• Title/Summary/Keyword: 사례기반

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Case study of Lighting method to improve TV news viewers' attention span -Based on KBS News 9 Lighting Method Analysis- (TV뉴스 시청자의 집중도 향상을 위한 조명 기법의 사례 연구 -KBS 9시 뉴스 조명 기법 분석을 중심으로-)

  • Han, Hak-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.97-107
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    • 2009
  • Television News has significant impact on the information analysis of viewers by delivering world news to anonymous individuals everyday. We need to pay more attention to resolution considering the fact that even slight facial expression and the dress of TV anchor can be noticed by viewers in the high definition age, called HD TV, by radical changes in broadcasting situation. As a result, the beauty of expression that lighting technology has is extremely important in the high definition age. In news broadcast, as a phenomenon according to this change in trend, people have been looking for change in order to break with traditional TV news production by adopting DLP(Digital Lighting Processing) or LED(Light Emitting Diode). This effort has contributed to creating proper picture quality appropriate for HD TV. Nowadays Digital imaging is creating new trend in TV news production method from traditional analog-based lighting environment thanks to the development of IT(Information Technology) and digitalized lighting equipment. This change has led to building of HD studio and appropriate sets and lighting system. There are film set and projector which projects image on the screen and PDP, LCD, and DLP which has been used widely in recent years and LED which is often used as background in news program as examples, which has appeared since 1990s with HD TV. In this article, I analyzed the KBS News 9 lnce 1990s with in order to research the influence of television image component on the alyzed the KBS of TV article, I. I wille uggest the category of TV anchor image formulation in delivering information by means of lnce 1990s with based on the analysis result.

Adoption Plans of a Citizen-Participating Programs to Domestic Archives (시민참여형 프로그램의 국내 기록관 도입방안 제언)

  • Kang, Yoona;Lim, Jinsol;Oh, Hyo-Jung
    • Journal of the Korean Society for information Management
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    • v.39 no.1
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    • pp.171-193
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    • 2022
  • In contemporary society, the importance of 'Citizen Participation' has been recognized and actively used in various fields. Archives are also planning citizen participation activities according to the trend, but there is a limit to taking the form of passive participation activities such as participation in contests and donation of records. The ultimate purpose of this study is to prepare issues and specific action plans to induce more active citizen participation in domestic archives. To this end, first, previous studies related to citizen participation in the field of records management were reviewed, and terms and concepts were established. Next, advanced cases that are stably operating overseas were selected and analyzed from various aspects, and through this, specific program operation elements and pros and cons were identified. After that, the current status of domestic archives that have or are planning to engage in citizen participation activities was investigated to derive factors to be considered from a practical point of view when introducing the actual program. Based on this study, it is hoped that it will contribute to the establishment of a participating recording culture by designing and operating Citizen-Participating Programs suitable for individual archives.

A Study on the Derivation of Plans for Operational Improvement Based on the Analysis of the Current Status and Cases of the National Policy Research Portal (NKIS) (국가정책연구포털(NKIS) 현황 및 사례 분석을 통한 운영 개선 방안 도출에 관한 연구)

  • Noh, Younghee;Chang, Inho;Kang, Ji Hei;Kwak, Woojung
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.55-79
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    • 2022
  • In this study, the current status of operation was analyzed with a view to analyze the areas in need of improvement and the status of portals of similar institutions. Based on which, a proposal was made to help improve the function of utilization as well as search the products of studies by and for the research institutes funded by the government having jurisdiction by applying the information service technology developing in line with the fourth industrial revolution for the purposes of aiding and fostering with efficiency toward achieving the goal of establishment for such institutes, while strengthening the utility of NKIS. First, in order to secure the membership, it is necessary to find the targets for policy information and promotion, and it is also necessary to increase the demand for policy information, such as by preparing the people friendly policy reports, infographics, and information delivery in an easy manner. Second, it is necessary to provide customized services in the manner which reinforces reports and policy data on the social issues and education topics, which are among the interests of the primary user base by considering the ratio of visiting occupations. Third, for the diversification and expansion of video data services, it is necessary to prepare alternatives, such as by setting regulations and encouraging the institutions of jurisdiction to upload the video data. Fourth, it will be necessary to improve the overall public relations service. It is also necessary to proceed with the NKIS' publicity webtoon serialization with the latest contents or abolish the current webtoon promotion, while it is necessary to derive the plans for the efficient implementation of the contest, further to the need to discuss the secondary publicity after the contest rather than halting after it.

