• Title/Summary/Keyword: 방송영상콘텐츠

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A Study on the Formative Process of Genre and Storytelling in Observation Entertainment Programs - Focusing on the Role of Observer (관찰 예능의 장르화 과정과 스토리텔링 연구 -관찰자의 역할을 중심으로)

  • Lee, Hyun-Joong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.217-245
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    • 2019
  • Recently, the interest among Korean broadcasters in the 'observation entertainment' genre has intensified. This study aims to analyze the genre and storytelling of observation entertainment programming from a narratological perspective. The origin of the Korean observation entertainment program began with the 'reality-variety show'. There was a 'real-life' debate in these reality-variety shows, and as an alternative, the observation entertainment program appeared. Documentary filming, omnibus composition, and spatialization of 'everyday' life have led to the recognition of observation entertainment as a single genre. In particular, 'observers' have become a key factor in the observation entertainment program. The subject of the program is determined by who the observer is. The variability of the program format is the same. The observer looks at the observation target on behalf of the viewer. At the same time, he or she serves as a narrator of the program. The observer functions as the most influential factor in the storytelling of the observation entertainment program. In the observation entertainment program, 'observation' is only a form. It is the observer who creates a narrative within this same format to make the difference between each program. Also, voyeurism has been considered a problem in reality shows such as observation entertainment programs. However, the form communicated by observers is not a direct peek, so much of the problem of voyeurism is mitigated. Such observation entertainment programs analyzed through observers are meaningful in that they make people understand the cultural meaning of "reality" in TV and the storytelling of contemporary Korean TV entertainment.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Screen Disparity and Size Perception Function of Various 3D Stimuli (양안시차에 따른 다양한 3D 자극의 크기지각 예측함수 개발)

  • Park, JongJin;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.1
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    • pp.66-76
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    • 2013
  • Although there has been much advance in the development of 3D displays of various purpose, 3D contents are not yet so used as expected in those displays. One well-known obstacle in the enjoyment of 3D contents is visual fatigue, but another major issue is image distortion of 3D contents. In the previous research, Shin, Li, & Kim (2012) reported systematic linear relationship between screen disparity and size perception of a simple object whose retinal size was constant across different disparities. In this research, we intended to generalize the previous finding by using various 3D stimuli in the test of the relationship between screen disparity and size perception of those stimuli. Consistent with previous findings, our data indicated that size perception linearly changes as a function of screen disparity and the linearity was observed in all stimuli types we used in this research. We described the empirical relationship between screen disparity and size perception in the form of prediction function for size perception in which visual angle is the predictor. This function will be very useful in the creation of 3D contents as one can make reasonable predictions on the to-be-perceived size of an object being filmed using screen disparity of their camera setting.

A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.223-246
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    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.397-406
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    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.

A Study on the Adequate HD Camera Focal Length in the Broadcasting Studio using LED Video Wall (LED 비디오월을 사용하는 방송환경에서 HD 카메라의 적정 초점거리 연구)

  • Choi, Ki-chang;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.713-721
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    • 2022
  • In order to use the LED video wall in the broadcasting studio, there are a few things to be aware of. First, since the pixels are closely arranged, a moire phenomenon may occur due to a short arrangement period, and second, the distance between pixels (pixel pitch) may be recorded on the image sensor of the broadcasting camera. When moire occurs or pixel pitch is observed, viewers feel uncomfortable. Moire effect can be reduced by adjusting the shooting distance or angle of the camera, but in order to prevent the pixel pitch from being recorded on the image sensor, secure a sufficient distance between the LED video wall and camera. even when the distance secured, the zoom lens used in the broadcasting studio must be operated by appropriately changing the magnification. If the focal length is changed by changing the magnification to obtain a desired angle of view, the pixel pitch may be unintentionally recorded. In this study we propose the range that the pixel pitch is not observed while changing the magnification ratio of the zoom lens when the distance from the video wall is sufficiently secured. The content was played back on the LED video wall and the LED video wall was recorded on the server using an HD camera equipped with a B4 mount zoom lens

A Study on Flower Patterns in Fashion Brands : Focusing on Chanel, Louis Vuitton, Hermès, and Marimonde (패션브랜드에 나타난 꽃문양에 관한 연구 -샤넬, 루이비통, 에르메스, 마리몬드를 중점으로-)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.101-121
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    • 2021
  • The flower, a symbol of beauty representing beauty, exists as an aesthetic object throughout the history of mankind, and is one of the motifs most often used in plastic art. In this way, flower art is an art that embodies a form based on the theme of flowers. The flowers played a role in expressing human happiness and love by harmonizing beautifully with each other in shape and color. The flower pattern containing this symbolism is beautiful and excellent in decoration, and is applied not only to household goods, but also to art and fashion. The flower pattern is the most preferred pattern among patterns, and it is widely used regardless of the four seasons by changing the color according to the color and flowering time, and it is effective in stimulating the symbolism and psychological sense of humans, so it is used in design in various fields. In this study, the flower pattern, which is a symbol of beauty representing beauty and the motif of art, has been traditionally used in Korea, and is still loved in fashion and art even in modern times. We hoped to be active, and through this study, we tried to develop our own unique flower pattern and lay the groundwork for it to be commercialized.

A study on the Application of the Space Design of Green Amenity (그린 어메너티의 공간디자인 적용에 관한 연구 -2016년~2018년 메종 & 오브제(Masion & Objet) 세계 박람회를 중심으로-)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.45-61
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    • 2019
  • This study attempts to examine the recent trend of 'Maison & Objet' exhibition which shows everything that forms a space, and seek cases where such 'green amenity' is applied. In terms of morphology, a minimal space was filled with a curved shape, and gradually a design that reproduces nature was produced. As the maximalism gradually emerged, decorative elements were added to the design, and a lot of craft products appeared. In terms of materials, the emotion of naturalism was the most common, and natural wood materials were mainly used. These materials combine with various heterogeneous materials to complete a new design, and natural elements were shaped in space. In terms of colors, the theme in 2016 was 'Wild', and it was possible to see a space where wild nature can be experienced. It showed various colors of nature centered on brown and green of trees. 'Silence' in 2017 is distinguished and characterized by its pink color. Also, pieces of warm reddish brown furniture were made. In the past, brass or rose gold would be trendy, but in 2017, gold or silver colors showed a greater popularity. In 2018, 'Show Room' was the theme, and the representative color was green, which affected new designs with yellow and pink.

Digital News Innovation and Online Readership: A Study of Subscribers Paying for Online News (언론사의 디지털 혁신과 구독자 되찾기: 온라인 뉴스의 유료이용 경험에 관한 연구)

  • Sun Ho Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1111-1117
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    • 2023
  • Recently, South Korean newspapers began trying to charge for online news. This study attempts to shed light on the factors that influence payment for online news by analyzing Korea Press Foundation's 2022 Media Audience Survey (N = 58,936). The results of this study showed a steady increase in past payment and paying intent for online news since 2020. Predictors of past payment for online news included gender, age, and education, and interest in political and social issues. News use through specific media (i.e., newspapers, magazines, portals, messengers, social media, video sites, and podcasts), as well as mobile applications and e-mail newsletters, were found to contribute to paid subscriptions. Based on the findings of the study, news organizations should prepare to offer differentiated news content through their own news platforms and establish concrete plans to build trust in news.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.