• Title/Summary/Keyword: 드라마 콘텐츠

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Relationship Between Terrestrial Broadcasting Services Viewing and OTT VOD Usage (지상파 방송 실시간 시청과 OTT VOD 이용 간의 관계)

  • Cho, Suk-Hyun;Lee, Hyun-Ji
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.315-325
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    • 2018
  • The purpose of this study is to search the correlation between real-time viewing and OTT VOD usage. The study is based on the ratings and VOD download data, collected from TNmS and pooq. And this study focused on the ratings, 2049 ratings, OTT VOD download over the past 7 days, OTT VOD download over the past 30 days. The results showed that there were positive correlation in all genres(drama, entertainment, current affairs). First, there was a correlation between ratings and OTT VOD download over the past 7 days, between 2049 ratings and OTT VOD download over the past 7 days. Next, there was a correlation between ratings and OTT VOD download over the past 30 days, between 2049 ratings and OTT VOD download over the past 30 days. Finally, there was somewhat different among rankings of the ratings and VOD download.

A Study of the Design Improvement Measure for the Globalization of Domestic Online Shopping Malls (국내 온라인 쇼핑몰의 글로벌화를 위한 디자인 개선방안 연구)

  • Choi, Yun-Hee;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.73-80
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    • 2015
  • Starting the popularity of Korean dramas exported to China in 1996, the Korean wave started around the world market. Afterwards, as the Korean culture itself as well as dramas rapidly emerged as contents of the Korean market, the foreign direct sale consumers who want to buy Korean goods directly online are increasing at an alarming rate. This study each selected 4 domestic shopping malls and 4 foreign famous shopping malls which were conducting a global marketing currently and compared/researched them in the design aspect in order to apprehend if domestic online shopping malls were properly meeting the consumer environment of the foreign market. As a result, it was revealed that domestic online shopping malls conducting the global marketing could not fully understand the internet environment by countries and were going through a limit of the information delivery by SMS, and could not use the visual signs actively which were useful to the meaning delivery. Accordingly, this thesis suggested a plan to actively utilize the variable element considering various screens to the design, plan to efficiently design the text for solving the language problem by countries, and plan to design using the developing IT technology as a solution to those problems.

Tourist Destination Storytelling using Popular Culture Contents (대중문화 콘텐츠를 활용한 관광지 스토리텔링)

  • Choi, In-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.396-403
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    • 2008
  • This paper is to develop tourist destination storytelling strategy using popular culture contents. Place is the result of meaning construction process. Especially discourse plays an important role in the social construction. Discourse generally consists of printed materials, auditory discourse, and visual discourse. For social construction of a tourist destination, discourse may be supplied by the media, or the tourist. In the tourist destination storytelling's view, strategies are composed of extending of tourist destination mania, circulating nostalgia for tourist destination, developing experience circumstances of popular culture tourist destination, making tourism story networks, making tourism storytelling process, and cultivating tourism experts of popular culture.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.177-188
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    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

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Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

A Study on Source Contents OSMU Scenario Development Process - Focusing on the study of visual media transition of tv drama and cinema (원천콘텐츠의 OSMU 매체 전환 시 변화요인에 관한 연구 - TV 드라마와 영화, 입체영상 화를 중심으로)

  • Seo, dong-won
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.21-22
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    • 2012
  • 요즘과 같은 N스크린 시대에 OSMU는 필수적이다. 하지만, OSMU를 염두에 둔다고 하면서도 어느 특정한 기획포인트를 발전시키는 데 주력한 나머지 전체적인 요소들을 고루 살피지 못해 결과론적으로 허점이 생기는 것을 최소화할 수 있도록 이를 보완하고 완성도를 높일 수 있는 체계적인 모델을 제시를 위한 연구를 진행하고자 했다. 그런 측면에서 본고는 선행 연구 사례 분석을 바탕으로 단순한 이론적 논의가 아닌 실제 제작 현장에서 작가들이 활용할 수 있는 실용적인 시나리오 개발 프로세스 개발 과정의 일환으로써 그 의미와 가치가 있다고 하겠다.

