• Title/Summary/Keyword: u entertainment

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A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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A Study on the Causes of Child Loss through Behavioral Analysis of Customers Accompanied with Children in Urban Entertainment Centers (복합상업시설에서의 아동 동반 고객 행태분석을 통한 미아 발생원인 고찰)

  • Choi, Jaepil;Choi, Soyoung;Yoo, Saewon;Han, Gyu Bin
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.1
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    • pp.49-60
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    • 2020
  • Although the number of child loss in commercial facilities has been growing recently, the prevention method for child loss are still lacking in the environmental aspect. This research examines the causes of lost child in behavioral aspects in order to develop a guideline to prevent child loss in U.E.C. The observational study on the behaviors of guardians and children was conducted in the U.E.C that is visited by many customers accompanied with children. Then the results of the observational study were marked on the behavioral maps. After analyzing the behavioral maps, the causes of child loss were determined by classifying into behaviors by age and behaviors by functional space. As a result, when guardian is unable to pay attention to child by doing something else such as making a purchase, or an inquiry, child may lose guardian by going towards the interesting factors or playing around. Moreover, if the spaces related to children are located at the node with high pedestrian density and open structure or the environment that is hard for the guardians to watch over their children, it will be easy for guardians to be inattentive to their children, and get separated from each other.

Child Observation Assessment Practice and Reflections of a First-year Early Childhood Teacher Through Collaborative Action Research (협력적 실행연구를 통한 초임 유아교사의 유아관찰 평가의 실천과 반성)

  • Yang, Jung-Eun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.159-170
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    • 2020
  • Despite evidence that early childhood teachers play a critical role in guiding children through their child assessment, most beginning teachers in the survival stage face the greatest difficulties in this area. Using the intentional and purposeful tools of action research, this collaborative action study supports a beginning teacher in reflecting upon her perceptions of the 'child assessment' of young children and devising and evaluating good guidance practices. During the course of the study, the participating teacher became engaged in more reflective teaching which prompted her to perceive the "child assessment" of the children from different perspectives. As her understanding of the importance of making her curriculum and classroom climate more engaging and meaningful deepened and she reconceptualized her notion of child assessment, the teacher witnessed positive changes in her students' behaviors which, in turn, increased her sense of efficacy. These very positive, empowering results are strong recommendation for using collaborative action research especially in the novice years of teaching for it provides the teacher with a life-long transformative tool for professional development.

Anonymous and Non-anonymous User Behavior on Social Media: A Case Study of Jodel and Instagram

  • Kasakowskij, Regina;Friedrich, Natalie;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • v.6 no.3
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    • pp.25-36
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    • 2018
  • Anonymity plays an increasingly important role on social media. This is reflected by more and more applications enabling anonymous interactions. However, do social media users behave different when they are anonymous? In our research, we investigated social media services meant for solely anonymous use (Jodel) and for widely spread non-anonymous sharing of pictures and videos (Instagram). This study examines the impact of anonymity on the behavior of users on Jodel compared to their non-anonymous use of Instagram as well as the differences between the user types: producer, consumer, and participant. Our approach is based on the uses and gratifications theory (U>) by E. Katz, specifically on the sought gratifications (motivations) of self-presentation, information, socialization, and entertainment. Since Jodel is mostly used in Germany, we developed an online survey in German. The questions addressed the three different user types and were subdivided according to the four motivation categories of the U>. In total 664 test persons completed the questionnaire. The results show that anonymity indeed influences users' usage behavior depending on user types and different U> categories.

Analysis of Color Transform About Animation Film - Focused on the Hollywood Animation - (애니메이션 영화의 색채 변화 분석 - 미국 애니메이션을 중심으로 -)

  • 강대석;전정숙
    • Archives of design research
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    • v.17 no.2
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    • pp.55-66
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    • 2004
  • Full-length Animation has been producing very actively with a large of U.S.A and growing rapidly as a pare of entertainment industry since the middle of the 1990's. However, in actual fact, Korea Animation doesn't have any characteristics as compared with Japan Animation & U.S.A Animation's growth. It is owing to in financial difficulty and that there's no conversion about consciousness that Animation is only for children. This study is constructed with color information as the central figure from a gradation of information delivery and analyzed ‘Image Color’ of full-length animation which is produced by large studio in U.S.A. This study predicts about past, present and future of animation centering around a color that visual sensitivity factor which recognize enormous information very quickly among sensitivity stimulus of human being. With this study analysis a color of U.S.A animation, looking for sensitivity color factor that react to elaborate and delicate stimulus, and then expressed color from developed animation skill apply to sensitivity industry.

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Some Problems of e-Learning Market in Korea (최근 우리나라 e-Learning 시장의 주요 동향 및 향후 전망)

