• Title/Summary/Keyword: 방송기획

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Investigation on the Content Development and Promotional Strategy to Vitalize the Korean Science Channel (국내 과학전문채널 활성화를 위한 콘텐츠 개발 및 홍보전략 연구)

  • Song, Hae-Ryong;Kim, Won-Je;Cho, Hang-Min
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.103-112
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    • 2012
  • This paper is based on the perspective that the YTN Science, a science channel in Korea which plays a key role in the popularization of science, is suffering from low viewing ratings, insufficient content, and shortage of production. First, this study employs an exploratory method to identify current status of programming and operation of the Korean science channel along with its promotional strategy. Second, it aims to conduct an analysis on the science channels, specifically some major programs, of other nations including the U.S. (Discovery Channel, National Geographic Channel), United Kingdom (BBC Knowledge), Japan (Science Channel), and China (CCTV 10), seeking the possibility to apply and combine them afterward to the Korean TV channels specialized in science. A number of implications are derived from our diagnosis of present situation and analysis of abroad cases, and this helps us suggest the content development and promotional strategies as follows: First, due to the rising need for change in the programming strategy to enhance the value of the content, it is required to rearrange the programming in terms of the target audience and the viewer lifestyle, adopt a new strategy for building up the viewers' watching habit through 'stripping', and place strategic programs in prime-time. Second, as for the specific schemes of content production and application, it is recommended to establish a dual strategy in creating the content (one for conveying knowledge, the other for delivering fun), plan and use a representative character of the program, select scientific and technological topics with more Korean backgrounds, attempt strategic ties with SNS, deepen and diversify the material for programs, and implement a strategy to boost the OSMU. Finally, with regard to the promotional strategy, a constructive proposal may include raising channel awareness through science-related events and live broadcasting, performing promotional strategies by way of expanding to printed media like magazine and book publications, and intensifying online and mobile promotional strategy.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Governance research for Artificial intelligence service (인공지능 서비스 거버넌스 연구)

  • Soonduck Yoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.15-21
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    • 2024
  • The purpose of this study is to propose a framework for the introduction and evaluation of artificial intelligence (AI) services not only in general applications but also in public policies. To achieve this, the study explores AI service management and governance toolkits, providing insights into how to introduce AI services in public policies. Firstly, it offers guidelines on the direction of AI service development and what aspects to avoid. Secondly, in the development phase, it recommends using the AI governance toolkit to review content through checklists at each stage of design, development, and deployment. Thirdly, when operating AI services, it emphasizes the importance of adhering to principles related to 1) planning and design, 2) the lifecycle, 3) model construction and validation, 4) deployment and monitoring, and 5) accountability. The governance perspective of AI services is crucial for mitigating risks associated with service provision, and research in risk management aspects should be conducted. While embracing the advantages of AI, proactive measures should be taken to address limitations and risks. Efforts should be made to efficiently formulate policies using AI technology to create high value and provide meaningful societal impacts.

Impact of a length of drama broadcasting on celebrity casting (드라마의 방영기간이 스타배우 기용에 미치는 영향)

  • Gong, YuTong;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.302-308
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    • 2020
  • This study investigated when TV drama producers choose famous actor/actress based on 288 TV dramas aired in Korea from January 2014 to December 2017. We considered the length of drama, measured by the number of episodes, as a major determinant for choosing famous actor/actress, as well as the existence of originals, use of independent producing agents, and producers' fame as interacting factors between length of drama and choosing famous actor/actress. We detected that drama length had a significant effect while original dramas had an interacting effect. We interpret this result as the effect of mismanagement of drama producing. While a famous actor/actress has the potential to provide economic gains to drama producers, drama producers should be careful in choosing him/her since his/her drama guarantee should be high. This is why producers should choose a famous actor/actress when the length of the drama is short and should prefer an original drama.

