• Title/Summary/Keyword: entertaining

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A Study on the Influence of E-Commerce Live Characteristics on Consumers' Impulsive Purchase Intention (전자상거래 생방송 특성이 소비자의 충동구매 의사에 미치는 영향에 관한 연구)

  • QIU, Ying;Liu, Zi-Yang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.697-699
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    • 2022
  • Based on the integrated analysis of the existing literature, this study combined with S-O-R model to explore the impact of e-commerce live broadcast characteristics on consumers' impulse purchase intention. Among them, interactive, entertaining, economical and visual features are selected as the features of e-commerce live broadcast; Select pleasure and arousal to measure consumer sentiment, and build a theoretical model among e-commerce live broadcast features, consumer sentiment and consumers' impulsive purchase intention to specifically explore the impact of each feature on emotion and the further impact of emotion on impulsive purchase intention.

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A study on the Pecuniary mediated Sexual Discussion in Saseol Sijo (금전(金錢)을 매개(媒介)로 한 사설시조(辭說時調)의 성담론(性談論))

  • Ryoo, Hae-Choon
    • Sijohaknonchong
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    • v.25
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    • pp.29-48
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    • 2006
  • Saseol Sijo which reflects on people's life often showns us relationships between love and economy of those periods' people in Chosun dynasty. Meaning of a word 'housewife' is a woman who supporting and organizing family with her husband. Materialistic problems and economic problems appeared in Saseol Sijo emphasize entertaining and merrymaking rather than struggling to the society enforcing poverty. Therefore, it is often said that Saseol Sijo stimulates overconsumption of goods and money. We can regard sexual discussions appeared in those periods' Saseol Sijo as reflections of desire which are the way of releasing repressed sexual appetite of women or substitutions of satisfying their sexual appetite. Features of housewives appeared in Poong-ryu-bang and Saseol Sijo which are succeeded as productions of merrymaking in Latter half period of Chosun dynasty, can spotlight because of its meanings. It told us not only housewives' roles are started to change but also vivid sexual discussions similar to nowadays things are begun in latter half Period of Chosun dynasty. Main subject pecuniary mediated sexual discussion of housewives appeared in Saseol Sijo teaches a lot of things to twenty first century's contemporary people experiencing collapsed family relationship, pariakapitalismus and wide spread sexual industries.

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How does the Cultural Experience of Local Food Effect to Customer Satisfaction and Royalty? (로컬푸드 문화체험이 고객 만족도와 충성도에 미치는 영향: 소비자의 지각적 가치를 매개변수로)

  • Kim, Mii-Hong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.6
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    • pp.103-115
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    • 2018
  • Recently, our interests are growing up the local food with global food's internationalization. Our interest about local food is increasing with agricultural crises and food safety. And this research will study how the local food cultural experience effect to local food's customer satisfaction and customer royalty. This study analyze customer who experienced the local food cultural experience. And we follow Pine & Gilmore's theory. They proposed the experience economic theory, which proposed 5 factors to analyze customer. Those are educational experience, emotional experience, entertaining experience, escaping experience, and physical experience. We select two factors, which are entertaining experience and physical experience. And we will study the customer satisfaction and royalty of the perceived customer by the two experienced factors. Especially, we analyze the local food policy, cultural factors related with local food, and customer's perceived value effect, and then, we will figure out the correlations among factors, propose the policy implications related with local food cultural experience and economic value creations of rural economy.

A Study on Universal Design Guidelines for the Korean Apartment Housing Units - Focused on Modelhouses in Busan - (아파트 단위세대 계획을 위한 유니버설디자인 지침에 관한 연구 - 부산지역 모델하우스를 대상으로 -)

  • Shin, Eun-Gyeong;Park, Soobeen;Kim, Hye-Jeong
    • Journal of the Korean housing association
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    • v.26 no.4
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    • pp.45-53
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    • 2015
  • The concept of universal design has become an essential requirement for environmental design, due to the growing population of the aged, and the increasing needs of people with disabilities. This study aims to propose a universal design guideline for apartment housing units that can be adapted to both a general household and a household with elderly or disabled individuals. This design process encompasses literary reviews, and includes the measurements of the dimensions and facilities of currently available apartment housing. The three domestic universal guidelines were reviewed, and a universal design checklist for apartment housing units was developed. Afterward, the individual elements and inclusive factors of universal design, for apartment housing units, were collected and examined according to the each functional space within the home. The results and conclusions are as follows: 1) The factors of universal design are diversified by the division of the functional spaces within the home, such as the private space, the work space and the entertaining space. 2) Due to the lack of space and storage, wheelchairs cannot be used in most currently available apartment types; this problem can be resolved by applying flexibility and optional adaptation. The solutions for the above are additional design factors that will enable more convenient usage and elaborate design.

