• Title/Summary/Keyword: entertainment experience

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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Facebook Ambivalence by User Characteristics (사용자 특성에 따른 페이스북 이용의 양가성: 페이스북 이용의 순기능과 역기능을 통한 고찰)

  • Lee, Eunji;Cho, Minha;Ahn, Hongmin;Sung, Yongjun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.43-53
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    • 2018
  • Facebook, which has the largest number of users worldwide, has both positive and negative effects on our lives and society. The positive effects include social support from others, relationship building, entertainment, etc. In contrast, Facebook users also experience negative emotions such as tiredness and irritation, resulting in dissatisfaction as well as withdrawal from Facebook. The current study investigates both positive and negative effects of the use of by different demographic characteristics (i.e., age and gender), Facebook usage pattern (i.e., posters vs. lurkers), and Facebook usage time and frequency. The results show that (1) female users (vs. male users) feel higher level of fatigue and display stronger intention to discontinue Facebook. Moreover, (2) posters (vs. lurkers) feel higher level of positive emotions and social support, and stronger intention to continue Facebook. Lastly, (3) heavy users (vs. light users) exhibit higher level of positive emotions and stronger intentions to continue Facebook. This research sheds light on the fact that the characteristics of users affect individuals' intention to discontinue SNS and offers practical implications on the ever-expanding SNS market.

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Does Online Social Network Contribute to WOM Effect on Product Sales? (온라인 소셜네트워크의 제품판매 관련 구전효과에 대한 기여도 분석)

  • Lee, Ju-Yoon;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.85-105
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    • 2012
  • In recent years, IT advancement has brought out the new Internet communication environment such as online social network services, where people are connected in global network without temporal and spatial limitation. The popular use of online social network helps people share their experience and preference for specific products and services, thus holding large potential to significantly affect firms' business performance through Word-of-Mouth (WOM). This study examines the role of online social network in raising WOM effect on the movie industry by comparing with the similar role of Internet portal, another major online communication channel. Analyzing 109 movies and data from both Twitter and Naver movie, we found that significant WOM effect exists simultaneously in both Twitter and Naver movie. However, we also found that different figures of online viral effects exist depending on the popularity of movies. In the hit movie group, before the movie release, the WOM effect occurs only in Twitter while the WOM effect arises in both Twitter and Naver movie at the same time after the movie release. In the less-popular (or niche) movie group, the WOM effect occurs in both Twitter and Naver movie only before the movie release. Our findings not only deepen theoretical insights into different roles of the two online communication channels in provoking the WOM effect on entertainment products but also provide practitioners with incentive to utilize SNS as strategic marketing platform to enhance their brand reputations.

China, the United States and Japan's animation film creation style of comparative study (중·미·일 애니메이션영화 창작스타일 비교연구)

  • Yang, jian-hua
    • The Journal of Korean Philosophical History
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    • no.39
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    • pp.221-235
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    • 2013
  • Through the comparative analysisand inductive research on main creation styles of Chinese, American and Japanese animation films, a conclusion can be given out, which means that the animation film style of each country can hardly be formed without their own traditional painting art, aesthetics habits and ways of thinking. It is these characteristics that form their unique animation film style. America emphasizes realism art, development and utilization of new technology, Japan pays sepcial attention totraditional painting art and comic stories. In business aspect, they bring about different business models relying on the experience of satisfying the diverse needs of domestic and global entertainment markets. When it comes to the content field, they carry forward universal values and meet the individualistic heroismso that a variety of business animation films and art animation films find their ways into the global market and acquire great popularity among audiences from all over the world. Through the comparasion of American and Japanese animation films, a new view to analyze the animation films of China is created. Animation creation is largely based on the need of socialist ideology from 50s to 80s. Even though the purposes of animation film creations returned to satisfying the diverse requirements of commercial markets and audiences, the consequences, such as the break gap of creations and talents, the lack of diverse creative styles and commercial market operation mechanism, sitll affect China's animation films today. Japan found thier position from the American model and became successful. Nowadays, China need find our own creative style and position from American model and Japanese model. And the systematic reformings that are detailed in the government managements, industry standards, internationalized talents cultivation and accumulation are the essential point.

A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

Development of Hair Accessory Designs Using Royal Hair Ornaments (왕실 머리장식을 응용한 헤어 액세서리 디자인 개발)

  • Jinyoung Ryu;Jiyeon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.83-90
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    • 2023
  • The recent trend in younger generations of wearing traditional costumes or incorporating fusion hanbok into daily wear necessitates the development of modern hair accessories to complement hanbok. The purpose of this study is to develop practical and modern hair accessory designs inspired by royal women's hair ornaments that complement hanbok, and therefore expand the scope of fashion content development utilizing hanbok culture as well as meeting the demand for various experiences of traditional culture. This research studied the literature on traditional hairstyles and accessories of Queen Yeong and constructed models of these accessories for the purpose of empirical research. The production process first required creating a basic foundation of nylon mesh reflecting the silhouette of a traditional hairstyle, and then grafting a digital textile printed fabric using majestic and extravagant royal relics on top, thus employing the trompe l'oeil technique to ultimately give the impression of wearing traditional jewelry. As a result, a total of six hair accessory designs were completed, produced with hairbands, hair pins, and hair ties. In addition, the accessories are designed to be easily worn regardless of the wearer's hair style, and the stiff yet flexible nylon mesh effectively expresses the shape of a voluminous hairstyle and creates an optical illusion, blending into the hair. These research results present a unique aesthetic and cultural experience to the greater public seeking both daily entertainment and value from rarity.

