• Title/Summary/Keyword: music satisfaction

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A Study on Cognition about Personal Broadcasting

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.27-34
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    • 2018
  • Personal media centered on blogs, Twitter, and Facebook has opened up a personal broadcasting area while meeting platforms such as YouTube and Africa TV. Due to the many advantages and disadvantages of personal broadcasting, a study on it was necessary and statistical survey was conducted. The study conducted opinion survey of 118 university students on personal broadcasting. As a result, we are getting news using smartphones and mainly watching videos through YouTube, and watching videos type in the order of games, music videos and sports. Satisfaction rate of video was 72.4%, 80.2% of survey did not use paid services, experiences about personal broadcasting was 96.6% and 90.5% of survey the prospect of person broadcasting of the opinion that "it will be expanded". The first thing we want to be improved in personal broadcasting is the prevention of abusive language and hate speech. Second, we were reluctant to sensational content. Third, the survey results are the improvement of excessive advertising.

A Study on the User Experience of Online Concert -Focusing on the case of KPOP Online Concert- (온라인 콘서트의 사용자 경험 연구 -KPOP 온라인 콘서트 사례를 중심으로-)

  • Hong, Hyun-Ju;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.349-354
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    • 2021
  • The purpose of the project is to study the factors affecting the new user experience and satisfaction as the concert market of K-POP is moved to the online stage by the Corona 19. The study conducted a survey and in-depth interviews with men and women in their 20s and 30s who participated in the K-POP online concert, consisting of proposed by Stephen P. Anderson. The study found that participants' propensity, concert composition, platform-supported technology, and quality factors affect user experience satisfaction. It was also noticed that while the grafting of new technology did not have a significant effect on the part of Pleasurable, the satisfaction level was significantly reduced if the quality was poor. Hopefully, this study becomes a reference to the future direction of online concert development.

Expenditures Patterns by Korean Wave Event Audiences and Economic Impact of Direct Spending on a Inchoen City (인천한류관광콘서트 방문객의 소비지출 패턴 및 경제적 파급효과)

  • Yoo, Chang-Keun
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.399-410
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    • 2012
  • This study is to investigate the expenditure patterns that was generated by visitors who attended The Korean Music Wave Festival and analyze economic impact derived from that event. The target is the foreign visitors who attended '2011 Incheon Korean Music Wave'. Total of 407 questionnaires were collected. The collected data were analyzed to produce spending patterns using Tobit models. Also, tourism multipliers were employed to identify the economic impact. This results show that expenditure determinants such as demographic variables and satisfaction as independent variables are significant in estimating visitors' expenditures. Also, In addition economic impact derived from direct spending was substantially over committed cost. Accordingly, this result can contribute to providing basic information for marketing strategy that generates the economic effect on the destination. Moreover, the result can be utilized when establishing the strategy that can maximize the economic impact based on the spending patterns.

The Possibility of Being an Alternative as Uncontact Concert Format for BTS's Recent Online Concert Called "Bang Bang Con The Live" (BTS '방방콘 The Live'의 비접촉 콘서트로서의 대안 포맷 가능성)

  • Yu, An-Na;Lee, Jong-Oh
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.27-35
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    • 2020
  • In 2020, one after another, musicians started to hold non-contact online concerts as the pop music industry began to shrink due to the unprecedented "Covid-19" incident, in seeking for various channels and alternatives. Taking this into account, this study conducted a survey with BTS' "Bang Bang Con The Live" as the subject that was held June 2020 to see if they were qualified as an alternative format for quarantine-focused non-contact concerts. The survey was carried out with the content analysis of online concert videos participated by music experts and by collecting evaluations and alternative suggestions from the audiences. The study showed that the sample performance video well fulfilled the actual feels of offline concert elements (field visualization, face-to-face interaction, and responsive behavior), satisfaction, and convenience as an alternative concert format as an emergency correspondence. However, it was analyzed that there was a serious lack of empathy and realism with fans. Therefore, the study showed the possibility that BTS' "Bangbangcon The Live" will function as an alternative format for non-contact concerts, but suggests that measures such as supplementing digital communication systems and technology devices must be taken to be recognized as a level of settlement in the global music community as well as in Korea.

