠테이션 파일 및 스크립트를 보며 내용 숙지 및 발표 숙달 연습을 하게 된다.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

디지털 게임 설계 장치로서의 다중 프레임 연구 (A Study on the frame within a frame as a Digital Game Design Tool)

  • 김다인;성정환
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.111-124
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    • 2021
  • 회화를 기점으로 영화, 만화, 게임을 아울러 관객의 시선을 묶는 행위의 주축을 담당하는 것은 프레임이다. 프레임에 대해 안다는 것은 프레임을 읽을 수 있게 되는 것이며, 사용할 수 있게 되는 것이다. 따라서 본 논문은 디지털 게임의 프레임, 그 중에서도 일차 프레임의 한정된 구성을 보완하는 다중 프레임에 관해 다룬다. 본 논문에서는 게임의 기본 구성인 구조적 프레임, 플레이어 행위의 출력인 가변적 프레임, 기존 시각 매체 특성을 나타내는 표면적 프레임으로 다중 프레임을 분류한다. 이를 통해 디지털 게임 설계 장치로서의 다중 프레임의 양상을 살펴본다. 본 논문은 향후 게임의 다중 프레임 활용 가능성을 도출하고 다중 프레임 분석의 기제를 제공했다는 데서 유의미하다.

The Role of Environmental Education in Increasing Potential Green Consumers

  • Hyein, WOO
    • 동아시아경상학회지
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    • 제11권1호
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    • pp.31-40
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    • 2023
  • Purpose - The prior literature indicated that green consumerism encouragements and programs have led to strict standards against environmental issues, thus reducing emissions from motors and engines and improving clean-burning energy options. The present study seeks to elaborate on the responsibility of ecological education in amplifying potential green consumers. Research design, Data, and methodology -The justification of the qualitative literature method used in this research is essential because, through the extensive explanation, justification and description of the methods used, researchers can enhance the trustworthiness of the research to a particular or designated audience. Result - Environmental education helps customers worldwide recognize the barriers to purchasing green products at every purchase level. Prior studies pointed out that after environmental education, consumers are much more willing to go greener in their consumption and safeguard the environment. Customers want to act green; however, they anticipate companies to lead the way. Conclusion - This research suggests that reusing prevailing resources creatively implies that fewer dollars are spent buying novel stock to generate green products. Although establishing a green company is expensive, it saves a lot of cash over time. Greening procedures can lead to efficiency gains by minimizing energy costs, permitting companies to acquire green tax credits.

Mukbang's Foodcasting beyond Korea's Borders: A Study Focusing on OTT Platforms

  • Lim, Jia
    • Journal of Information Processing Systems
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    • 제18권4호
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    • pp.470-479
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    • 2022
  • Mukbang is a type of foodcasting where a host records or streams their eating rituals for audience consumption in live format. With origins in South Korea via the online broadcast genre found on Afreeca TV in the mid-2000s, the phenomenon has since found global popularity. Its development as a full-fledged genre is based on a communication culture that invites people to a meal rather than to talk to one another; viewers watch in silence as a host consumes a copious number of dishes from Korean gastronomy to fast food to other ethnic cuisine on display. An invitation to eat means the beginning of a public relationship that quickly turns to a private shared experience. This study analyzes several Mukbang video postings and makes use of Linden's culture approach model to provide a view toward a number of cross-cultural connections by Koreans and non-Korean audiences. Prior to the study, 10 Korean eating shows were selected and used as standard models. Korean Mukbang mainly consists of eating behavior and ASMR, with very few storytelling or narrative devices utilized by its creators. For this reason, eating shows make a very private connection. In other ways, this paper shows how 28 Mukbang-related YouTube contents selected by Ranker were evolving and examined through notions of acculturation and reception theory.