A Study on Visitor Motivation and Satisfaction of Urban Open Space - In the Case of Waterfront Open Space in Seoul - (도시 오픈스페이스 방문동기 및 만족도 연구 - 서울시 하천변 오픈스페이스를 중심으로 -)

  • Zoh, Kyung-Jin;Kim, Yong-Gook;Kim, Young-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.1
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    • pp.27-40
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    • 2014
  • The functions of urban open space, which embraces community revitalization, are diverse. It is the means of public healthcare, learning centers for children, hub of arts and cultural programs, as well as promoter of urban tourism. However, in-depth discourse and research on the topic of urban open spaces has been limited so far. Hence, this study aims to investigate the motivations and satisfaction of visitation based on four representative waterfront open space in Seoul; Cheongyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park. The methods of study are literature review, observation investigation, and questionnaire survey. The findings are analyzed through the Exploratory Factor Analysis, Reliability Analysis, ANOVA Analysis and Regression Analysis by SPSS 18.0. The results of the study are as follows. First, urban waterfront open spaces in Seoul has 5 factors of visitor motivation; community amenity, nature access, cultural and educational assets, aesthetic enjoyment, and lastly means of escape. Second, factors of recognizing urban waterfront open spaces as community amenity and nature access indicate meaningful differences in visitor's perception by spatial characteristics. Third, distances between the destination and the visitor's residence influence significantly their perceived motivation. Close-range visitors perceived nature access as a principal factor, whilst medium to long-range visitors perceived visitation for aesthetic purposes more importantly. Lastly, the will to escape was shown as the influential factor in visitor satisfaction. Visiting open spaces for the enjoyment of nature and aesthetic purposes were factors that also closely relate to visitor satisfaction. In addition, it was found that there are different visitor motivations that influence visitor satisfaction in accordance with the spatial characteristics of each open space. In summary, it can be said that urban waterfront open space is a hybrid space connected to various types of urban contents beyond daily experiences. It was found that several visitor motivations including community development, design aesthetics, education and culture, entertainment, enjoyment of natural landscape, and relaxation, affect the overall satisfaction of the visiting experience. It is anticipated that the results of the study will be used by the local government in setting up strategies for the creation and management of successful urban waterfront open space, and for those involved in planning and design act as a starting point for spatial programming and amenities arrangement in accordance to the city's tourism and urban marketing approach.

The Influence of Stress on Smoking and Drinking of High School Students (스트레스가 고등학생의 흡연.음주에 미치는 영향)

  • Kim, Jong-Mun;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.3
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    • pp.35-58
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    • 2002
  • This research attempted to investigate the real state of adolescent smoking and drinking, and to study how stress influences on smoking and drinking of high school students. This data was collected from 837 first and second grade students in a vocational high school in Go-yang city, Gyeonggi province. Data analysis consisted of frequency, percentage, Chi-square, T-test, step-wise regression analysis, using SPSSWIN. The results of analysis were as follows: First, 51.7% of the students have never smoked, while 48.3% have experienced smoking. Most students started smoking in the second year of the middle school, though 17.6% of the smokers already started in the elementary school. The strongest motive of initial smoking was curiosity, next the inducement of friends, and 10.9% of them smoked to get rid of stress. Their favorite place for smoking was in the order of the entertainment centers, schools, and private academies. They personally purchased cigarettes mostly at the store. Most of them smoked less than 5 cigarettes a day, but 3.7% smoked more than a pack of cigarettes a day, usually with friends rather than alone. Second, the ratio of drinking was relatively high 78.1%, and their initial drinking experience was most frequent at the third year of the middle school. The initial motive of drinking was mostly curiosity and the inducement of friends, but 10.7% of them started drinking to reduce stress and anxiety. The places for buying alcohol and drinking were bars or restaurants. The ratio of habitual drinking was 45.1%, and the ratio of irregular drinking was 53.3%. 1.8% of the drinking students enjoyed drinking everyday. The amount of drinking varied from half a bottle to two bottles of Soju, and the drinking problem was serious to see that 11% of them drank more than two bottles at a time. Because 84.4% drank in groups with friends, a thorough and systematic supervision and education of the peer group drinking is essential. Third, as for the relationship between personal matters and smoking, it was found that there was a positive relation between smoking and sex, but there was no correlation between smoking and school years. Adolescent smoking was also related with scholastic achievement, the number of friends, and the existence of parents. Fourth, as for the relationship between personal matters and drinking, it was found that there was no correlation between drinking and sex, but there was a positive relation between drinking and school years. Fifth, the average index of stress was students themselves(2.58), school life(2.53), family life(2.19), friends(2.00), and the total index of stress was 2.33. Sixth, there appeared a marginal negative correlation between stress and 'drinking and smoking' in Pearson coefficient of correlation r to see the influence of stress on smoking and drinking. The difference of the average index of stress according to smoking and drinking bears meaningful difference for all students, smokers and non-smokers, drinkers and abstainers in students themselves, school life, family life, friends, and total stress. Smoking has an effect on family life most, school life next, and drinking has an effect on school life most, family life next, with the explanation power of 11% and 9% respectively, in a regression analysis to analyze the factors influencing on smoking and drinking among the factors of stress.

