• Title/Summary/Keyword: entertainment contents

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Perceptions of Benefits and Risks of AI, Attitudes toward AI, and Support for AI Policies (AI의 혜택 및 위험성 인식과 AI에 대한 태도, 정책 지지의 관계)

  • Lee, Jayeon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.193-204
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    • 2021
  • Based on risk-benefit theory, this study examined a structural equation model accounting for the mechanisms through which affective perceptions of AI predicting individuals' support for the government's Ai policies. Four perceived characteristics of AI (i.e., usefulness, entertainment value, privacy concern, threat of human replacement) were investigated in relation to perceived benefits/risks, attitudes toward AI, and AI policy support, based on a nationwide sample of South Korea (N=352). The hypothesized model was well supported by the data: Perceived usefulness was a strong predictor of perceived benefit, which in turn predicted attitude and support. Perceived benefit and attitude played significant roles as mediators. Perceived entertainment value along with perceived usefulness and privacy concern predicted attitude, not perceived benefit. Neither attitude nor support was significantly associated with perceived risk which was predicted by privacy concern. Theoretical and practical implications of the results are discussed.

A Study of K-Pop Girl Group's Graduation System through the Application of the Scapegoat Mechanism - Focusing on <9 Muses of Star Empire> - (희생양 메커니즘 적용을 통한 케이팝 걸그룹의 졸업제도 연구 - <9 Muses of Star Empire>를 중심으로 -)

  • Lee, Hark-Joon;Kim, Jeong-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.63-71
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    • 2020
  • K-Pop is powerful. Once considered to be at the periphery of global music scene, it is now reaching the whole world. Not surprisingly, the media, domestic and foreign, have scrambled to unlock the secrets of K-Pop's phenomenal growth. In doing so, they have not failed to highlight the underside of its success, such as cut-throat competition among idol-group members and the programmed member replacement by their agencies. One of the most notable characteristics in this process is called, in their business jargon, 'the graduation system'. This paper attempts to explicate this management practice unique to K-pop industry. To do so, this paper draws on Rene Girard's work on desires, particularly his notion of mimesis, violence and the scapegoat mechanism. Based on a documentary film, interactive online sites and a monograph that have chronicled how the K-pop girl group <9 Muses> have 'graduated' during their debut process, this paper applies, as its main analytical tool, the scapegoat mechanism and attempts to explore on its basis what 'the system' entails for the K-pop industry in general and the actors working within it in particular.

Development of Creativity-based Creative and Convergence Subject for Nursing University Students (간호대학생을 위한 창의성기반 창의융합교과목 개발)

  • Choi, Mi-Jung;Jin, Sang-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.83-91
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    • 2020
  • The purpose of this study is to develop creativity-based creative convergence subjects for nursing students. For the purpose of this study, the procedures are conducted that the needs analysis, setting educational goals, segmentation of educational goals, selection of educational contents and organization by F. Bobbitt's curriculum development model and the creative convergence subject was developed through the verification process of the validity of experts. Through a theoretical review, the contents of education in creative convergence subjects consisted of converging with other areas, focusing on creativity. It was presented as a liberal arts subject with two credits, and as an educational method, an online class utilizing blended learning and offline classes centered on activities by teams were presented. In addition, the curriculum was divided into understanding, application, synthesis, and deepening so that students could understand the concept of creative convergence thinking and apply it through thinking techniques and strategies, and finally improve their creative convergence thinking abilities through team projects.

The Influences of the Relationships Formed by Entertainment Program Viewers on Program-Related Behaviors (예능 프로그램 시청자들이 형성하는 관계성이 프로그램 관련 행동에 미치는 영향)

  • Choi, Yun Jung;Jung, Kum Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.710-723
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    • 2022
  • TV program favorability does not necessarily lead to actions related to programs such as producing videos, emotions, webtoons, and goods, participating in concerts, and fan meetings. Therefore, there might be a mediating variable between program favorability and related behaviors. This study presents relationships as a mediating variable. This study assumed that if the program favorability is high, a positive relationship can be formed with the program, the characters on the show, the groups appearing in the program, the viewers who watch it together, and viewing affordance. Those formed relations can have positive effects on the program related activities. In the conducted online survey, we found that high favorability has positive effects on intimate relationships with the program, viewing affordance, characters, and other viewers, and these relationships have positive effects on program-related offline and online activities. However, the relationship with the character group has a negative effect on program-related behavior. This may be the result of viewers feeling alienated from highly intimate relationships formed among characters appearing in the show.

The Role of China Douyin Short Video App During COVID-19

  • Zhou, Yaqi;Lee, Jong Yoon;Liu, Shanshan;Fan, Hao
    • International Journal of Contents
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    • v.18 no.2
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    • pp.1-17
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    • 2022
  • As of September 2021, COVID-19 is still seriously impacting people globally. To better control the epidemic, the Chinese government adopted a nationwide quarantine policy at the early stage of the discovery of COVID-19, which has significantly changed people's production and life. China's Douyin app (International version: TikTok) is an extremely influential entertainment and social tool. During COVID-19, a large number of short videos about COVID-19 appeared. Publishers included government agencies, professionals, and self-media. The content released has made Douyin a tool for people to receive COVID-19 information in addition to entertainment and social functions. This is a quantitative study. By exploring the impact of the Douyin app on Chinese college students during COVID-19, this study provides suggestions from the level of social media such as TikTok to enable Korea's epidemic prevention to be more effective. This study established variable questions such as Douyin's information perceived value, information usage channels, information awareness, anti-epidemic policy attitude, trust of public institution and preventive behavioral intention, and conducted a questionnaire survey. Using SPSS to analyze the obtained data, this study found that: 1. The short video information usage channels about COVID-19 in Douyin have a positive impact on the audience's information awareness; 2. The information perceived value in Douyin has a positive impact on the audience's information awareness; 3. Information awareness and trust of public institution in Douyin have a positive impact on the audience's anti-epidemic policy attitude; 4. Information awareness and trust of public institutions in Douyin have a positive impact on the audience's preventive behavioral intention; 5. The audience's anti-epidemic policy attitude has a positive effect on preventive behavioral intention.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

A Study on the Original Implication and Socio-cultural Usefulness of "One" ('하나'에 내포된 원형적 의미와 사회문화적 활용가치)

  • Lee, Chul-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.199-207
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    • 2019
  • One philosopher said that knowing the identity of one clump of grass on the roadside could reveal all the mysteries of the universe. If you know one, you can know two. If you know two, you can know three. If you know the form, you can know the whole. If you know the image(eidos), you can know the non-image, life, and death. But we are wandering in a dream because we don't know the one clump of grass, "One". For a long time I have been searching for a road to know "One". While studying of the process searching the truth, not only do we reveal logic development making One a language, but also we would like to provide the application of cultural contents applied to that One.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Case Study on the Development and Use of Technical Training Contents using Virtual Reality (가상현실을 이용한 기술훈련 콘텐츠의 개발 및 활용 사례연구)

  • An, Deug-Yong;Park, Hyung Kun
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.117-122
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    • 2013
  • As the IT technology evolves, virtual reality technology has been developed so fast. Studies of virtual reality technology in various fields have been conducted. There are lots of applications of virtual reality such as education, military, medical, arts, entertainment, and so on. In this research, we applied virtual reality technology to the technical education, and developed various kinds of educational contents using virtual reality. We classified virtual contents into several categories and analyzed the properties and effects, and verified the educational effects of virtual training through the case analysis.

Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.