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Analysis of art & culture consumption propensity according to art & culture experience after COVID19: analysis of differences by art & culture perception (코로나19 이후 문화예술경험에 따른 문화예술 소비성향 분석 - 문화예술 인식에 따른 차이분석 -)

  • So, Eun Hye
    • Korean Association of Arts Management
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    • no.60
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    • pp.155-191
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    • 2021
  • The purpose of this study is to analyze the effect of art and culture experience according to art and culture perception on art and culture consumption. Accordingly, the perception expressed through the experiences of consumers was defined as the delivery of art and culture marketing strategies, and the behavior of consumers enjoying art and culture was measured. The research data were analyzed through an online survey. As a result of the analysis, sense, relation had a significant effect on the hedonistic factor, and the act, sense, emotion and relation had significant effects on the other's consciousness, and the behavioral and emotional factors had a significant effect on the intentional factors. The implication from the experience of relationships with others was found to have a negative(-) effect on all factors, which means to be the result of consumers' anxiety in enjoying art due to the pandemic. It is necessary to develop an online business model for consumers who naturally avoid it, and to narrow the gap between online and offline art and culture. Second, it is thought that sponsorship from companies is necessary so that artists who provide art and culture can produce high-quality contents. In the future, if it was studied the relationship between not only consumers who enjoy art and culture, but also suppliers and artists who provide art and culture, it will be able to understand the culture in-depth.

Study of the Theatrical History in Chungnam Yesan (충남 예산 연극사 연구)

  • Do, Jung-Nim;Lee, Seung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.107-117
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    • 2019
  • This paper establishes and propagates the value of the play through the study of the transition process of the yesan play from 1920 to the present, presents an alternative through the unique theatricality of the region and aims to activate it. The theater divided the theater into Yecheon, Chungnam Theater Festival, and Youth Theater Festival, which are currently active, and focused on Yedang International Performing Arts Festival, which is the only one in Yesan. The details of the performance due to the loss of data were not specified as much as possible, but the contents of the yesan play before 1990 were reviewed using the eupji and Myeonji. It also starts with a lack of diversity in plays in the developing direction of Yesan. Children's plays should be dismissed for simple commercial purposes, or the value of traditional Korean plays should be compared to Western ones, to promote the development of local plays through the natural characteristics and the basis of traditional culture, and to sustain the continuity of extreme economic performance and performances through the development of repertoires. Infrastructure deployment can be cited. The in flow of specialized actors and the use of art administrators creates a stable theater environment and activates the reeducation of local actors to promote theatrical imagination. It is also an urgent task to develop a new theatrical form by introducing experimental theatrical methods of young artists in the overseas performance business of theater troupe Yechon. Finally, Yedang International Performing Arts Festival should be characterized and differentiated from other festivals.

Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • v.16 no.2
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

Prospect of Sustainable Organic Tea Farming in Lwang, Kaski, Nepa (네팔 르왕지역의 지속적 유기농차 재배 방향)

  • Chang, K.J.;Huang, D.S.;Park, C.H.;Jeon, U.S.;Jeon, S.H.;Binod, Basnet.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.12 no.1
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    • pp.137-150
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    • 2010
  • Traditionally, like many people in mountain region of the Himalaya, the Lwang communities depend on mix of subsistence agriculture, animal husbandry, and seasonal migrant labor for their livelihoods. These traditional systems are characterized by low productivity, diverse use of available natural resources (largely for home consumption), limited markets, and some aversion for innovation. The potential to generate wealth through commerce has largely been untapped by these mountain residents and thus is undervalued in local and national economies. Introduction of organic tea farming is a part of Lwang community's several initiatives to break the vicious poverty cycle Annapurna Conservation Area Project (ACAP) played facilitating roles in all their efforts since beginning. In five years, the tea plantation emerged as a new means for secured a livelihood. This study aims to analyze the current practices in tea farming both in terms of farm management and soil nutrient status(technical) and the prosperity of the tea farmers (social). The technical aspect covers the soil and tea leaf analysis of various nutrients contents in the soil and tea leaf. Originally, the technical aspect of the study was not planned but later during the consultation with the advisor it was taken into consideration which added value to the research study. The sample were collected from different locations and analyzed on the field itself. The other part of the study i.e. the social aspect was done through questionnaire survey and focus group discussion. the tea farming provided them not only a new opportunity but also earned an identity in the region. This initiative was undertaken as a piloting measure. Now that the tea is in production with processing unit established locally, more serious consideration has to be given for better yield and economic prosperity. This research finding will help the community to analyze their efforts and make correction measures in tea garden management and application of fertilizer. It is also expected to fill up the gaps of knowledge and information required to reduce economic stresses and enhance capacity of farmers to make the tea farming a sustainable and beneficial business. The findings are expected to Sustainability of organic tea farming has direct impacts on biodiversity conservation compared to the other traditional farming practices that are more resource intensive. The study will also contribute to identify key action points required for reducing poverty while conserving environment and enhancing livelihoods

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Information System Audit Improvement Plan in Requirements Engineering-based Quality Assurance and Project Management (요구공학 기반 품질보증 및 프로젝트 관리에서의 정보시스템 감리 개선 방안)