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A Study about Drama CD development possibility in Korea contents market. (Focus on Educational Contents) (Drama cd의 한국 마켓에서의 발전 가능성 연구: Educational Content를 중심으로)

  • Cho, Hyung-ik;Kim, Jiseong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.203-207
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    • 2016
  • Drama CD는 One source multi use의 한 사례로써 다양한 콘텐츠 사업이 잘 연계되어 있는 일본에서는 이미 널리 활용되고 있는 콘텐츠이며 그에 따라 수익창출도 상당한 수준이다. 일본에 이웃한 한국에도 일본의 Drama CD가 영향을 미쳐, Drama CD가 발표되어왔고 일반 드라마 제작 이전의 테스트 베드로써 활용하는 수준까지 이르고 있다. 그러나 한국 콘텐츠 분야에서 Drama CD의 마켓 쉐어는 아직 그 입지가 크지 않으며, 또한 자체적인 잠재력에 비해 오락적 요소로서만 한정되어 활용되어 왔다. 본 논문에서는 Drama CD가 한국 시장에 One source multi use의 한 사례로써 Educational Content를 중심으로 가능성이 있는지에 대해 알아보고, 이와 함께 Drama CD를 활용할 수 있는 Educational Content 사업분야와 시장성에 대해 알아보고자 한다.

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A Study on Development of English Education Contents with Virtual Reality (가상현실을 적용한 영어교육 콘텐츠 개발에 관한 연구)

  • Kim, Young-Mi;Kim, Ji-Hye;Jeon, Jeong Yeon;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.549-550
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    • 2014
  • 21세기 현대사회는 다양한 가상현실 미디어에 둘러싸여있다. 영화, 드라마, 광고 등 대부분의 영상에 거의 필수적으로 컴퓨터 그래픽 작업이 들어가며, 가상현실의 대표적인 콘텐츠인 게임의 경우 100억 달러 규모의 거대 시장이 형성되어있다. 단순히 오락적 요소로만 여겨지던 이 가상현실이, 최근에는 교육과 연계되어 연구되기 시작했다. 한국인의 교육열은 세계적으로 유명하고, 특히 영어교육에는 한 해 평균 19조원을 투자할 정도로 영어 교육에 관심이 많다. 그러나 대부분의 한국인들은 여전히 영어를 어려워한다. 본 논문에서는 가상현실의 몰입감과 체험이라는 특징을 영어교육과 접목하여 교육의 효과를 높이기 위한 콘텐츠를 기획하고 Eon Studio툴을 이용하여 개발한 영어교육게임을 제안한다.

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Interactive Usage of Social Media for Contents Provider : Focusing on Twitter Activities of the TV Series (콘텐츠 공급자의 양방향적인 소셜 미디어 활동 연구 사례: TV 드라마 <한니발>의 트위터 활동을 중심으로)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.565-573
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    • 2015
  • The development of social media in the 2000s led the unspecified individuals to band together for common interests. Social networking services served as a far-reaching tool for sharing different thoughts and interpretation of the pop culture and helped people build up close relations driven by their common interests for certain works of the pop culture. This Study introduces the TV Series as a case that displays specific patterns of communication between its producer and viewers. Producer Bryan Fuller of the Series as well as key production staffs were quite active on social networking sites with the understanding of what the audience desired and the willingness to sympathize with them, which were eagerly welcomed by the dedicated audience whose number, though, was not big. For the Hannibal production team, SNS was a means for them to just be consumers who appreciate the work instead of solely being the content provider. Their approach is quite different from unilateral marketing approaches employed in the past. Through this case, the Study aims to suggest that social networking sites serve as a powerful medium connecting producers and viewers or as an information hub, and that how interactive contents shall be delivered in the new media environment to be effective.

The Meaning of Hallyu and Its Sustainability in Bulgaria (불가리아 한류의 의미와 발전방향)

  • Song, Jung Eun;Nahm, Kee-Bom
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.19-39
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    • 2016
  • Hallyu in East Europe has been spread since the end of the 2000s and contributed to boost the familiarity and favorability of Korea. Hallyu in East Europe started from Romania and Hungary, Korean dramas and K-Pops spread to Bulgaria. Korea and Bulgaria established a diplomatic relations in 1990; however, people of both countries do not share enough information or knowledge on each other. This study aims to understand the meaning of Hallyu and the ways of building cultural relations through Hallyu based on the cognitions and attitudes toward Korea and Korean culture in Bulgaria. It conducted the Focus Group Discussions(FGD) for 24 Sofia residents in their 20s and 30s. The FGD questions were mainly on the level of familiarity and of impacts of Hallyu in Bulgaria. The Hallyu in Bulgaria is still not so popular although Hallyu has been promoted through the diverse activities of Korean Embassy, Sofia University, Korean language institutions, and the Hallyu fans. The economic and cultural impact of the Hallyu is not yet viable in Bulgaria. In order to be recognized as one of the foreign popular culture in Bulgaria, Hallyu should be promoted with various endeavors for Bulgarian people to experience Korean culture beyond Korean drama and K-Pops based on the understanding of socio-cultural characteristics of Bulgaria. Then, Hallyu will be spread by producing Korean dramas, films, and K-pops reflected by local cultural characteristics in Bulgaria and hybridity of Korean popular culture.