• 제목/요약/키워드: entertainment

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엔터테인먼트 요소 구분을 통한 상업시설 공간계획에 관한 연구 (A Study on the Plan of Entertainment Commercial Center by Analyzing the Entertainment Factors)

  • 최은희
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.97-100
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    • 2008
  • Commerce has been taking a part of important on composing structure and system, having been started with simple role on exchange goods. In this point, We can say that commerce is the condensation of life based on understanding human cultures. Commercial center has been changing on a form as well as a function all through the history, following the changes of society. The attentional point is that there are always entertainment factors and have the relationship with space of the building in constant The purpose of comsume is not only just for a product but also enjoy consuming time and space. Most people have concentration spending their free time city where they live. This study identify the entertainment factors for a commerce an entertainment center.

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엔터테인먼트관광자의 가치추구 -공연예술을 중심으로- (Entertainment Tourist's Pursuit Values -Focus on Perfomance Arts-)

  • 장혜원;현계담
    • 한국콘텐츠학회논문지
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    • 제13권12호
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    • pp.1006-1016
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    • 2013
  • 본 연구는 수단-목적 사슬이론을 적용하여 엔터테인먼트관광자가 추구하는 가치를 규명하고자 하였다. 자료 수집은 2012년 7월부터 10월까지 제주에서 하였다. 연구의 절차는 먼저, 소프트 래더링기법을 실시하기 위하여 공연을 관람한 관광자와 일대일 심층인터뷰를 실시하였으며, 소프트 래더링의 결과를 바탕으로 내용분석을 하였다. 둘째, 내용분석의 결과에 의한 함축매트릭스 결과표를 제시하였으며, 이를 통해 최종적으로 엔터테인먼트관광자의 가치맵(HVM)을 작성하였다. 연구결과 엔터테인먼트관광자의 가치는 미적가치, 타인과의 소통, 즐거움 등으로 나타났다. 특히 지배적 가치는 즐거움으로 나타났는데, 이의 가치체계는 속성의 재미, 혜택의 감각적 즐거움 등의 연결 구조를 가지고 있었다. 이와 같은 결과는 엔터테인먼트관광자가 놀이적 인간(homo ludens)임을 지지하는 것으로, 엔터테인먼트관광의 공급은 스토리-텔링(story-telling)보다 스토리-왓칭(story-watching)에 더 집중할 필요가 있음을 시사하고 있다.

한국 엔터테인먼트 기업의 부채금융 가능성 탐색 - SM엔터와 YG엔터 사례를 중심으로 (Possibility of Debt Financing by Korean Entertainment Companies : Case of SM Entertainment and YG Entertainment)

  • 김대원;김성철
    • 한국콘텐츠학회논문지
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    • 제14권10호
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    • pp.227-236
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    • 2014
  • 본 논문은 한국 엔터테인먼트 기업의 부채금융 활용 가능성을 분석했다. 국내 엔터테인먼트 산업 내 선두 기업인 SM엔터테인먼트와 YG엔터테인먼트의 사례를 중심으로 회사채와 자산유동화증권(ABS) 발행 가능성을 탐색했다. 사례연구를 위해 자본시장의 부채금융 전문가, 엔터테인먼트 기업과 투자 운용사의 임직원 등을 대상으로 심층 인터뷰를 진행했다. 연구 결과에 따르면 두 엔터테인먼트 기업의 회사채 발행은 그 시기에 대해서는 이견이 있었지만 가능한 것으로 평가됐다. 다만 이를 위해서는 안정적 현금흐름 확보, 매출처 다각화, 회계와 법률적 관리 측면의 투명성 제고 그리고 기업 경영능력 검증 등의 사전작업이 필요하다는 지적이 있었다. 한편 전 세계적인 인기를 얻은 싸이의 '강남 스타일' 음원은 ABS의 기초자산으로서 활용 가능성이 높다는 평가를 받았다.

연예인 전속매니지먼트계약의 법적 쟁점과 중재적합성에 관한 연구 (A Study on Legal Issues and Arbitration Appropriateness with Exclusive Contract of Entertainment Management)

  • 최승수;안건형
    • 한국중재학회지:중재연구
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    • 제19권2호
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    • pp.49-72
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    • 2009
  • Korea Fair Trade Commission (KFTC), one of the Government agencies, has been preparing a standard model form of Exclusive Contract for Entertainment Management (hereinafter referred to as "Exclusive Contract") to eliminate some types of unfairness that placed entertainers at disadvantage such as forced PR activities or activities without payment, excessive privacy infringement, and exemption of payment after the termination of the exclusive contract. The said Exclusive Contract was drafted by The Korean Commercial Arbitration Board (the "KCAB") in association with the Korean Entertainment Law Society (the "KELS") and KCAB has persistently persuaded Corea Entertainment Management Association (the "CEMA"; mainly actors management) and Korea Entertainment Producers' Association (the "KEPA"; mainly singers management) to adopt the above-mentioned Exclusive Contract, respectively, and especially arbitration clause instead of litigation. After KCAB's tens of meetings and persuasion, they finally decided to accept KCAB's offer and they have submitted the Exclusive Contract drafted by KCAB and KELS to KFTC on April 17, 2009. The arbitration clause drafted by KCAB was already accepted by unfair contract examination division and unfair contract advisory committee and the final standard model contract was supposed to be publicly announced on June 30, 2009 after final examination of unfair contract standing committee, but the announcement has been delayed owing to severe controversies between the concerned parties, such as CEMA, KAU (Korea Artists' Union), KEPA and KSA (Korea Singers' Association) related to delicate issues like contract period and ownership of intellectual properties, etc. But it is expected the announcement will be made very soon by which the contract will include the originally drafted arbitration clause by KCAB. Therefore, it is very timely to examine the various legal issues which can be arisen out of disputes, and arbitration appropriateness with Exclusive Contract of Entertainment Management on this paper.

