• Title/Summary/Keyword: entertainment

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The Semiotics and the Spectacles of Everyday Life in the Reality Entertainment (리얼리티 예능의 일상 스펙터클과 의미작용)

  • Oh, So Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.171-176
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    • 2021
  • This article analyze that the everyday life shown in reality entertainment, and examine the semiotics of reality entertainment and the everyday life. With the perspectives of Guy Debord and Olivier Razac, the everyday life in the reality entertainment be concluded the Spectacles of everyday life. And it brings to Barthes's structure of Myth, designs the stricture of reality entertainment. Unlike Debord and Razac, who only refer to the public as passive audience, today's consumers are capable of active interpretation and consumption-the active audience. Instead of criticizing only the media's adverse function, Spectacle, I would like to suggest that the everyday life story-telling of reality entertainment can be interpreted as the recovery of the audience.

Comparison and Analysis of Cometic and Foreign Standard for electrical facilities installation of entertainment spaces (유흥장 전기설비 설치에 대한 국내.외 규정 비교 분석)

  • Bae, Seok-Myung;Bang, Sun-Bae;Yi, Geon-Ho
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.321-325
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    • 2004
  • Electrical facilities of entertainment spaces become more complicate and bigger due to growing industry and economy. Therefore using only Technical standards for Electrical facilities of internal standard, we have some difficulty for management and installation of electrical facilities of entertainment spaces. So this paper gives a information which is applied to install the electrical facilities of entertainment space by analysing and comparing of internal and external standard.

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Children Wear's Shopping Orientation of Parents According to Watching Childcare-entertainment Reality TV Programs (육아 예능 TV 프로그램 시청에 따른 유아동복 쇼핑 성향)

  • Kim, Yuna;Kim, Yeri;Kim, Jisu;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.59-70
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    • 2016
  • Qualitative consumption is a trend in the children clothing market and watching TV of childcare-entertainment reality programs are becoming popular. This study examines the watching degree of childcare-entertainment reality TV programs of parent buyer (30s) and potential buyer (20s) and we investigate their shopping orientation of children wear. We did the survey research of 200 consumers with SPSS statistical analysis including the review of internet news, paper, and books on children wear shopping orientation. The results are following: first, the longer the watching time of childcare-entertainment reality TV programs, the higher shopping orientation, such as following the fashion of child stars, and the higher the watching preferences on childcare-entertainment reality programs, the greater shopping orientation in following childcare-entertainment reality programs star when they are purchasing children's clothing. Second, potential consumers as well as parent consumers were affected by watching the childcare-entertainment reality programs. Watching childcare-entertainment reality TV programs could give the impact when they were shopping children's clothing because they wanted to follow the fashion of childcare-entertainment reality programs TV star. Accordingly, the exposure of the childcare-entertainment reality programs for children clothing is found to be positive to the both current and future consumers.

A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

An Exploratory Study on the Influence of Imports of Korean Entertainment Program Formats on the Chinese Broadcasting Industry: Focused on In-depth Interviews with the Production Staff of HUNAN TV and ZHEJIANG TV Stations in China (한국 예능 프로그램 포맷 수입이 중국 방송 산업에 미친 영향에 관한 탐색적 연구: 중국 후난 방송국과 저장 방송국 제작진에 대한 심층인터뷰를 중심으로)

  • Gao, Menglu;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.27-32
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    • 2020
  • This study analyzed the influence of the format import of Korean entertainment programs on the Chinese broadcasting industry. To this end, an in-depth interview was conducted with the production staff of Chinese broadcasting stations. As a result of the analysis of this study, it was found that the format and production method of Chinese entertainment programs began to change from the time the format of Korean entertainment programs was imported.

Penetration Strategies of SM Entertainment in Global Market (SM 엔터테인먼트의 글로벌 시장 진출 특성)

  • Lee, Moon Haeng
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.77-92
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    • 2014
  • Korean entertainment companies like SM entertainment, YG and JYP contribute enormously to the recent K-pop fever. They expand their businesses aggressively to foreign markets which has been successful. This paper seeks to find out their precise strategies to succeed in the global market. Our study focus on SM entertainment which manages successively in the Asian market. As a result, one of their successful strategies on the global market is localization. They rearrange a group with in the members to suit into the local market : for instance, Super Junior, representative boy group, has rearranged and reformed to Super Junior M (mandarin), Super Junior happy (for Japan market), etc. Coopration with SNS (Social Network Service) is another successful strategies of SM Entertainment : page views of K-pop on Youtube achieved more than 0.8 billion in 2013. Furthermore, for marketing, many members play an advertizing model for global products.

A Natural Language Retrieval System for Entertainment Data (엔터테인먼트 데이터를 위한 자연어 검색시스템)

  • Kim, Jung-In
    • Journal of Korea Multimedia Society
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    • v.18 no.1
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    • pp.52-64
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    • 2015
  • Recently, as the quality of life has been improving, search items in the area of entertainment represent an increasing share of the total usage of Internet portal sites. Information retrieval in the entertainment area is mainly depending on keywords that users are inputting, and the results of information retrieval are the contents that contain those keywords. In this paper, we propose a search method that takes natural language inputs and retrieves the database pertaining to entertainment. The main components of our study are the simple Korean morphological analyzer using case particle information, predicate-oriented token generation, standardized pattern generation coherent to tokens, and automatic generation of the corresponding SQL queries. We also propose an efficient retrieval system that searches the most relevant results from the database in terms of natural language querying, especially in the restricted domain of music, and shows the effectiveness of our system.

A Study on the Strategy of Sub-Character in Entertainment Programs (예능프로그램의 부캐릭터 전략 연구 - <놀면 뭐하니?>를 중심으로 -)

  • Lee, EuiJung;Lee, JongHoon
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.709-716
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    • 2021
  • The current trend of entertainment programs is an "Sub-character." This study is to find out which strategies were chosen, considering the entertainment program "Hang Out With Yoo" as the beginning and front-runner of craze for Sub-characters. The following results were deduced: implementation of trendy characters, aggressive acceptance of growth narrative and expansion of episodes. The success or failure of an entertainment program depends on the implementation method of differentiated characters. At this point in time when Sub-characters are continuously developed, this program is meaningful in that it has presented the strategies for Sub-characters reflecting the demand of audience.

A Study on Application of the Interior Environmental Design Using Natural Elements in Underground Space of Urban Entertainment Center (도심 엔터테인먼트형 복합상업시설 지하공간에 자연요소를 이용한 실내 환경디자인 방안에 관한 연구)

  • Ha, Mi-Kyoung;Kim, A-Hyun;Lee, Hyo-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.157-166
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    • 2013
  • The underground space of urban entertainment center can do various roles for urban development. Especially, the design of underground space using natural elements is necessary to sustainable development of facilities. The purpose of this study is to propose the elements, characteristics and application around interior environmental design using natural elements in underground space of urban entertainment center. The research methods of this study are research references, survey and field-study. This study can be concluded as follows; First, the factors of interior environmental design using natural elements in underground space of urban entertainment center are 'landmarks expression of natural elements', 'introduction and planning of daylighting', 'planning of materials using natural images', 'planning of ecological footpath' and 'planning of energy recycling'. Second, pedestrian space and openspace considering regional context are necessary. Third, introduction of daylight and design of artificial lighting in underground space are needed to making eco-friendly environment. Fourth, landmark design using various natural elements in underground space is needed to provide eco-friendly amenity. Fifth, the interior environmental design using natural elements is needed to community space in underground space. Sixth, eco-friendly pedestrian space in underground space is necessary. Seventh, interior environmental design using natural elements is needed to the entrance of underground space of urban entertainment center.