• Title/Summary/Keyword: 방송 산업

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A Study on Public Order Right Based on Analysis of the Administrative Disposition Results Against the Personal Information Protection Act Violation (개인정보 보호법 위반에 따른 행정처분 결과 분석을 통한 공표명령권 도입 연구 395)

  • Jeon, Ju Hyun;Rhee, Kyung Hyune
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.11
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    • pp.395-402
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    • 2022
  • In case of violation of the Personal Information Protection Act, administrative dispositions will be taken according to the legal standards, and the results will be announced. However, the current method has limitations in its effectiveness as repeated administrative dispositions are increasing despite the announcement by the disclosure system of the Personal Information Protection Act. In this paper, we deploy the introduction of the 'public announcement commandment' against violators by analyzing the administrative disposition results according to the violation of the Personal Information Protection Act. It is able to strengthen the existing disclosure system for self-disclose violations by providing easy recognition to the people about the fact of violation itself against the Personal Information Protection Act. Furthermore, we analyze major industries through the industry groups and violations of laws that were subject to publication, and data published on the results of administrative dispositions for violation of the Personal Information Protection Act. Finally, we propose the legal basis for the 'public announcement commandment' which allows the violator to publish by oneself for the announcement of the fact that the corrective action has been taken.

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.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

Reliability Management - From the Perspective of Quality Management Engineer Test (신뢰성관리 - 품질경영기사 시험의 측면에서)

  • Jaiwook Baik
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.37-43
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    • 2023
  • Sampling In this study, we examined the problems and their improvement plans associated with the reliability management sector in quality management engineer test conducted in Korea. First of all, there seems to be a problem in that the terminology is not unified and some techniques essential for reliability analysis are not included. We also looked at quality and reliability tests performed in foreign countries (especially USA) that Koreans often acquire. In particular, it can be seen that the CRE test almost overlaps with the contents of the reliability management engineer test in Korea. However, while the USA is an open book test, Korea is not, so the problem is that there are too many formulas to memorize on the part of the test takers. In addition, the analysis of the data is done manually without using computer software. If the test were an open book test like the CRE test in USA, it will be a test that can go beyond fragmentary knowledge and check whether test takers have the essential elements in reliability management. Lastly, if we adopt re-certification system through education and work within a certain period of time, as in USA, it will be a qualification test suitable for modern people living in a flood of information.

Comparison in Water Consumption, Plant and Fruit Growth of Different Europe Eggplant Cultivars in Coir Substrate Hydroponics under High Temperature Conditions (고온조건하에서 코이어 배지에서 유럽형 가지 품종별 수분소비량, 식물체 생육 및 과실 특성 비교)

  • Seoa Yoon;Jeongman Kim;Eunyoung Choi;Kiyoung Choi;Kyunglee Choi;Kijeong Nam;Seokkwi Oh;Jonghyang Bae;Yongbeom Lee
    • Journal of Bio-Environment Control
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    • v.32 no.2
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    • pp.139-147
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    • 2023
  • This study aims to select eggplant cultivars adaptive to the hot temperature period greenhouse climate by water consumption, and growth performance of plants and fruits of different European eggplant cultivars, including 'Bartok (BA)', 'Bowie (BO)', 'Black Pearl (BP)', 'Ishbilia (I)', 'Mabel (M)', 'Vestale (VE)' and 'Velia (VL)', in substrate hydroponic cultivation under hot and humid greenhouse conditions. On the 118 DAT, the leaf number and stem dry weight were highest in 'VL', followed by 'M', and there was no significant difference in leaf dry weight among cultivars. The marketable fruit number per plant was 16.4 for 'M', which was higher than other cultivars, and 'VE' and 'VL' were 8.5 and 8.8, respectively. The weight per fruit was low for 'M' at 136 g, and the highest in 'VE' and 'VL' at 332 and 281 g, respectively. There was no significant difference in fruit production per plant. In this study, 'M', which has high water use efficiency and a large number of fruits, and 'VL', which required less quantity to water consumption for producing 200 g of fruit and had a high product weight, will have excellent adaptability in the UAE greenhouse condition.

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.

Case Analysis and Prospect of K-POP Performance Art's Overseas Entry by Joint Venture (K-POP 공연 예술의 합작 투자에 의한 해외 진출 사례 분석 및 전망)

