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인터랙티브 영화에 대한 관객체험이 관객만족도에 미치는 영향 연구
공지흔,서가준,김치용 한국멀티미디어학회 2023 멀티미디어학회논문지 Vol.26 No.10
Interactive movies are multimedia content characterized by the addition of nonlinear narratives to the traditional narrative structure of movies and the interaction mechanism of video games. The nonlinear structure of interactive movies enables a unique viewing experience by allowing the audience to participate in the narrative and the audience to compose their own plot. In this study, we tried to find out the effect of audience experience on audience satisfaction for interactive movies. The audience experience was divided into Flow Experience, Emotional Experience, Relational Experience, and Marketing Communication Experience, respectively, and a total of five variables, including Audience Satisaction, were defined, and the correlation between each variable was proved. Reliability, validity, and hypothesis were verified using SPSS 26.0 and AMOS 24.0 based on a total of 272 questionnaires. Studies have shown that Flow Experience has a significant positive effect on customers' internal satisfaction, and Emotional Experience has a significant positive effect on both audience internal and external satisfaction. Relational Experience also has a significant positive effect on both the audience's internal and external satisfaction, and Marketing Communication Experience has been shown to have a significant positive effect on the audience's external satisfaction.
유치원 교육용 멀티미디어 시스템의 하드웨어 디자인 개선방안 연구
왕영,공지흔,김치용 한국멀티미디어학회 2023 멀티미디어학회논문지 Vol.26 No.12
Currently, education for multimedia systems stimulates children's various senses and brings them a different learning experience. Recently, in China, following this trend, conversion to smart classrooms and learning using multimedia contents are becoming more common. However, the multimedia system for kindergarten education currently used in kindergartens in China is lagging in terms of hardware and has many other problems. In this paper, we tried to identify the problems of the multimedia system for kindergarten education through prior research, fact-finding surveys, and expert interviews, and based on this, we wanted to present an improved design of hardware optimized for kindergarten education.
애니메이션 이모티콘이 사용자의 긍정적 감정 및 지속적 사용의도에 미치는 요인 연구
왕흥기,공지흔,김치용 한국멀티미디어학회 2023 멀티미디어학회논문지 Vol.26 No.11
The rapid growth of social media has provided a new way for people to communicate in a non-face-to-face way. In non-face-to-face communication, the emotions of both parties are the main factor in maintaining the communication and enhancing each other's emotions. By actively engaging each other's emotions during the dialogue process, the communication can become more enjoyable and thus alleviate the negative state of each other. This paper takes animated emoticons as the object of study and uses the characteristics of emoticons as the theoretical basis. It investigates whether recipients induce positive emotions after receiving animated emoticons and the effect of recipients' acquisition of positive emotions on the intention to use them consistently. The research methodology was based on questionnaire data from 272 people, and the model and hypotheses were tested using SPSS 21.0 and AMOS 24.0 software to generalise and extract four influencing factors based on the characteristics of emoji. It was found that the simplicity, entertainment, aesthetics and usefulness of the animated emoticon could induce positive emotions in the recipients after receiving them, while positively influencing the intention to continue using the animated emoticon.
디지털 인터랙티브 전시콘텐츠에 적용된 인터페이스 제작방식이 관람객 만족도에 미치는 영향에 관한 연구
배규한,공지흔,김치용 한국멀티미디어학회 2023 멀티미디어학회논문지 Vol.26 No.5
In recent years, complex cultural spaces have become prominent features of urban environments, encompassing a range of functions such as culture, arts, leisure, and commerce. These spaces have gained popularity among urban residents in search of cultural experiences and recreational activities, thereby creating opportunities for diverse cultural industries and fostering urban cultural diversity and creativity. This study classifies the interface elements of interactive exhibitions in complex cultural spaces. Additionally, it investigates and analyzes the enjoyment and preferences of visitors who encounter exhibition content associated with each interface technology element. The findings of this study provide valuable insights for the future development of exhibition content in complex cultural spaces.
인터랙티브 영화에 대한 관객의 참여의사에 미치는 요인에 관한 연구
서가준,공지흔,김치용 한국멀티미디어학회 2023 멀티미디어학회논문지 Vol.26 No.6
Interactive movie is the symbol of the great change in movies art. Interactive movie can make the audience participate in the development of the plot more fully, according to the audience's choice, the relationship between the audience and the movies and the viewing habits. This study investigates the effects of perceived ease of use, perceived usefulness, flow and audience's attitude on the willingness to participate in interactive movies. In the study, perceived ease of use, perceived usefulness, flow and attitude were identified as independent variables and participation willingness as dependent variables. The experiment was conducted by questionnaire and data analysis. SPSS24.0 and AMOS24.0 were used to analyze the data. The results show that perceived ease of use has a positive effect on perceived usefulness and participatory attitude of audience, and the flow has a positive effect on attitude and willingness to participate.
인터랙티브 영화의 특성이 관객 만족도와 충성도에 미치는 영향
서가준(JiaJun Xu),공지흔(JiHeun Kong),김치용(CheeYong Kim) 한국멀티미디어학회 2024 멀티미디어학회논문지 Vol.27 No.1
The Fourth Industrial Revolution brought about rapid advances in information and media technology. In particular, games and movies have undergone many changes due to the development of digital technology, which broke down the barriers between movies and games and became the background for the birth of new forms of entertainment, interactive movies. In order to analyze the effect of the characteristics of interactive films on audience satisfaction and loyalty, this paper used gamification, interaction, and nonlinear narratives as independent variables, and set audience satisfaction and loyalty as parameters and dependent variables, respectively. This study established a theoretical background and hypothesis based on previous studies. Data was collected through a survey on this, and data analysis and hypothesis verification were conducted using SPSS 29.0 and AMOS 24.0. As a result of the study, it was found that gamification and nonlinear narratives had a positive effect on both internal and external satisfaction of the audience, and interaction had a positive effect only on the internal satisfaction of the audience. In addition, it was found that gamification and nonlinear narratives affected audience loyalty through internal and external satisfaction of the audience, and interaction affected audience loyalty only through internal and external satisfaction.
델파이 기법을 활용한 다이나믹 포스터의 디자인 인자 도출 연구
웅소문(XiaoWen Xiong),공지흔,김치용 한국멀티미디어학회 2023 멀티미디어학회논문지 Vol.26 No.11
Dynamic posters have wide coverage, rich informational content, and fast update speed, and provide a rich audiovisual and interactive experience to visitors. Therefore, the design elements of dynamic posters have not been fully studied and systematically summarized. How to effectively screen out suitable design elements has become a key issue. In this study, the design elements of the museum's dynamic poster were selected based on audiovisual associations and interactions using the Delphi method. Fourteen art museum designers and experts were invited to gather views and suggestions on the design elements of the dynamic poster, and consensus was reached through three expert surveys and analysis. This study attempted to establish an evaluation system for dynamic poster design by determining design element layers and factors for dynamic posters.