• Title/Summary/Keyword: 방송영상

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Changes in the Performance Industry Due to Social Distancing : Case Analysis of Online Performance Platforms (사회적 거리두기로 인한 공연산업의 변화 : 온라인공연 플랫폼 사례분석)

  • Kim, Jae-Sung;Han, Kyung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.1-17
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    • 2021
  • Social distancing caused a sharp industrial stagnation in the performance industry. Due to the continuous industrial downturn, as well as the livelihoods of many related workers, the outlook for the performance industry has reached a point where it is impossible to foresee the future. As a result of seeking various ways to recover from the continuing industrial stagnation, online concerts drew attention as the most effective alternative. Its development potential was highly evaluated as it could provide a performance culture to consumers while complying with social distancing. This study has value in terms of academic contribution as it slightly suggests a direction for the sustainable development of online performances presented as a breakthrough amid the social and industrial stagnation caused by the pandemic. therefore, this thesis describes the changes in the performance industry due to social distancing, and collects and analyzes examples of online performances by type to illuminate the value of online performances as an industry in the pandemic era and develops them. The possibility was reconsidered and the direction to be taken in the future was suggested. In each type of case, the cases focused on social value did not satisfy the economic value of profit creatiom, and even in the opposite case, if the profit creation was satisfied, the analysis result showed that the social value was not satisfied, and the planning intention of each performance was not satisfied. Accordingly, cases such as satisfying both profit creation and social value were also confirmed. Therefore, the direction for online performances was presented through the improvement of technologies and systems and the commercialization of existing platforms.

A Study on Development and Effectiveness of the Indicatives for Analysis of the Effects of a Book Sharing Project on pre-schoolers of Supporter' Reading Care in Gyeonggi-do (경기도 책꾸러미 사업을 통한 양육자의 독서육아 효과 분석을 위한 지표개발 및 효과성 연구)

  • Choi, In-Ja;Yoon, Sung-Une;Kim, Soo-Kyoung;Hoang, Gum-Sook;Lee, Sun-Ai
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.2
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    • pp.133-155
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    • 2022
  • The purpose of this study was to develop the indicatives for the analysis of the effects of Gyeonggi-do Book Sharing Project on pre-schoolers of supporter' reading care and thereby, suggest some data useful to the establishment of a reading culture promotion policy in Gyeonggi-do. Preceding studies and cases were reviewed to analyze the effects of the book-sharing project on pre-schoolers of supporter' reading care and thereby, develop some measurement indicatives, and thus, the indicatives were verified by professionals using the Delphi technique. Then, supporter of 3~5 year-old pre-schoolers were sampled from 7 cities and counties in Gyeonggi-do (Pocheon-si, Yangpyeong-gun, Yeoju-si, Dongducheon-si, Gapyeong-gun, Yeoncheon-gun and Yangju-si) to be divided into control and test groups and thereby, their reading care effect indicatives were compared before and after the test. The theoretical background is theory of family literacy, emergent literacy and parenting efficacy. As a result of developing the indicatives for analysis of pre-schoolers of supporter's reading care effects and comparing them for the sample pre-schoolers of supporter, before and after the test, the book-sharing project was found effective in improving reading care. The most difficult problem in pre-schoolers' earlier reading education involves acquisition of reading habit. So, it is deemed necessary to operate a regular book sharing project involving public organization and homes. As a result of developing the indicatives and analyzing the effects of the book-sharing project, it was confirmed that the project would serve to improve pre-schoolers of support's reading care and therefore, this study seems to provide some ground for the operation of a sustainable book-sharing project to narrow the education divide and promote a book reading culture in Gyeonggi-do.

A Study on the Designing by the Personification Technique (의인화 기법으로 소구하는 디자인에 관한 연구)

  • Lee, Se Jung
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.133-144
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    • 2020
  • Anthropomorphism is one of the commonly used appeal methods in the field of communication design. Almost all visual images that humans encounter are exposed to this anthropomorphism, and we are consciously or unconsciously utilizing or being used. In addition, anthropomorphism can be found in almost all cultures and arts rather than in a specific field of study. Therefore, in this paper, the personification is redefined based on the relationship formation structure based on the anthropomorphic cases observed in culture and art and the results of previous studies. In addition, the personification form is defined as two kinds of personification and inverse personification according to the subject of relationship formation based on the personification type and gesture list derived from the previous study on the personification technique. Through the application cases of anthropomorphic techniques, which are appealed across the design domain, the effective anthropomorphic application system was defined. The definition of anthropomorphic relationship formation and anthropomorphic application system provided a framework for anthropomorphic techniques that could lead to effective audience satisfaction in various media. In addition, through the personification application system that synchronizes the characteristics of the conceptual traits of the medium with the gesture list and the personification type classification, it was confirmed that a device for communicating with the owner can be provided with a powerful and effective personification technique.