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A Study on the Characteristics and Vitalization Strategy for the Multi-Complex Shopping Mall (복합쇼핑몰 활성화 방안에 관한 사례연구)

  • Cha, Seong Soo;Park, Cheol
    • Journal of Distribution Research
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    • v.17 no.5
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    • pp.129-146
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    • 2012
  • Recently, Korea became the 7th country in the world which has got into the 20-50 clubs that means the population is 50 million and per capital income is $20,000. From the view point of the retail industry, it suggests that Korea should have its own self-sufficient market by itself. With abundant labor and increased disposable income, it made the consumer's needs change. Responding to the change, retail and F&B oriented retail malls are now starting to add culture, art and entertainment facilities in the configurations. Such complexity and variety of the shopping malls became trendy and many shopping complexes are scheduled to open in the near future across the country. Due to above reasons, it became the common trend to develop shopping complex all over the cities now. However, the history of the shopping mall in Korea is much shorter than developed countries such as America and Japan. Thereby, a lot of problems, trial and error have occurred in the process of developing and operating them. If development of shopping complex failed, it would return lots of damages to the stakeholder. Therefore, the corporations should develop the mall properly and government might support positively. In this study, we would like to propose on how all the mall should be developed and well managed and what are the ways for the vitalizing factors of the shopping complex after benchmarking other shopping mall cases. Through the case study, we realized that the most crucial factors for vitalizing shopping complex were interior design, merchandising and how well they operate the mall. In case of the failed shopping mall, developers sell each store to individual proprietors and never take care of them after they get the profit, which make it hard to have integrated marketing strategies. That causes the overall slump of the mall. Corporations developing the mall should operate it as well, so that it could be possible to make the mall consistently well managed and promoted. There is a certificate for the shopping mall expert in The States and Japan. However, we do not have this kind of certificate. In fact, if we judge the capability of a person who is involved in the shopping mall industry, we usually measure how many years they stick to the same industries and that is not equally the same as their competence. Therefore it is necessary to organize "Shopping Mall Associate" and introduce shopping mall license for the mall expert. Due to retail trends, we can easily see a lot of shopping facilities all over the cities but not every mall is able to be successful. We think it's essential that the government should certify the malls which are qualified for the design, merchandising and proficiency of the operation. For the qualified mall, the government could confer a benefit on the company such as reducing corporation taxes. In multi-complex shopping mall it is possible to make convenient for customers. However, if a mall failed to succeed, it would be disaster. To build a shopping complex, developers should invest huge money even take out loan so that many people would be connected to the project, which may affect their whole financial conditions. In addition, only qualified corporation should develop and operate shopping complex and the government must support and aid the developers in order to make a better shopping environment in which customers might be happy during their shopping experience.

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Strategy and Basic Planning for Creating an Urban Agricultural Park -Focusing on Gosangol Village in Daegu City- (도시농업공원 조성을 위한 전략 및 기본계획 연구 - 대구광역시 고산골마을을 대상으로 -)

  • Lee, Jong-Il;Kwon, Jin-Wook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.4
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    • pp.23-34
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    • 2017
  • This study focused on a planned site located in Gosangol Village in Daegu Metropolitan City that aims to build an urban agricultural park combining urban agriculture and urban park for the sustainable realization of urban agriculture. Accordingly, this study has significance in two perspectives: firstly, suggesting development strategies to be considered when building an urban agricultural park as a theme park, and secondly, presenting guidelines for spatial programs and facilities to be introduced for actual applications. The results are as follows. Firstly, building an urban agricultural park fills a role as a local community space prompted by the demand-oriented evolution of urban parks, and agricultural behaviors to be incorporated in the theme. In this context, 'building an urban agricultural space focusing on sustainability', 'constructing green space systems focusing on agricultural landscape', and 'structuring leisure spaces for communications in the community' are presented as development strategies. Secondly, key functions that an urban agricultural park should have include production and trade of agricultural products on the production side, soil preservation, resource cycling and green space provision on the environmental side, leisure and experience, community vitalization, education, and social security on the social and cultural side, and entertainment functions, ecological functions, and protective functions as urban park functionality. Thirdly, key facilities needed when building an urban agricultural park include urban agricultural facilities other than park management facilities, landscape facilities, recreational facilities, sports facilities, educational facilities, and convenient facilities, and family gardens as the key facility of the urban agricultural park should be scaled in consideration of various purposes and behaviors of their use. This study has a limitation that the subject site was limited to a specific area but has significance in that it presented a planning model for the spatial structuring of park-type urban agriculture.