• Title/Summary/Keyword: 뉴미디어 콘텐츠

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Perceived Substitutability between Video Clips of Naver TV Cast and Regular TV program (네이버TV캐스트 클립영상의 TV 방송프로그램에 대한 인지된 대체가능성)

  • Ham, Min-jeong;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.92-104
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    • 2019
  • This study aims to figure out perceived substitutability between video clips distributed on Naver TV cast and regular TV program. An online survey was conducted for a week on October 2017, and we collected several responses, such as viewing time, viewing motive, the extent of viewing for video clip categories, and perceived substitutability between video clips and regular TV program. The dependent variable is Naver TV cast users' perceived substitutability between video clips and regular TV program, and the independent variables are viewing time, viewing motive and viewing degree by video clip categories. With these variables, hierarchical regression was conducted. The result shows that viewing time, use motives, including personal relations, booming issue and selective use, and the extent of web-based video content viewing positively affect on Naver TV cast users' perceived substitutability.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

On the Analysis of ACQ Effect in Serious Game Contents by Listening Type (기능성 게임콘텐츠의 음향 청취방법이 뇌 활성화지수에 미치는 효과)

  • Min, Yong-Sik;Yoo, Hunter
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.4
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    • pp.237-242
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    • 2010
  • To do an experimental analysis in this paper, we divided two non-equivalent control groups, such as pre and post test groups for difference listening types by serious game contents. From these test groups, we can achieve the most ability of its activity quotient (ACQ) effect is a phonic type and the next one is an aural type. The purpose of this paper is focused on the quantitative analysis of the human's brain quotient (BQ) derived from serious educational game contents.

Usability Test to Improve the News Applications of the Major Broadcasting Companies :Focus on the MBC and SBS (지상파 방송사의 뉴스 앱 개선을 위한 사용성 평가 :MBC와 SBS를 중심으로)

  • Oh, Ryeong;Lim, Soon-Bum
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.10-22
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    • 2021
  • This study conducted usability test to users in 20s in order to find problems for improving news apps of the major broadcasting companies. Efficiency, effectiveness, and satisfaction were evaluated by mobile news content type. Also there is including analysis of the news topics (hard news, soft news) and broadcasters (MBC, SBS). As a result, same problems were found in common items according to mobile news content types. And in the news topic, there was a difference in the news values and news attributes that need to be improved. This study gives practical implications to the news producers to improve the contents of news apps.

A Study on New Application Cases of Printing Media Design Using Cultural Contents (문화콘텐츠를 이용한 인쇄매체 디자인의 새로운 활용 사례 연구)

  • Kim, Nam-Hyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.466-469
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    • 2006
  • Nowadays, we make an attempt for media conversion from old to new media, carrying out to information society. These changes to new media are considered as new threat to printing media. New means such as CAD(Computer Aided Publishing), on-line novel and webzine can be regarded as new media and we are confronted with need of new changes in the field of printing media because of the trend of the present. It suggests that the origin of commodity competitiveness depends on the ability of cultural Contents using design. Cultural commodity is considered as strategy concepts in the more specific and realistic aspect than in the aspect of industrialization. This study introduce the case of Cellpark Co.,Ltd. which has successfully developed commodity design of World-cup cultural contents as a creating tools of innovative value connecting existed design method based on printing media with new method. This study gave the case which created Blue Ocean market through new expression method of design, products protection of contents design by patent registration, and licensing which many design firms often overlook.

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Paradigm Shift of Film Industry in the Media Convergence and Integration within Digital Environment:An Alternative Model for Development of Film Industry (디지털 환경-미디어 융·복합-내에서 영화산업의 패러다임 변화:영화산업 발전을 위한 대안적 모형 제시)

  • Kim, Jin-Wook
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.133-140
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    • 2010
  • It is said that the highlight in the media covergence and integration within digital environment era is 'Contents'. Due to the advent of new media and various covergence and integration services, the competition between the platforms has become aggressive. As a result, it is predicted that the negotiation power of a 'Content's industry will be strengthened. In reality, the actual environmental changes in the media environment have accompanied elements of industrial crisis rather than opportunity to expand the market. The changes are especially causing sales structure distortion and proceeds deterioration in the Korean film industry. Moreover, telecommunication and broadcasting businesses are making their entrance into the film industry, through the appearance of the media covergence and integration as a backdrop. Thus, the situation that the Korean film industry is facing is closely associated with the development of the digital technology and new media environment. Eventually, weathering the crisis and pioneering the future will be possible through changes in the media environment. The purpose of this study is to show how the media covergence and integration phenomenon is occurring in the film industry. This study will also focus on what new problems are occurring as a result, and seek out the solutions that are available.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Expansion of K-Content by Global Fandom : Focusing on 'Fansub' Community of Viki (글로벌 팬덤을 통한 한류 콘텐츠의 확대 : Viki의 '팬 자막' 커뮤니티를 중심으로)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.523-530
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    • 2019
  • This study examines how global fandom for Korean dramas is formed and maintained by examining the reason and purpose of voluntarily making the subtitles of Korean drama through in-depth email interviews with foreign subtitle producers(fan subber) working on a video site called Viki.com. The research focused on Viki's fan community, which has grown into the most influential Korean Wave platform. Collective intelligence expresses in the fan community produces more than professional results and they are acting as consumers, cultural producers, and second creators of K-content. In order to continue the spread of K-content, it needs to pay more attention to the long-term strategy of global fandom combined with the fan community activities of the new media platform and network effects.

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.

Inquiry on Educating One-person Creative Enterprise by College Students: Based on the Field of Applied Music Education (학생 1인창조기업 육성을 위한 거시적 교육방향 탐색: 실용음악분야를 중심으로)

  • Lee, Seung-Hee;Kim, Kun
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.125-133
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    • 2012
  • The focus of the study is to propose a long-term teaching and learning direction of one-person creative enterprise by college students in the field of the industry of Applied Music Contents. Critical review on literature and theories related to the recent trends of Applied Music industry and entrepreneurship education was conducted. The study introduced a macro level of four educational principles of Applied Music studies at a college such as: integrating Applied Music education with a viewpoint of humanities, fostering creative entrepreneur spirits of students in the field of Applied Music, applying new social media and technologies into teaching knowledge and skills of Applied Music, and finally developing students' authentic music expertise under cognitive apprenticeship(by a relationship of mentor-mentee) of Applied Music.