• Title/Summary/Keyword: entertainment contents

Search Result 610, Processing Time 0.025 seconds

A Study on the Contents and Consumers' Recognition of Clothing Product Evaluation Statements in the Internet Apparel Shopping Mall (인터넷 쇼핑몰의 의류 상품평 내용과 소비자 인식에 관한 연구)

  • Choi Eun-Young
    • The Research Journal of the Costume Culture
    • /
    • v.12 no.6 s.53
    • /
    • pp.984-998
    • /
    • 2004
  • The purpose of this study was to analyze contents of clothing product evaluation statements in the internet shopping mall and to discover consumers' recognition and evaluation of it. The data were collected from 151 consumers' statements in the four internet apparel shopping malls and a questionnaire was developed to measure consumers' recognition of clothing product evaluation statements. The questionnaire was administrated 272 consumers over 18 years old. The results of this study were as follows; First, The contents of clothing product evaluation statements in the internet shopping blog, were divided into three categories which were product, service and consumer buying decision process. Product category include evaluation of clothing product, description of difference between real product and product on the screen, and advice of uses. Service category include quickness and kindness in delivery, store preference for good service. For consumer buying decision process, motivation of purchasing, perceived risk, expression of satisfaction from good buying and canvassing for purchasing were included. Second, consumer recognized that clothing product evaluation statements has function of furnishing information, confirmation of purchasing decision, risk reduction of internet shopping, and interesting entertainment. Consumers also were dependent on product evaluation statements for making purchasing decision. And it was trusted by consumers. This recognition & evaluation were correlated with consumer's clothing product knowledge, involvement, risk perception of internet shopping, experiences of internet shopping. Managerial implications are provided for internet shopping mall.

  • PDF

Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong Chan;Cho, Seung Il;Kim, Eung Kon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.1 no.1
    • /
    • pp.27-35
    • /
    • 2006
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

  • PDF

The Effects of YouTube Usage Motives and Affinity on User Activity (유튜브 이용 동기 및 친밀도가 이용자 활동에 미치는 영향)

  • Lee, Eunsun;Kim, Joongin;Kim, Mikyoung
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.114-126
    • /
    • 2020
  • With the growth of information technology, people consume online video contents via mobile phone without time and location constraints. Drawing upon uses and gratification theory, this study examines the effects of usage motives and affinity on user activities on YouTube. Specifically, user activities are subdivided into pre-viewing and during-viewing activities in this study. Results show that convenient entertainment and social interaction are the significant indicators for pre-viewing activities, whereas five different motives significantly influence during-viewing activities. Furthermore, affinity is the significant determinant of the both activities. The theoretical and practical implications are also discussed.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.4
    • /
    • pp.64-79
    • /
    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

A Study on the Utilization of Virtual Educational Training Contents

  • Jihan Kim;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.3
    • /
    • pp.158-163
    • /
    • 2024
  • Virtual world technology is driving major advances in education, entertainment, and professional training. Metaverse and extended reality (XR) technologies maximize immersion to enhance learning, provide global learning environments, and expose students to situations that are difficult to experience in real life. Career exploration is an important developmental task in adolescence, and virtual training maximizes learning by providing life-like experiences with imagery training. Virtual training overcomes spatial, financial, performance, and situational constraints and is effective in a variety of fields, including military and disaster training. It provides customized learning for various users such as youth, job seekers, and people with disabilities, deepening their understanding of professional activities and improving their problem-solving skills. It also improves the quality of learning through repetitive learning and contributes to the improvement of teamwork and communication skills, and helps to solve financial problems by using unlimited internal resources and space in virtual space, and enables people with disabilities to perform in various professions. This paper investigated the value of virtual training as a comprehensive educational tool through an economical and efficient learning experience.