Incorporation of Brainteaser Game in Basic Organic Chemistry Course to Enhance Students' Attitude and Academic Achievement

  • Cha, Jeongho;Kan, Su-Yin;Wahab, Nurul Huda Abdul;Aziz, Ahmad Nazif;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.61 no.4
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    • pp.218-222
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    • 2017
  • Game shows are capable of grabbing students' attention in a lecture, and at the same time offers much delight to students to learn in a more interesting and entertaining way. A mind game was developed and incorporated into the teaching of basic organic chemistry course at the Universiti Malaysia Terengganu. The modified brainteaser game is comprised of a set of problems associated with vocabulary or concepts in basic organic chemistry, whereby students were required to solve within a stipulated time frame. Students' attitude changes were then evaluated with the administration of Attitude toward the Subject of Chemistry Inventory Version 2 (ASCIv2) questionnaire. The result of this study revealed that the intervention group experienced a significant change in attitude towards the course as compared to the control group. The intervention group also experienced a positive learning environment, resulting in an increased academic performance and interest.

Experimental Studies on Bouncing and Driving Control of a Robotic Vehicle for Entertainment and Transportation (운송 및 엔터테인먼트용 로봇차량의 바운스 및 주행제어 실험 연구)

  • Cho, Sung Taek;Jung, Seul
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.3
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    • pp.266-271
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    • 2015
  • This paper presents the driving and bouncing control of a robotic vehicle for entertainment and transportation. The robotic vehicle is aimed to carry two passengers with a balancing mechanism by two wheels. To maximize the entertaining purpose, not only the balancing control performance but the bouncing control performance is implemented. Passengers can select different driving modes such as regular driving mode, balancing mode, and bouncing mode. Experimental studies of the balancing control performance as well as the bouncing control performance are conducted to see the feasibility as an entertainment robotic vehicle.

A Research about Smartphone Characteristics and Service Quality and Commitment (스마트폰 특성 및 서비스 품질과 몰입에 관한 연구)

  • Cho, Hyen Suk;Yang, Seong-Bok
    • Journal of the Korea society of information convergence
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    • v.7 no.2
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    • pp.1-5
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    • 2014
  • In this study, the smartphone features and service quality to analyze the effects of immersion. Smartphone attribute convenience, entertainment, and a ubiquity. The quality of service is composed of interactivity and personalization. Empirical analyzed. Results of the characteristics entertaining smartphone has a significant impact on both the affective commitment and normative commitment. Ubiquity have had a significant effect on normative commitment. Personalization of service quality has a significant impact on affective commitment and normative commitment. Entertainment and of smartphone features, let's highlight of the personalization of service quality. Emotionally can increase the normative commitment.

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A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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A study for efficient image use in the mobile contents development (모바일 컨텐츠 제작을 위한 효율적인 이미지 활용에 대한 연구)

  • Kim, Jeong-Hoon
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.53-60
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    • 2005
  • To produce deep, entertaining mobile content, a large number of images must be included. But because of the limits on runtime memory for mobile phones, images cannot be used as easily in a mobile environment as they are in a computer. Therefore in this paper, I propose several different methods for efficiently using images in a mobile environment. The various methods I propose for using images are: Creating images using compression/decompression and rotation/symmetry Creating images of several different colors by changing the palette index of a bitmap Creating images through image combination Creating background images by using tile maps Creating new images through effects.

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A Study on the Sign-Consuming Expressive Characteristic Appears in Design Hotel (디자인 호텔에 나타나는 기호 소비적 표현 특성에 관한 연구)

  • Cho, Yun-Seong;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.80-88
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    • 2011
  • The concept of the modern consumption is not limited to the value of use by mere purchasing and using of the products. The consumers in modern capitalistic society, consumes the semiotic value whose meaning is socially granted, as well as the value for using. Therefore, that tendency that the symbolic sign of the products is consumed to differentiate oneself from the others and express oneself appears. The designed hotel that reflects the features of sign consumption in the modern society and where the discriminate experience can be enjoyed through the unique and diversified design expression is drawing our attention. Therefore, in this paper, based on the theoretical consideration of semiotics, the tendency of sign consumption and its feature appearing in the modem society has been studied. And through the case studies of the hotels which have been built since the 2000s, how such features can be expressed in the space has been studied. As a result of the study, as for the features of expression of modern semiotic consumption society shown in the design hotels, the diversity breaking from the uniformity by the diversified thinking, the hybrid attribute, and the attribute of the differentiated entertaining images, based on hedonism, the inherent symbols and narrative attribute, and the flexible interactions through the experience of emotional consumption, are appearing.