Analysis of User Satisfaction on the City Squares in Seoul - Focused on Grand Public Place - (서울 소재 도시광장에 대한 이용자 만족도 분석 - 중심 대 광장을 대상으로 -)

  • Lee, Jung-A;Lee, Hyung-Sook;Choi, Yun-Eui;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.42-50
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    • 2012
  • City squares are public open spaces which are closely related to the peoples daily lives. Most squares are located in the center of the city, and they are usually used for community gatherings and they are suitable for open markets, music concerts, political rallies, and other events. City squares also play an important role as a grand public place operating in multi functions that require involvement of more people. The purpose of this study is to examine satisfaction on the spatial components, characteristics, and the user satisfaction in City Squares. The slady also analyzed the relationship between the satisfaction about spatial components, characteristics and it also shows that the user satisfaction is followed. This study sites are made in 3 grand public places in the center of Seoul including the Seoul plaza, Cheonggye Plaza, and Gwanghwarnun Square. Data were analyzed using several statistical methods such as descriptive statistics, factor analysis, ANOVA, correlation and regression. Results of the study are as follows: First, factor analysis carried out to extract the various factors of satisfaction on the sites; spatial components, usability, amenity/security, and spatial characteristics. User satisfaction concerning usability factor was higher than the satisfaction of the other factors. This result represented that the slady sites play an important role to the public open spaces in the city. Second, users showed high user satisfaction to study sites, and user satisfaction rate toward the Gwanghwarnun Square is the highest because of its facility planuing. Finally, user satisfactim was strongly correlated on the usability factor of spatial planning. Also, the significant correlations between the user satisfaction and the other factors such as spatial components, security, and spatial characteristics of spatial planning are presented. Results of this study can help guide the planning and management of the city square as a public open space based on the understanding of user perception and satisfaction.

Development of Smartphone Control Jacket Using Textile Touch Sensor (텍스타일 터치센서를 활용한 스마트폰 제어 기능 재킷 개발)

  • Park, Jinhee;Kim, Ji-seon;Kim, Jooyong
    • Journal of Fashion Business
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    • v.24 no.5
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    • pp.140-157
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    • 2020
  • The purpose of this study is to develop three functions for smartphones and PCs using a textile touch sensor in an everyday sports jacket and to present their usefulness; to this end, we have developed a mutual capacitive textile touch sensor and corresponding structure, and we have implemented three functions into a textile touch sensor jacket, of which we also conducted a usability evaluation. The jacket has a sensor on the wrist of the left sleeve and a device on the left arm. The sensor system can be divided into three main categories: a sensor acting as a switch, a circuit connecting the sensor and the device, and the device that acts as power control and system on/off. The functions are implemented in the texture touch sensor jacket in three modes: cell phone mode, music mode, and PPT presentation mode. We conducted an evaluation of each function in each mode, which indicated that all functions performed well without errors and that the switch had excellent operation for the number and intensity of touch. In terms of usability in a humid environment, the performance of touch functions was found to be equally implemented. In the temperature environment, neither high nor low temperatures caused issues with the functions. A wearing satisfaction assessment evaluated psychological satisfaction, clothing convenience, device convenience, device usability, and device effectiveness. This research jacket is thought to be desirable for the relatively bendable, flexible, and intimate sensor used on the clothing, and the circuit made of conductive fabric tape.