  • Jung Chul, Shin;Dong Soo, Kim;Hee Wan, Kim
    • Journal of Service Research and Studies
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    • v.11 no.1
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    • pp.45-58
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    • 2021
  • Requirements engineering can be seen as proceeding with various processes and activities such as extraction, analysis, specification, management, and verification without temporal and spatial constraints in the development environment of information systems that are becoming large and decentralized. Developing requirements well and conducting continuous evaluation and management is the shortcut to success in project management, and it is recognized as a very important matter in relation to requirements in the information system audit. When we conduct information system audit and conducting projects subject to audit, we need to improve the required engineering aspect. Therefore, this study derives inspection items suitable for the target project by referring to the audit inspection manual and audit inspection guide when conducting the current audit, and relates to the required engineering aspect among the contents of the inspection guide for each business type that is the basis for deriving the inspection items were derived for each audit point/audit area for the project management and quality assurance project type corresponding to the inspection items. The suitability of the extracted occupation items was verified through a questionnaire survey by experts.

Modeling Consumers' WOM (Word-Of-Mouth) Behavior with Subjective Evaluation and Objective Information on High-tech Products (하이테크 제품에 대한 소비자의 주관적 평가와 객관적 정보 구전 활동에 대한 연구)

  • Chung, Jaihak
    • Asia Marketing Journal
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    • v.11 no.1
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    • pp.73-92
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    • 2009
  • Consumers influence other consumers' brand choice behavior by delivering a variety of objective or subjective information on a particular product, which is called WOM (Word-Of-Mouth) activities. For WOM activities, WOM senders should choose messages to deliver to other consumers. We classify the contents of the messages a consumer chooses for WOM delivery into two categories: Subjective (positive or negative) evaluation and objective information on products. In our study, we regard WOM senders' activities as a choice behavior and introduce a choice model to study the relationship between the choice of different WOM information (WOM with positive or negative subjective evaluation and WOM with objective information) and its influencing factors (information sources and consumer characteristics) by developing two bivariate Probit models. In order to consider the mediating effects of WOM senders' product involvement, product attitude, and their characteristics (gender and age), we develop three second-level models for the propagation of positive evaluations, of negative evaluations, and of objective information on products in an hierarchical Bayesian modeling framework. Our empirical results show that WOM senders' information choice behavior differs according to the types of information sources. The effects of information sources on WOM activities differ according to the types of WOM messages (subjective evaluation (positive or negative) and objective information). Therefore, our study concludes that WOM activities can be partially managed with effective communication plans influencing on consumers' WOM message choice behavior. The empirical results provide some guidelines for consumers' propagation of information on products companies want.

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A Case Study on Response of Cooperative Education Programs in Accordance with the Amendment of Regulation of Ministry of Education (교육부 고시 개정에 따른 기업의 현장실습학기제 대응 사례 연구)

  • Young-sam Yoo;Ji-sung Park;Eui-taek Hwang;Tae-hyung Kim
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.107-117
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    • 2023
  • The operating regulations of the undergraduate co-op amended and announced on July 6, 2021 aim to enhance the quality of co-op and improve student rights through the standardized operation. However, among the revisions, 75% of the minimum wage and up to 25% of job training are acting as great difficulties in corporate participation in the co-op. Therefore, the purpose of this study is to review the concept of the co-op and the main contents of the revision of the Ministry of Education's operating regulations, and to examine companies' perceptions and responses. As a result of the study, some companies were not aware of the revision of the notice in detail. In addition, the revisions related to the training support fee was found to be the biggest concern among the corporates, and the burden of job training also existed among the corporates. Based on the research results, policy improvement directions were discussed, and the implications and limitations of this study were also suggested.

Study on the 'innovation' in higher education under the national university innovation support project (대학혁신지원사업에서 '혁신'은 어디에 있는가? :부·울·경 지역 대학혁신전략을 중심으로)

  • Wongyeum Cho;Yeongyo Cho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.519-531
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    • 2024
  • The purpose of this study is to analyze the aspects and characteristics of educational innovation planned and implemented at the university site targeting universities in Busan, Ulsan, and Gyeongnam, and to explore their limitations and tasks. For this purpose, we analyzed the contents of innovation strategy programs among the plans of 17 universities in the national innovation support projects in Busan, Ulsan, and Gyeongnam area. First, the university innovation strategy was divided into input, process, infrastructure, and other factors, and among them, the process factor was divided into education, research, and industry-university cooperation to examine the aspects and characteristics of innovation. As a result of the study, the aspects of university innovation at universities in Busan, Ulsan, and Gyeongnam were analyzed in the areas of education, research, and industry-academia cooperation. Characteristics of innovation were emphasis on convergence education, competency development, smart system foundation, introduction of innovative teaching and learning techniques, consumer-centeredness, and regional linkage. The limitations and tasks of university innovation revealed through the research are as follows. First, a specialized university innovation business structure should be prepared in consideration of the context of local universities. Second, established strategies with high innovativeness must be implemented and sustained, and consensus among members is required for this. Third, the innovation of universities should not mean the centralization of academics, and the role and efforts of universities as a research institutions should be improved. Fourth, it should not be overlooked that more important than the visible innovation strategy of university innovation is the education innovation that occurs directly to students as a result of the education effect.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.