The purpose of this study is to investigate the impact of semi-closed vocal training-based Vocal Aerobic Treatment on the voice improvement of soprano. Study subject was one soprano who appealed to the suffering of her voice problem due to vocal cord nodule. A study method of conducting pre/post acoustic evaluation and subjective voice evaluation to compare the measures was used; Vocal Aerobic Treatment was carried out twice a week for a total of 32 session. In the acoustic evaluation, MDVP (multi-dimensional voice program) and VRP (voice range profile) were used to evaluate the pitch, voice quality, and voice range; in the subjective voice evaluation, SVHI (singing voice handicap index) was used to assess voice satisfaction. As a result of the pitch evaluation, the soprano maintained a proper Fo. As a result of the voice quality evaluation, the jitter, shimmer, and the noise harmonic ratio numbers decreased compared to the numbers shown before the treatment. As a result of the voice range evaluation, the scope of the range was broadened, with the number of semitone increasing from 30 to 35. As for the subjective voice evaluation, the result of the total score obtained after the survey report divided by the number of questions showed a decrease from 3.6 to 0.6. The soprano herself reported of having a minor extent of a voice problem. The summary of the above results reflects that Vocal Aerobic Treatment is useful in the voice improvement of vocalists However, as this study is case research regarding the Vocal Aerobic Treatment effect on one soprano, further research on the treatment effect covering many other vocalists is necessary. Also, there is a need for follow-up studies regarding voice management and voice treatment program on not only the vocalists but also the voice users in many other professions.
This study proposes an interface for providing mobile interaction suitable for mobile virtual reality (VR) and analyzes it through comparative experiments. The proposed interface is premised on not using additional equipment except for the mobile head-mounted display(HMD) in consideration of accessibility and usability. And the interface that controls the movement interaction using the user's gaze is designed in two phases. The key is to minimize the occurrence of negative factors such as VR sickness that can be caused by straight line movement in virtual reality. To this end, two phases are designed: an interface composed of forward/backward buttons to move the gaze toward the ground, and an interface composed of left and right buttons on the front in consideration of the gaze change in real walking motion. An application that can compare and analyze movement interactions through the proposed interface is produced, and a survey experiment is conducted to analyze the user's satisfaction with the interface experience and the negative impact on the movement process. It was confirmed that the proposed movement interaction reduced negative effects such as VR sickness along with a satisfactory interface experience for users.
Journal of the Korean Society of Fisheries and Ocean Technology
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v.57
no.2
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pp.162-172
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2021
This study was conducted to determine whether the layout of wheelhouse and work environment of coastal improved stow net fishing boats affect the physical abnormalities of wheelhouse workers through a survey and to use it as basic data to improve the wheelhouse work environment. The analysis results are as follows. The result of factor analysis on the wheelhouse work environment was classified into three factors: suitability of work environment, suitability of work space arrangement, and layout of navigational and fishing equipment. The result of factor analysis on physical abnormalities was divided into two factors: physical pain and fatigue. The results of regression model analysis showing factors affecting physical pain showed that the t-value in the regression model was 3.625 (p < 0.05), indicating that the work environment suitability had an effect on the physical pain. Work environment suitability had a significantly positive effect on the physical pain. As work environment suitability increased by 1, the physical pain increased by 0.371 (p < 0.05). The results of regression model analysis showing the influencing factors on fatigue were found to have a t-value of 3.009 (p < 0.05) in the regression model, indicating that the work environment suitability had a significantly positive effect on the feeling of fatigue. It was found that fatigue increased by 0.324 (p < 0.05) as the work environment suitability increased by 1. In addition, the manageability of task suitability was found to be t = -2.521 (p > 0.05). As the manageability of task suitability increased, the skipper's fatigue level decreased. From these results, it is inferred that the wheelhouse of the current coastal improved stow net fishing boats causes physical pain and fatigue for the skippers. In order to reduce such physical pain and fatigue, and to improve safe fishing operation and job satisfaction, it is necessary to provide a wheelhouse to fishermen on coastal improved stow net fishing boats in consideration of the characteristics of the wheelhouse work of fishing boats and in consideration of users.
Journal of the Korean Society for information Management
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v.38
no.1
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pp.243-262
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2021
The present study aims to identify the factors that affect the continuous use and discontinuance of the hospital information seeking applications(hospital apps thereafter) by employing the post acceptance model. The surveys were conducted with people who used the hospital apps from October 11 to 18, 2019. Researchers collected 125 valid data and analyzed them by using the structural equation model. The study found that the satisfaction and confirmation of expectation for the hospital apps users had significant effects on intention for continuous use and perceived usefulness, respectively. However, the perceived usefulness did not have a significant effect on the intention for continue use. The present study has identified the variables that influence the continuous use of these innovative technologies. The findings of the study confirmed the post acceptance model by observing the adoption and use of the hospital apps and extended the literature of the post acceptance model by discussing the unique characteristics of the hospital apps that satisfy the urgent help-seekers under emergency situations or the information needs emphasizing promptness. In addition, based on the benefits and limitations of hospital apps reported by consumers, the study provided practical implications for designing more user-friendly apps to hospital app developers or managers.