Multimedia Contents Recommendation Method using Mood Vector in Social Networks (소셜네트워크에서 분위기 벡터를 이용한 멀티미디어 콘텐츠 추천 방법)

  • Moon, Chang Bae;Lee, Jong Yeol;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.6
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    • pp.11-24
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    • 2019
  • The tendency of buyers of web information is changing from the cost-effectiveness to the cost-satisfaction. There is such tendency in the recommendation of multimedia contents, some of which are folksonomy-based recommendation services using mood. However, there is a problem that they does not consider synonyms. In order to solve this problem, some studies have solved the problem by defining 12 moods of Thayer model as AV values (Arousal and Valence), but the recommendation performance is lower than that of a keyword-based method at the recall level 0.1. In this paper, we propose a method based on using mood vector of multimedia contents. The method can solve the synonym problem while maintaining the same performance as the keyword-based method even at the recall level 0.1. Also, for performance analysis, we compare the proposed method with an existing method based on AV value and a keyword-based method. The result shows that the proposed method outperform the existing methods.

Chinese consumers' awareness of Korean mask packs (중국 소비자들의 한국 마스크팩에 대한 인식 분석)

  • Kwon, Hye-Jin
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.449-454
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    • 2019
  • This study was designed to present the direction of Korean K-beauty by examining awareness, selection attributes, and satisfaction of the Chinese on Korean brand mask packs, which currently rank among the top 10 mask packs in China's beauty market. As a result, the perception of Korean Wave, especially entertainment / music preference, has a positive (+) effect on Korean mask pack choice attributes. Also, it was found that the influence of the Korean Wave greatly affected both satisfaction and repurchase intention. The increase of Chinese women's consumption and the appearance of the society due to the advancement of the society also affects the appearance. However, the safety and efficacy of the product has yet to be established. If the improvement of these technologies and the countermeasures of domestic cosmetics companies are provided, Korea's K-Beauty industry will be more active in the domestic and overseas markets.

A Case Study on the Expression Characteristics of Brand Identity in Housing Cultural Center (주택문화관의 브랜드 아이덴티티 표현특성에 과한 사례조사 연구)

  • Chung, Su-Jin;Hwang, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.30-39
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    • 2012
  • The essence of brand identity is to draw an interrelation between user and brand based on user's desire. The housing cultural center is focused on brand identity for satisfaction of user. The purpose of this study is to inquire out the expression characteristics of brand Identity in housing cultural center according to analyze previous studies and case studies. The results of this study are summarized as follows. 'Uniqueness' is directly expressed through brand name or logo or through brand colors. 'Experience' is expressed as auditive expression through stimulation using a body and providing music. 'Relationship' has provided a communication environment or created relationship with brand by leading interaction with others. 'Estheticism' has increased visual satisfactory level by aesthetically sublimating lighting direction or form. 'Functionality' is expressed by providing various programs through smooth flow plan and grafting with the latest technology. 'Non-dailiness' has affected memory territory by inducing curiosity and astonishment through space modification or new and contrasting direction. The housing cultural center needs to be planned as a space where interaction of user and brand will be initiatively activated sensationally and psychologically by pursuing user-oriented brand identity.

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A Study on Valuation about Acoustic Performance utilizing Auditory-Evocation for Grand Performance Hall of G Art Hall (가청화를 이용한 G예술회관의 대공연장 음향 성능평가에 관한 연구)

  • Kim, Nam-Don;Yun, Jae-Hyun;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.623-627
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    • 2007
  • In case of the Grand Performance Hall, in view of its distinctiveness, since various Assembly Activity as well as Lecture together with the use for Music are important besides the purpose of Performance itself, the consideration with regard to the sound environment which enables to minimize the acoustic defect has appeared on the stage as an essential factor. On this viewpoint, this Study has attempted to examine the acoustic satisfaction degree and its response regarding to the grand performance hall by means of the measurement and valuation about the psychological volume of human-being using the auditory-evoked technology that possible to experience the Virtual Sound Field at the designing stage, after practice of the optimized acoustic design for the object of the grand performance hall on the step of construction. As the result of auditory-evocation, it was known that the valuation about the acoustic performance after reformation has been improved affirmatively than before reformation. It is considered that such outcome of the study could be utilized as the useful material that enables to improve the curtailment effect of construction cost and the acoustic performance, by means of the presupposition control about the acoustic problem from the stage of design, for the occasion when the similar Performance Hall is planning to build, hereafter.

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