A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.4
    • /
    • pp.105-120
    • /
    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

An Analysis on the Digital Contents of Costume Cultural Heritage (디지털기술을 이용한 복식 문화유산의 콘텐츠화 현황)

  • Kim, Yeo-Kyung;Kim, Jeong-Min;Hong, Na-Young
    • Journal of the Korean Society of Costume
    • /
    • v.62 no.4
    • /
    • pp.136-148
    • /
    • 2012
  • The purpose of this study is to investigate the current infrastructure of database on costume cultural heritage. The contents, kinds and accessibility regarding the digital contents of the websites of literature archives, museums and culturecontent.com by Korea Creative Content Agency were analyzed. First, it was evident that the quantity and quality of the database should be improved. The literature archives are mostly comprised of historical documents; however, the quantity of the database regarding the documents that are commonly studied in the field of traditional costume is not satisfactory. On the other hand, the quality of the database depends on the in-depth understanding of the terminology because errors occur when the contents of literature are transferred to an online database. Second, various information is required to meet the needs and interests of the digital environment. Most of the museums provide information on costume cultural heritage through their websites; nevertheless, it is not thorough and only partial. Third, the reliability of information needs to improve. The various contents provided by culturecontent.com lack reliability as it focuses on the entertainment values. To increase reliability, the source and origin of the information about the costume cultural heritage should be provided and the contents should be proofread before they are exposed to the public. Based on these findings, the researchers put forward the following suggestions: the quantity and quality of the databases should be enriched, and that more diverse information is required. Finally, more attention should be paid to increase the reliability of this information. This study will be an asset for the foundation to build solid databases and popularization of the traditional costumes.

TMCS : Tangible Media Control System (감각형 미디어 제어 시스템)

  • 오세진;장세이;우운택
    • Journal of KIISE:Software and Applications
    • /
    • v.31 no.10
    • /
    • pp.1356-1363
    • /
    • 2004
  • We propose Tangible Media Control System (TMCS), which allows users to manipulate media contents with physical objects in an intuitive way. Currently, most people access digital media contents by exploiting GUI. However, It provides limited manipulations of the media contents. The proposed system, instead of mouse and keyboard, adopts two types of tangible objects, i.e RFID-enabled object and tracker-embedded object. The TMCS enables users to easily access and control digital media contents with the tangible objects. In addition, it supports an interactive media controller which users can synthesize media contents and generate new media contents according to users' taste. It also offers personalized contents, which is suitable for users' preferences, by exploiting context such as user's profile and situational information. Therefore. the proposed system can be applied to various interactive applications such as multimedia education, entertainment and multimedia editor.

An Analysis on the Value of Korea Professional Baseball as TV Contents (TV콘텐츠로서의 한국프로야구 가치분석)

  • Chung, Ji-Gyu
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.379-388
    • /
    • 2014
  • This study analyzed the status of Korean professional baseball as TV contents utilizing ratings. For the purpose of the study, Korea professional baseball's relative status to other genres though ratings is investigated. For this study, ratings per minute for the whole cable TV channel viewer ratings in 2010 were analyzed, and the following is the result of comparing and analyzing ratings per genre and channel of cable TV. Among 11 genres, drama showed the highest rating, and entertainment, movies, kids, news/reports, sports, music, etc followed. Drama and entertaining channels showed the highest ratings and sports did not show any high ranking. However, when analyzing times for broadcasting Korean professional baseball separately, Korean professional baseball in both genre and channel showed the highest r ratings and it was significant statistically. Thus, it is considered that Korean professional baseball is the most valuable contents for the related cable TV times.

A Study on Factors Influencing Attachment of Gamers to MMORPG On-line Games (MMORPG 온라인 게이머의 애착감 영향요인 연구)

  • Park, Seong-Taek;Lee, Han-Chul;Kim, Tae-Ung;Choi, Soo-Myung
    • Journal of Digital Convergence
    • /
    • v.10 no.2
    • /
    • pp.109-119
    • /
    • 2012
  • MMORPG online game business has emerged as the most lucrative entertainment industry, with over 10 million gamers in South Korea. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' attachment or affection, game contents-related and social interaction-related construct. We assume that game contents-related construct consists of storytelling, game-play method, contents-diversity and the sense of identification, and that social interaction-related construct includes information-sharing, gamers' empowerment and the word-of-mouth. Based on data collected from online questionnaire survey, the validity of the research model has been tested. The results show that contents-related construct influences the players' attachment, and that social interaction-related construct has no direct impact on the attachment. But social interaction-related construct has been shown to influence contents-related construct, implying the indirect impact on the players' attachment.