Long term solution for K-POP globalization -Concentrating to the change in education system- (K-POP의 세계화를 위한 장기적 방안의 도출 -교육체제의 변화를 중심으로-)

  • Cho, Seung-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.7
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    • pp.4418-4423
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    • 2015
  • This thesis urges the change of the education system of popular music for globalization of K-POP in a longer point of view Korean popular music has developed not only musically but also sound quality itself. Moreover it became popular in a global scale in the name of K-POP. However, it is still limited to idol music, and numerous issues related to the lack of musical talent are emerging Even though the routine of birth and death of several idol groups and singers are still repeated. Recently, the skills of artists enhanced due to audition TV shows but still it's not enough. Under this situation, it is not appropriate to rely on audition TV shows and Entertainment Management companies for picking up talented artists. Therefore, like Classic or Traditional music, schools concentrated for popular music must be founded. If this become enabled, young students going to entertainment companies or to unqualified but expensive private institutes will disappear. Moreover, it can prevent students from lacking behind in their academic activity. In addition, a reformation should be done education colleges for raising popular music educators

The Study of Network Design Style Guide for TV Channel (TV 채널 Network Design Style Guide 연구)

  • 유형준
    • Archives of design research
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    • v.16 no.2
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    • pp.365-374
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    • 2003
  • Recently many TV have much interest in Network Design to get an advantage in the competition of the multi channels as part of the channel brand strategy. Since the Network Design was introduced in Korea in 1997, the major cable channels and satellite channels began to display Network Design on their screen competitively. But the production of Network Design has many problems in the field due to the lack of research information. The style guide is considered very important to succeed in Network Design execution as an indispensible process for a consistent planning and concrete production. This paper studied the Network Design Style Guide to establish a theoretical system of Network Design for a TV channel image promotion. First, this paper discussed the concept of Network Design and the necessity of the Network Design Style Guide, Second, this paper systemized the main component through the case study of the Network Design Style Guide and defined the concept of each element.

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The Virtuality Shown in the Media Coverage of the Sewol Ferry Disaster (세월호 참사 보도에 나타난 언론의 가상성)

  • Lee, Sung Wook
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.766-779
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    • 2016
  • This study was designed to look at a gap between what is reported and what is real, based on 'virtuality' shown in the media coverage of the Sewol ferry disaster. The way the Korean media reported the disaster raised serious concern in describing realities as the coverage was dotted with omitted, diluted, misleading, false and biased information, dubbed as the sinking of journalism by the Special Committee of the Korea Broadcasting Journalist Association. Virtuality can be problematic in journalism since users, when frequently exposed to 'mediated reality' or mediated presentment, often consider it actual and respond to it, rather than reacting to 'actual reality'. Many studies have found that media users tend to perceive mediated reality as an actual outside world. This paper aimed to explain signification of media reporting and limitations of user perception by reviewing major discussions and arguments on virtuality in previous research and history of thoughts. It was easy to link virtuality of mediated reality to the role of the media, which impact public opinion and change the flow of an event, and to other concepts such as the socialization of power, social control and social hegemony.

Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.680-684
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    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

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Analyzing Home Network System Adaptation Status in Apartments (아파트 홈네트워크 시스템 적용실태 조사연구)

  • Lee Sun-A;Chang Kyung-Moon;Kim Jae-Jun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.571-574
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    • 2004
  • It is rapidly expanding to provide Home Digital Service based on the Home Network System in intelligent apartment. Fortunately, Korea has one of the highest rates of Internet penetration and access in the world. Construction companies used the Home Network system as a strategy of differentiation and it is available to the customers to raise their asset value. Besides, the government has a positive response to accept the new movements to make the digital environment with 'u-Korea (Ubiquitous Korea)' as the slogan. However, the level of providing Home Digital Service is actually at the beginning. The develop the home network industry more effectively, the related industries' cooperation is essential. The purpose of this study is to propose a providing model of Home Network System for the construction company and to make a method to response the fast change of technology development and customer's request at the point of construction companies' view.

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Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.