  • Ko, Kyu-Dae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.191-200
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    • 2020
  • Companies are seeking to maximize profits through exports and imports in the ultra-fast, ultra-high-speed modern society. It is only possible to sustain its survival if it targets the global market, not based on any specific region. The K-POP group is also targeting overseas markets in a manner similar to the various global strategies used when companies make inroads into foreign markets, including exports, contracts and direct investment. The K-POP group is engaged in various forms of activities, ranging from simple forms of performance (export) that are visited and staged by an invitation from a certain foreign country to series performances (license) by an invitation from a local promoter and tour performances using its capabilities. The K-POP group is seeking to go beyond the art of single-stage performances and make a systematic plan and make inroads into foreign countries in the form of direct investment suitable for each foreign country. The K-POP group made inroads into overseas markets in the form of simple performances from the late 1990s to 2005, when 'Korean Wave' was first introduced. Group H.O.T., etc. are typical examples. Since then, it has sought to enter overseas markets in the form of franchises by accepting overseas members by 2018, starting with Super Junior in 2005. Since then, the K-POP group in the form of joint investment attempted as group IZ*ONE in 2018 appeared, and a voice story came out in September 2018 when South Korea's JYP Entertainment and Tencent of China joined forces. Unlike K-POP Group, which has entered foreign markets with a global strategy based on the existing export method (H.O.T.), 'Boystory' is a representative group that is made with joint investment, which is a direct investment method. In February 2020, RBW released 'D1Verse,' a five-member group selected by Vietnam's reality show, as a joint investment-type group. This shows the possibility that domestic and foreign companies will release a group in the form of joint investment in order to pursue both globalization and localization.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Consumers Perceptions on Monosodium L-glutamate in Social Media (소셜미디어 분석을 통한 소비자들의 L-글루타민산나트륨에 대한 인식 조사)

  • Lee, Sooyeon;Lee, Wonsung;Moon, Il-Chul;Kwon, Hoonjeong
    • Journal of Food Hygiene and Safety
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    • v.31 no.3
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    • pp.153-166
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    • 2016
  • The purpose of this study was to investigate consumers' perceptions on monosodium L-glutamate (MSG) in social media. Data were collected from Naver blogs and Naver web communities (Korean representative portal web-site), and media reports including comment sections on a Yonhap news website (Korean largest news agency). The results from Naver blogs and Naver web communities showed that it was primarily mentioned MSG-use restaurant reviews, 'MSG-no added' products, its safety, and methods of reducing MSG in food. When TV shows on current affairs, newspaper, or TV news reported uses and side effects of MSG, search volume for MSG has increased in both PC and mobile search engines. Search volume has increased especially when TV shows on current affairs reported it. There are more periods with increased search volume for Mobile than PC. Also, it was mainly commented about safety of MSG, criticism of low-quality foods, abuse of MSG, and distrust of government below the news on the Yonhap news site. The label of MSG-no added products in market emphasized "MSG-free" even though it is allocated as an acceptable daily intake (ADI) not-specified by the Joint FAO/WHO Expert Committee on Food Additives (JECFA). When consumers search for MSG (monosodium L-glutamate) or purchase food on market, they might perceive that 'MSG-no added' products are better. Competent authorities, offices of education and local government provide guidelines based on no added MSG principle and these policies might affect consumers' perceptions. TV program or news program could be a powerful and effective consumer communication channel about MSG through Mobile rather than PC. Therefore media including TV should report item on monosodium L-glutamate with responsibility and information based on scientific background for consumers to get reliable information.

An Interdisciplinary Approach to the Human/Posthuman Discourses Emerging From Cybernetics and Artificial Intelligence Technology (4차 산업혁명 시대의 사이버네틱스와 휴먼·포스트휴먼에 관한 인문학적 지평 연구)

  • Kim, Dong-Yoon
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.836-848
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    • 2019
  • This paper aims at providing a critical view over the cybernetics theory especially of first generation on which the artificial intelligence heavily depends nowadays. There has been a commonly accepted thought that the conception of artificial intelligence could not has been possible without being influenced by N. Wiener's cybernetic feedback based information system. Despite the founder of contemporary cybernetics' ethical concerns in order to avoid an increasing entropy phenomena(social violence, economic misery, wars) produced through a negative dynamics of the western modernity regarded as the most advanced form of humanism. In this civilizationally changing atmosphere, the newly born cybernetic technology was thus firmly believed as an antidote to these vices deeply rooted in humanism itself. But cybernetics has been turned out to be a self-organizing, self-controlling mechanical system that entails the possibility of telegraphing human brain (which are transformed into patterns) through the uploading of human brain neurons digitalized by the artificial intelligence embedded into computing technology. On this background emerges posthuman (or posthumanism) movement of which concepts have been theorized mainly by its ardent apostles like N. K. Hayles, Neil Bedington, Laurent Alexandre, Donna J. Haraway. The converging of NBIC Technologies leading to the opening of a much more digitalizing society has served as a catalyst to promote the posthuman representations and different narratives especially in the contemporary visual arts as well as in the study of humanities including philosophy and fictional literature. Once Bruno Latour wrote "Modernity is often defined in terms of humanism, either as a way of saluting the birth of 'man' or as a way of announcing his death. But this habit is itself modern, because it remains asymmetrical. It overlooks the simultaneous birth of 'nonhumaniy' - things, or objects, or beasts, - and the equally strange beginning of a crossed-out God, relegated to the sidelines."4) These highly suggestive ideas enable us to better understand what kind of human beings would emerge following the dazzlingly accelerating advancement of artificial intelligence technology. We wonder whether or not this newly born humankind would become essentially Homo Artificialis as a neuronal man stripping off his biological apparatus. However due to this unprecedented situation humans should deal with enormous challenges involving ethical, metaphysical, existential implications on their life.