An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
The Journal of the Convergence on Culture Technology
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v.7
no.3
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pp.497-508
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2021
After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.405-413
/
2021
In this study, based on the theory of use and satisfaction, the motives of consumers who use Instagram accounts for luxury fashion brands were classified and the effect of the flow state experienced according to the motives on the purchase intention and the enjoyment was empirically studied. As a result of the analysis, the conclusions obtained through this study can be summarized as follows. First, it was found that the motive for using Instagram, a luxury fashion brand, had a significant positive effect on flow, followed by social interaction motive, informational motive, and enjoyment motive. Among the motivations for use, it was confirmed that the motivation for social interaction had the greatest influence on flow. Second, when using the luxury fashion brand Instagram account, the state of consumer flow induces positive emotions such as pleasure, which has a positive effect on purchase intention. Third, age, which is a characteristic of luxury fashion brand Instagram account users, had a significant positive moderating effect on the relationship between informational motives and flow, and had a significant negative effect with playful motives. Through the results of this study, we contributed to the flow of previous related studies by empirically showing the dynamics of consumer psychology related to the use of luxury Instagram accounts.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.149-162
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2020
This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.
During the pandemic, social distancing continued for a long period of time, and as a result, this situation raised the possibility of the online space as a place for serious social relationships. In particular, metaverse platforms are adding to the reality of virtual space by expanding their functions so that users can provide various online events and have a variety of new experiences. This study attempted to examine the social relationship between reality and the metaverse according to social inclinations and behavior patterns. As a result of this study, the group with a high sense of inferiority in their usual relationship and the group with low satisfaction with their usual social interaction felt high discomfort at a similar level in both real and metaverse relationships. The group with the opposite inclination felt more uncomfortable in the metaverse relationship than in reality. In addition, whether the behavior patterns in the metaverse and in reality were different or same did not significantly affect the difference in attidudes between the metaverse and reality. In the case of group with different behavior patterns, however, if they were satisfied with how they look in the metaverse, their intimacy with social relationships was also high. This results implicate that we need to make an special effort for the development of social relationships in the metaverse era.
Journal of Korea Entertainment Industry Association
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v.14
no.6
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pp.91-107
/
2020
The purpose of this study is to explore quantitatively the success factors of YouTube's music cover channel. Along the process, constructing and testing the measurement for music cover channel's characteristics. The research constructed the measurement items based on results of qualitative studies. To perform the purposes the study suggest a research model which integrated the Post Acceptance Model with five music cover channel's characteristics based on the recent case studies. The five characteristics were contents, video, creator, interactivity, and publicity. The characteristics were integrated with Post Acceptance Model. After testing reliability and validity the research model was revised then, the research hypothesis was tested. The research results show: first, it was found that the content characteristics did not meet the expected value of users. Second, among the five factors of channel characteristics presented in creator's characteristics have the largest effect on user's value perception Third, in the factor analysis process, the content factor and the video were loaded on the same factor thus integrated as one factor. Fourth, satisfaction and intention for continual usage were also loaded on the same factor thus integrated as one factor. The research results suggest that music cover channel operators need to enhance the creator's attraction, communication with user, and publicity in various ways.
Journal of Korea Entertainment Industry Association
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v.14
no.6
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pp.13-27
/
2020
This study aims to analyze the effect on the adherence intention of enterprise image, trust, and relationship maintenance by the relation marketing in companies, especially in design companies, to examine the relationship establishment in the operation and communication between customers (users) on using the company's service and the member working for the company, and to suggest its substantiation of the mutual satisfaction effect. The research method was, first, analyzed based on the data collected after examining the published domestic and foreign papers, academic journals, publications, books, and internet in order to conduct the theoretic consideration. Also, for objective validity and empirical proof, the empirical analysis was conducted on the survey conducted and collected over two months for the employees of design companies living in Seoul and Gyeonggi-do, and the results are as follows. First, the result of verifying the relationship between relationship marketing and trust showed that the company's expertise does not significantly affect its trust while the company's communication and reputation affect significantly on trust. Second, the relationship between relationship marketing and sustainability has been verified that all variables, such as expertise, communication and reputation does not significantly effect the relationship maintenance. Third, the company's trust has significant effect on relationship maintenance. In addition, the implication and limitation of the study related to this were suggested in the conclusion.
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