• Title/Summary/Keyword: 광고콘텐츠

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The State and Trend of Digital Signage Research in Korea (한국 디지털 사이니지 연구의 어제와 오늘: 연구 추세와 미래 연구 제안)

  • Yoo, Seung-Chul;Min, Jeewon;Hwang, Hye-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.745-757
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    • 2016
  • The objective of this study is to understand and give an overview regarding research trends in digital signage in Korea, which has recently received significant attention from the media market. For the past 10 years, from 2006 to 2016, 69 studies related to digital signage were found. Following the coding guidelines, the present study conducted a content analysis on the published peer-reviewed journals in Korea including their published year, each journal's number of compilations, journal ratings, number of researchers and their major, field of research, research medium, research method, research samples, and the applied statistical analysis. Through the analyzed results, we found out that there are numerous studies on digital signage in various fields of study, including media content. A number of case studies and experimental studies were made. However, theoretical research on digital signage was still found to be insufficient. Lastly, a wider variety of theories are suggested to be applied in future study along with conducting joint research with cooperation between industry partners and academics in order to further advance the research on digital signage.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

A Study on the Expressional Characteristics and Elements of Contents Using Hologram (홀로그램을 활용한 콘텐츠의 표현특성 및 요소에 관한 연구)

  • Lim, Jung-Hee;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.405-411
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    • 2017
  • The purpose of this study is to identify the visual characteristics of image expression elements of contents based on hologram and to find ways to utilize hologram effectively. Therefore, I intend to analyze the characteristics and cases of hologram, and investigate efficient representation methods of hologram contents. As a research method, I considered the theoretical background of the hologram through the literature investigation and the precedent study related to the hologram technology, and derived the results from the case study analysis. The characteristics of expression of hologram contents are fusion of virtual and physical elements, interaction, visual extension of reality space. It becomes possible to produce scenes that were difficult to visualize, thereby enhancing the interest and immersion of the audience.

Changes in Inequal Trading Practices due to Changes in Contents Production System (방송콘텐츠 제작방식 변화에 따른 불공정 관행 변화; 외주제작사 입장을 중심으로)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.540-551
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    • 2017
  • While the way broadcasting contents are made has changed drastically, some conflicts appear to remain unchanged. And they are about allegedly unfair practices. The whole arguments may even be deemed natural to a certain degree, considering the characteristics of the overall creative industry. But it needs to be highlighted the conflicts are being aggravated both in drama and non-drama production industries for different reasons. The drama side of the issue comes from how the project-based organizations are organized, and will be resolved if broadcasting companies do not send over their directors. On the other hand, the non-drama side's issues are about the complaints that outsourcing production companies have about the production cost. In general, due largely to the genre's relatively weak power to generate revenue, the producers do not get the upper hand when it comes to the negotiations over financial matters.

Analysis of Contributions to Broadband Universal Service of Platform Operator (플랫폼 사업자의 보편적 서비스 기여금 분담 효과 분석)

  • Jung, Choong-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.1
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    • pp.153-161
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    • 2022
  • This paper analyzes the economic effects when platform provider including CP contributes to broadband universal service and uses broadband bandwidth providing high quality network service. In this model, the contribution rate of broadband universal service is determined by ISP and platform provider sets its price of contents. The main results are as follows. First, the traffic usages is less than social optimum when the market of contents is monopoly. The sum of contribution fee and network usage rate must be less than marginal cost of network operation to get social optimum traffic. Second, the rate set by ISP is equal to social optimum when the market of contents is competitive. Third, when platform provider does not charge contents provided, ISP sets social optimum prices and the network usage rate for contents user is decreasing as advertisement revenue becomes larger. These results suggest that the platform provider should contribute to universal service funding to encourage the network investment of ISP.

A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.427-429
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    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

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Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

Application Basics of Korean Web Content Accessibility Guidelines 2.1 to Web Visualization of Geo-based Information (한국형 웹 콘텐츠 접근성 지침(KWCAG) 2.1의 공간정보 웹 시각화 적용 기초)

  • Park, Hansaem;Kim, Kwangseob;Lee, Kiwon
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.2
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    • pp.123-135
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    • 2016
  • Recently, geo-based application services such as location-based commerce or personal navigation are recognized as a kind of common tool on smart-phone, and demands with respect to advanced functions of online map editing linked to value-added contents are increasing. However, the disabled people have severe difficulties to equally use those geo-based services, compared to the normal people's uses. Of course, this situation is almost same to other application fields besides geo-based applications. Web accessibility basically means necessary guideline handling web-based contents for equal uses of web services for all people. W3C has developed and distributed a generalized web content accessibility guideline, and Korean web content accessibility guideline version 2.1 referred it. As well, there is a certificate system operated by public agencies. In spite of this situation, geo-based application field is globally on the very early stage for web accessibility. This work first summarized the concept of web accessibility and Korean guideline, and then presented some practical schemes for the further geo-based applications, focused on web visualization of geo-based contents among numerous implementable application services.

Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

A Study on the Influence of Factors That Makes Web Sites Credible (웹사이트의 신뢰성 평가에 영향을 미치는 요인과 각 요인의 중요도에 관한 연구)

  • Kim, Young-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.93-111
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    • 2007
  • The Internet is now an integral part of the everyday lives of a majority of people. Web users are becoming increasingly skeptical of the information and services offered online. They are demanding web sites that offer credible information. This study focused on what features of web sites affect the perception of web credibility. For this purpose, I took the responses from 648 people and extracted 49 factors that affect web credibility. I placed the individual factors - the specific questions asked in the survey - into one of four categories expertise. trustworthiness, ads and other and calculated the means for each of the 49 factors. As a result, 29 out of 49 factors increase the Perceptions of credibility and 20 factors decrease the web credibility. Sites with frequently update. the credentials of authors, strict content guides, search capabilities, clear connections to the real world fared good in credibility. Technical problems such as broken links, site sown, or typographical errors were rated the most negative on this scale On the other end of the scale, a domain name that ends in' .org' or' .or.kr' caused little change in perception of credibility.