Youtube Mukbang and Online Delivery Orders: Analysis of Impacts and Predictive Model (유튜브 먹방과 온라인 배달 주문: 영향력 분석과 예측 모형)

  • Choi, Sarah;Lee, Sang-Yong Tom
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.119-133
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    • 2022
  • One of the most important current features of food related industry is the growth of food delivery service. Another notable food related culture is, with the advent of Youtube, the popularity of Mukbang, which refers to content that records eating. Based on these background, this study intended to focus on two things. First, we tried to see the impact of Youtube Mukbang and the sentiments of Mukbang comments on the number of related food deliveries. Next, we tried to set up the predictive modeling of chicken delivery order with machine learning method. We used Youtube Mukbang comments data as well as weather related data as main independent variables. The dependent variable used in this study is the number of delivery order of fried chicken. The period of data used in this study is from June 3, 2015 to September 30, 2019, and a total of 1,580 data were used. For the predictive modeling, we used machine learning methods such as linear regression, ridge, lasso, random forest, and gradient boost. We found that the sentiment of Youtube Mukbang and comments have impacts on the number of delivery orders. The prediction model with Mukban data we set up in this study had better performances than the existing models without Mukbang data. We also tried to suggest managerial implications to the food delivery service industry.

Digital color practice using Adobe AI intelligence research on application method - Focusing on color practice through Adobe Sensei - (어도비 AI 지능을 활용한 디지털 색채 실습에 관한 적용방식 연구 -쎈쎄이(Adobe Sensei)을 통한 색채 실습을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.801-806
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    • 2022
  • In the modern era, the necessity of color capability in the digital era is the demand of the era, and research on improving color practice on the subdivided digital four areas that are not in the existing practice is needed. For digital majors who are difficult to solve in existing paint color practice, classes in digital color practice in four more specialized areas are needed, and the use of efficient artificial intelligence was studied for classes in digitized color and color sense. In this paper, we tried to show the expansion of the color practice area by suggesting digital color practice and color matching method based on Photoshop artificial intelligence and big data technology that existing color and color matching were practice that only CMYK could do. In addition, based on the color quantification data of individual users provided by the latest Adobe Sceney program artificial intelligence, the purpose of the practice was to improve learners' predictions of actual color combinations and random colors using filter effects. In conclusion, it is a study on the use of programs that eliminate ambiguity in the mixing process of existing paint practice, secure digital color details, and propose a practical method that can provide effective learning methods for beginners and intermediates to develop their senses through artificial intelligence support. The Adobe program practice method necessary for coloration and main color through theoretical consideration and improvement of teaching skills that are better than existing paint practice were presented.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.279-284
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    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

A Study on the Performance Analysis and Improvement of the Book Sharing Regular Delivery Project for Pre-schoolers in Gyeonggi Province (경기도 유아 책꾸러미 정기배송 사업에 대한 성과 분석 및 개선방안 연구)

  • Gum-Sook Hoang;Soo-Kyoung Kim;Sung-Une Yoon
    • Journal of Korean Library and Information Science Society
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    • v.53 no.4
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    • pp.71-100
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    • 2022
  • The purpose of this study is to analyze the performance of the Gyeonggi province book sharing regular delivery project for pre-schoolers in 2021, analyze the problems of the project, and suggest improvement measures to help the preparation of policies for the promotion of reading culture in Gyeonggi province. As a result of the survey, the necessity and satisfaction of the project were found to be very high for both the caregivers and the reading coaches. In particular, in the case of caregivers, the higher the amount of reading after the project, the higher the need for and satisfaction with the project. It was found that they wanted to participate in programs such as regular book delivery. Even in the convergence of expert opinions, it was evaluated that there was a positive change in the perception of parenting by reading by caregivers, and that the necessity and satisfaction of this project were very high due to the development of infant-parent interaction. However, in the self-evaluation of the project manager and the implementing organization, it was evaluated that better results could be achieved only when the project was carried out through thorough planning and preparation in advance. Through this, for the continuity of Gyeonggi province regular delivery of children's book packages, improvement plans were presented and Gyeonggi-do's reading culture promotion policy was proposed.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Research on factors influencing consumer trust in livestreaming e-commerce (라이브 스트리밍 전자 상거래에서 소비자 신뢰에 영향을 미치는 요인에 관한 연구)

  • Xiao yong Lyu;Jae-Yeon Sim
    • Industry Promotion Research
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    • v.8 no.3
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    • pp.181-199
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    • 2023
  • E-commerce is gradually upgrading from traditional text and image formats to short video and livestreaming formats. Livestreaming e-commerce enriches the content and forms of information dissemination and product display, enhances the consumer's shopping experience, and gradually becomes the mainstream new consumer scene. However, there are many negative phenomena in the development of livestreaming e-commerce, such as false propaganda, counterfeit goods, and various negative events, which seriously affect the level of consumer trust in livestreaming e-commerce. Trust is the core competitive factor of livestreaming e-commerce. Based on previous research on trust theory and combined with the characteristic elements of "people, goods, and scenes" of livestreaming e-commerce, this article constructs a trust model for livestreaming e-commerce, proposes hypotheses, and proves through empirical research that factors such as store characteristics, livestream host characteristics, brand image, product information, platform reputation, livestreaming situation, and trust tendency have a significant positive impact on consumer trust. Based on the research conclusions, this article provides insights and management suggestions, such as emphasizing the construction of store characteristic indicators, creating desirable livestream host characteristics, focusing on product brand building and selection, maintaining the display of product information, selecting suitable livestreaming platforms, and creating rich content for livestreaming situations.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.