• Title/Summary/Keyword: entertainment contents

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User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

Design and Implementation of AN Entertainment Golf Robot

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • International Journal of Contents
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    • v.3 no.4
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    • pp.36-40
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    • 2007
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot as an entertainment using AVR ATmega Chips. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can playa game with several people like the actual golf if many putting robots can be used. It is, therefore, considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can playa real golf.

Evolution of Entertainment Program Format (방송 예능프로그램 포맷의 진화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.55-63
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    • 2015
  • One of the most notable changes in entertainment programs has been the gamification since 1991. The comparative analysis of 255 weekend entertainment programs run by terrestrial broadcasters between 1991 and 1998 and between 2008 and 2014 indicates that entertainment programs have emigrated from the variety format to the reality, and that adopted entangled plots than interwoven ones more and more, using mission performances and competition heavily. Further, even within the reality format, different competitive factors and plot composition are adding the diversity in the end results immensely. The interaction among the gamification, plots and competitive factors is quite likely to drive creative changes in the broadcast formats in the years to come.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

A Study on the Relationship Between Entrepreneurial Orientation and Company Performance in Entertainment Firms (엔터테인먼트 기업의 기업가적 지향성과 기업성과의 관계에 관한 연구)

  • Kim, Dong-Ha;Yu, Gun-Jea;Lee, Kwang-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.11-25
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    • 2018
  • This study analyzed how the entrepreneurial orientation of Korean CEO influenced to the performance of companies in entertainment business. The research verified the direct influence that the entrepreneurial orientation of entertainment business affected the companies' performance, and examined the diversity of TMT and the control effect of corporate governance. This study contributed to previous researches in two ways. The first, the study verified the concept of entrepreneurial orientation on entertainment business which was only focused on manufacturing or IT industry although the entrepreneurial orientation received attention as a significant research issue on middle and small venture businesses. Second, the research also verified the characteristics of CEO and executives bringing the concept of TMT's diversity in entertainment companies which were dependent on person's capacity. As a result of the research, the entrepreneurial orientation (innovation, proactiveness, risk-taking) of entertainment entrepreneurs led to a positive effect on financial performance. The research showed that the more TMT was diverse or ownership oriented management, the more broadened the positive effects.

Determinants of User Immersion for Korean Drama and Entertainment Genre Programs among Chinese Students in Korea (중국 유학생의 한국 드라마 및 오락 프로그램 몰입 결정 요인)

  • Ma, Si;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.111-119
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    • 2012
  • This study examines determinants of user immersion for Korean drama and entertainment genre programs among Chinese students in Korea. The major results are as follows: firstly, user immersion for entertainment genre was more greater than that of drama genre. Although drama was tended to evaluated based on star appearance and narrative structure, entertainment program was favored by its pleasure and vividness. Secondly, there were gender differences for entertainment and drama genre programs between male and female respondents. Also, there was a correlation between drama immersion and duration of stay. Thirdly, although determinants of drama immersion were program characteristics, duration of stay and drama preference, those of entertainment immersion were program characteristics, appearance of star players and entertainment preference.

Estimating the Tourism Economic Value of TV Program using CVM - Focusing on Drama and Travel Entertainment Program - (CVM 을 활용한 TV 프로그램 관광경제가치추정 - 드라마 및 여행예능 프로그램을 중심으로 -)

  • Lee, Jong-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.171-180
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    • 2021
  • Places exposed to mass media induce behavior by forming curiosity and expectations for potential travelers. The places reported through mass media influence viewers. Among TV programs, the most influential genre is drama, and reality programs that provide immersion with different characteristics from dramas influence viewers' choice of destination. CVM is mainly used for estimating the value of objects that cannot be evaluated in the market, such as tourist destinations. This study conducted an economic valuation of filming locations for dramas and travel entertainment programs using CVM, and then compared and analyzed the research results of the two filming locations. Linear and log logit analysis were performed to measure the willingness to pay for the filming location of the drama/travel entertainment program, and the payment amount was derived. The conclusion of the study is that as the travel cost required to visit the filming location of the drama/travel entertainment program increased, the intention to visit decreased. The amount payable when visiting the filming location of the drama/travel entertainment program was higher than the average consumption amount for a day trip, and the amount payable for the drama was higher than that of visiting the filming location of the travel entertainment program.

Effect Analysis of OSMU on Entertainment Contents Export in East-Asia Market (아시아 시장에서 엔터테인먼트 콘텐츠 수출의 One Source Multi-Use(OSMU) 효과분석 - 일본.중국.대만.홍콩 시장을 중심으로 -)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.9 no.1
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    • pp.427-449
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    • 2007
  • The question of what our cultural goods might have known in a major exporting market, has intrigued investigators since 2000 year. Actually, Maybe Korean cultural assets just didn't have time to get to know International or Asia market. But now, a new euphoria can be tasted, on the lips of the small but growing Korean Contents Mania, as New Korean Wave-Crust begin to welcome the priciest contents from korea. Given Asian's surging population for our entertainment contents-drama, movie, music, character, etc., and the sense of a positive response its newly international market, it is hardly surprising. Now, Korea Wave must play an important roles in our country- economy, business, specially. This paper is seeking in OSMU on Korean Contents in East-North Asian Market, and is developing about Korean Wave study model. and It also points to a different strategy for exporting cultural contents, suggesting it should be effected for model to OSMU.

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Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.