  • Yoon, Young-Han
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.103-120
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. According to specialist's opinion, imagination experience studying is generalized, and learning environment that language barrier by studying, multi-language studying Machine that experience past things that disappear through simulation, and travel area, and experience future changed state disappears is forecasting to come. This is previewing finally that it may become future education that education and IT, element of entertainment is combined. Already, became story that argument for party satellite of e-Learning existence passes one season already. e-Learning is utilized already in all educations that we touch by effectiveness by corporation's competitive power improvement and implement of lifelong education in educational institutions through present e-Learning. It is obvious that when see from our viewpoint which is defining e-Learning by one industry and rear by application to education as well as one new growth power about these, e-Learning industry becomes very important means that can solve dilemma of growth real form. Only, special quality of digital industry that e-Learning is being same with other digital industry and repeat putting out a fire rapidly, and is repeating sudden change that these evolution is not gradual growth of accumulation and improvement of technology that is appearing consider need to. In the meantime, we need to observe about evolution of Information Technology. Because there is some scholars who e-Learning's concept foresees to evolve by u-Learning.(although, a person who see that these concept is not more in marketing terminology by some scholars' opinion is). This u-Learning's concept means e-Learning that take advantage of ubiquitous technology as Ubiquitous-Learning's curtailment speech. Ubiquitous, user means Information-Communication surrounding that can connect to network freely regardless of place without feeling network or computer. There is controversy about introduction time regarding these direction, but e-Learning is judged to evolve by u-Learning necessarily. Because keep in step and age that study all contents that learner wants under environment of 3A (any time, any whrer, any device) by individual order thoroughly is foreseen to come in ubiquitous learning environment that approach more festinately.

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The Study on Software Tamper Resistance for Securing Game Services (게임 서비스 보호를 위한 소프트웨어 위변조 방지기술 연구)

  • Chang, Hang-Bae;Kang, Jong-Gu;Joe, Tae-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1120-1127
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    • 2009
  • The commensurate number of the attacks and infringement targeting a vulnerability of the game service has been increasing constantly, due to the dramatic growth and expansion of the impact of the game industry. However, there exist no subsequent researches for the differentiated technology, which is to prevent the reverse function of the game service. Therefore, in this study, we examined the current status of infringement toward online game services which are provided in the market currently and designed the proper technical measures for a manipulation of the game service which is the most vulnerable part. We have encrypted an execution file and decrypted it in real time process. Furthermore, we conducted debugging, disassemble, and prevented a its own memory dump, also concealed the information to overcome the module dependency to preclude a manipulation.

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A Comparative Study Between Nations on the Factors Affecting Mobile Advertisement Acceptance : Focusing on me Comparison Among Korea, U.S. ana Japan (모바일 광고 수용의도 영향요인에 관한 국가간 비교연구 : 한국, 미국, 일본간 비교를 중심으로)

  • Kim, Hyo-Jung;Yoo, Sang-Jin
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.209-225
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    • 2009
  • This research has been studied to analyze affecting factors for the consumer's acceptance to mobile advertisement by worldwide survey into mobile users of Korea, U.S. and Japan. Based on TAM & Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. And our research collects data from common consumers & students of each countries to try comparative study with mobile users who has different scope & environment of markets. This data was analyzed based on using AMOS, the structural equation modeling and a second-generation multi variant technique, and has gained distinct advantages over other technique.

A Study on the Uses and Gratifications on the U.S. TV Dramas: Focusing on Comparison to the Korean Counterparts (대학생들의 미국 텔레비전 드라마에 대한 시청동기 및 만족도 연구: 한국 텔레비전 드라마와의 비교를 중심으로)

  • Im, Yang-June
    • Korean journal of communication and information
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    • v.41
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    • pp.303-336
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    • 2008
  • The purpose of this study is to examine the uses and gratifications of the U. S. TV dramas favored by the Korean college students. The uses and gratifications of the U. S. TV dramas are also compared with the Korean TV dramas. In addition, this study analyzes how the motives and satisfactions of students on the U. S. dramas influence on watching patterns of the Korean TV dramas. The results of the factor analysis show that student's motives on watching the U. S. TV dramas are composed of four factors, such as 'Entertainment/Relaxation', 'Getting Information', 'Environment/Companionship', and 'Sexual curiosity'. In contrast, the motives of watching Korean TV dramas are composed of six factors, which are added 'Korean Drama Characteristics' and 'Habitual Time-Spending' to four factors of the U. S. dramas. After dividing the student groups with the heavy and the light watchers, this research shows that three out of five for the U. S. dramas are significantly different, whereas two out of six factors for the Korean counterparts. Finally, the uses and gratifications of the U. S. dramas favored by the Korean college students influence little on the watching patterns of the Korean TV dramas.

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Impacts of Fashion Curation Users' Shopping Orientation, Usage Motives and Preferred Image Types on Fashion Product Purchase Intentions (패션 큐레이션 서비스 이용자의 쇼핑성향, 이용동기 및 선호 이미지 유형이 패션제품 구매의도에 미치는 영향)

  • Kim, Ji U;Jung, Hye Jung;Kim, Young Sam;Oh, Kyung Wha
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.5
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    • pp.796-808
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    • 2017
  • This research shows how fashion curation service consumers (both fashion and image consultants) reveal different aspects towards a preferred image type among the correlation of fashion curation service usage motivation and fashion shopping propensity. These preferences also included the purchase intentions for fashion display service products. This study surveyed 300 men and women between the ages of 20-30 who were the main consumers of fashion curation services. 'Convenience, fashion trend, and exploratory' increased purchase intentions for fashion shopping propensity, 'information search for utility, entertainment, and personal expression' increased purchase intentions for fashion curation services and 'brand identity, consumer lifestyle, and product information' increased factors for the fashion curation service preferred image type. Consumer preferences varied according to different fashion curation service image type; however, all consumer group syndicated a difference in fashion curation service actions. For instance, fashion curation service consumers preferred a consumer lifestyle image, convenience, hedonic shopping orientation, and personal expression motivation had a positive influence on product purchase intention. However, the shopping orientation of 'fashion trend, practical information exploration, and entertainment motivation' had an optimistic influence on product purchase intentions for fashion curation service consumers who preferred a brand identity image and a product information image.