Consumers' Acceptance and Willingness to Pay for Products with Eco-Friendly Materials in Circular Economy: A Case of Clothing Made with Microplastic Emission-Reducing Materials (순환경제 시대 소비자들의 친환경 소재 제품에 대한 수용성과 지불의사: 미세플라스틱 배출저감 소재의류를 사례로)

  • Eom, Young Sook
    • Environmental and Resource Economics Review
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    • v.31 no.1
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    • pp.1-30
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    • 2022
  • This study is to investigate consumers' acceptance and their willingness to pay for clothes made of materials with low microplastic emissions as an alternative to synthetic fibers made of plastics by applying the contingent valuation method. A nationwide web-based survey was conducted for 1,052 respondents proportional to region, age, and gender during February 2021. More than 75% of the sample expressed intentions to purchase microplastic emission-reducing clothing instead of synthetic fiber clothing, and more than 80% of them have stated their willingness to pay for additional prices. A variation of Heckman's sample selection model was adopted to estimate factors affecting respondents' intentions to pay for additional prices, in which the probit model of intentions to purchase the clothing with alternative materials was used as a sample selection equation. While respondents were sensitive to the amounts of price increases suggested in the CV scenario, they expressed high acceptance and preferences for eco-friendly materials regardless of the microplastic emission-reducing levels. Consumers in the circular economy were willing to pay for the range of 41,000 to 51,000 won for a pair of clothing made with microplastic emission-reducing materials. In addition, as the microplastic emission-reducing rate has increased from 50% to 80%, the willingness to pay estimates were also significantly increased, ranging from 41,000~50,500 to 42,000~51,700 won.

Environmental Regulation, Firm Heterogeneity and Innovation (환경규제, 기업 이질성, 그리고 기업의 혁신 활동에 대한 행태적 접근)

  • Park, Minje;Jin, Byungchae
    • Journal of Technology Innovation
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    • v.30 no.1
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    • pp.21-56
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    • 2022
  • Since Michael Porter (1991) has proposed that environmental regulation can help a firm increase its competitiveness by encouraging it to engage in more innovative activities to meet the environmental regulation, a number of researchers have empirically investigated the "Porter Hypothesis." However, the empirical results still remain mixed. Combining the perspectives of the behavioral theory of the firm and firm heterogeneity, we argue that the levels of regulation stringency and time-pressure would differentially influence a firm's innovative behavior depending on the firm's aspiration level, performance feedback and technological capabilities. Using the U.S. Corporate Average Fuel Efficiency (CAFE) regulation context, we empirically demonstrate that lagging firms that do not meet the new regulation standard announced by the government tend to search for more distant knowledge and that the impact of the patents they file for decreases as the regulation becomes more stringent. In addition, we also find that as time-pressure increases, lagging firms stand to apply for more patents than do leading firms whereas the overall impact of the patents decreases. These results help us advance our understanding of the nuanced causal relationship between regulation and innovation and provide practical implications for policymakers.

The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.

Estimation of Mechanical Representative Elementary Volume and Deformability for Cretaceous Granitic Rock Mass: A Case Study of the Gyeongsang Basin, Korea (경상분지 백악기 화강암 암반에 대한 역학적 REV 및 변형특성 추정사례)

  • Um, Jeong-Gi;Ryu, Seongjin
    • The Journal of Engineering Geology
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    • v.32 no.1
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    • pp.59-72
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    • 2022
  • This study employed a 3-D numerical analysis based on the distinct element method to estimate the strength and deformability of a Cretaceous biotite granitic rock mass at Gijang, Busan, Korea. A workflow was proposed to evaluate the scale effect and the representative elementary volume (REV) of mechanical properties for fractured rock masses. Directional strength and deformability parameters such as block strength, deformation modulus, shear modulus, and bulk modulus were estimated for a discrete fracture network (DFN) in a cubic block the size of the REV. The size of the mechanical REV for fractured rock masses in the study area was determined to be a 15 m cube. The mean block strength and mean deformation modulus of the DFN cube block were found to be 52.8% and 57.7% of the intact rock's strength and Young's modulus, respectively. A constitutive model was derived for the study area that describes the linear-elastic and orthotropic mechanical behavior of the rock mass. The model is expected to help evaluate the stability of tunnels and underground spaces through equivalent continuum analysis.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Study on security method for scenario-based smartphone vulnerability (시나리오 기반의 스마트폰 취약점에 대한 보안방안 연구)

  • Lee, Jaeho;Son, Minwoo;Lee, Sang-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.6
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    • pp.835-844
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    • 2018
  • Recently, as the number of smartphone users has been increasing worldwide, various services such as electronic payment, internet use, and financial settlement are being used as a smartphone. In addition, researches for home appliance control and automobile control using smartphone are conducted. As such, smartphone users can enjoy a more convenient life, but by hacking smartphones, tapping texts and conversations on smartphones, tracking location through spy apps, DDoS attacks using smartphones, and malicious apps When a message is received at a specific telephone number when using a micropayment, the corresponding text message is transmitted to a remote server, thereby increasing the risk of leakage of personal information and the like. Therefore, in this paper, we define the risk factors of the smartphone that are caused by the internal and external environmental, physical, contents (apps) of the smartphone through the smartphone that we use in real life, We propose a method to check vulnerability of smartphone security solution such as CC evaluation and the most effective response technique for each risk of smartphone by defining the technique.