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국내 연예 매니지먼트 회사의 사업 다각화 현황 (SM 엔터테인먼트, 사이더스 IHQ, 예당 엔터테인먼트를 중심으로) (Diversification of Entertainment Companies (Focusing on the SM Entertainment, Sidus IHQ and Yedang Entertainment))

  • 이문행
    • 한국콘텐츠학회논문지
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    • 제9권8호
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    • pp.208-218
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    • 2009
  • 본 연구에서는 산업화 과정 속에서 생성되고 엔터테인먼트 산업의 중심축을 이루어가고 있는 기업형 연예 매니지먼트 회사의 향후 역할이 매우 중요하다는 인식하에 대표적인 연예 매니지먼트 회사인 SM 엔터테인먼트와 싸이더스 HQ, 예당 엔터테인먼트를 대상으로 기업 분석을 시도해 보았다. 연예 비즈니스의 속성상 트랜드의 변화가 다른 산업에 비해 매우 빠르게 진행되기 때문에 양사의 홈페이지와 IR 자료, 증권 감독원에 제출된 감사보고서, 선문 기사 등 가장 최근의 자료를 중심으로 분석하였다. 분석 결과, 싸이더스 HQ와 SM 엔터테인먼트, 예당 엔터테인먼트는 각각 주 장르가 영화와 음악으로 차별화 되어 있으나 모두 각사가 확보하고 있는 콘텐츠나 인력 자원을 최대한 활용할 수 있는 관련 분야로 사업을 확대해 가고 있었다. 이와 같은 사업 다각화 포트폴리오는 엔터테인먼트 회사가 지닌 대표적인 특징이며, 연예 산업이 지닌 태생적 불안정성을 극복할 수 있는 적극적인 방안이기도 하다.

우리나라 놀이 문화가 대학생 패션에 미친 영향 (Effect of Korea's Entertainment Culture on the Fashion of the College Students)

  • 양아랑;이효진
    • 복식문화연구
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    • 제16권1호
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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집객시설과 노출시간에 따른 도심 엔터테인먼트형 복합상업시 설(UEC)의 특징에 관한 연구 - 청량리역과 용산역을 중심으로 - (A Study on the character of Urban Entertainment Center in multi-anchor and exposure time - Focusing on Cheongryanri station and Yongsan station -)

  • 김형중
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.283-290
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    • 2013
  • The change of shopping environment created new emerging type of shopping center after 1990's, Urban Entertainment Center(UEC) in northen America. One hand traditional shopping center was retail-centered, the other hand UEC is entertainment-centered and offers the trinity of synergy. Each components, that are retail, dining and entertainment, play a role of drawing people, extending duration of visiting and making people revisit then the synergy makes commercial profit in shopping center. As northen America many of shopping centers with complex have been built in Korea since 2000 and some projects is planning by the change of shopping environment and regenerating urban. Although the term of "UEC" is used in Korea, it seems to be added entertainment facilities to shopping center without considering on commercial strategy. This study will take a look at mix and duration of visit which ULI stresses in UEC development and comparing with those of Yongsan Station and Chyeongrangri Station which are built recently in seoul, it will get characters and situation of these UECs. Finally, the analysis is to be used as a planning data in UEC development.

청소년기 여학생의 쾌락적 쇼핑 성향과 상점 이미지에 따른 상점 애고 행동 (Female Adolescents Hedonic Shopping Orientation and Store Image as related to Store Patronage Intention)

  • 한지혜;고애란
    • 한국의류학회지
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    • 제25권5호
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    • pp.833-844
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    • 2001
  • The purposes of this study were 1) to identify the effects of store image and stores entertainment environment image on attitude toward store and store patronage intention through emotions toward store, and 2) to identify the effects of sensation-seeking tendency, hedonic shopping orientation and shopping motives on store image, stores entertainment environment image, attitude toward store and store patronage intention. The data were collected from 416 female adolescents who visited stores located in Dongdaemoon, Seoul, via self-administered questionnaires, and were analyzed by frequency, factor analysis, multiple regression and path analysis. The results of this study were as follows : (1) According to path analysis, store image and stores entertainment environment image affected emotions toward store and attitude toward store, and affected store patronage intention through a mediator, emotions toward store. (2) Among the factors related to store images, stores entertainment environment image had the greatest effect on store patronage intention. (3) Sensation-seeking tendency, hudonic shopping orientation and shopping motives affected store image, stores entertainment environment image, emotions toward store and attitude toward store directly and indirectly through store image and stores entertainment environment image. (4) The most significant factor in explaining all these relations was hedonic shopping orientation.

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Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권1호
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.