• Title/Summary/Keyword: 소셜미디어 콘텐츠

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The multiplex contents recommendation agent based on the social network services on the multiple media convergence environment (다종 미디어 융합 환경에서의 소셜 네트워크 서비스 기반 다중 콘텐츠 추천 에이전트 개발)

  • Shin, Sa-Im;Jang, Sei-Jin;Lee, Seok-Pil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1112-1115
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    • 2011
  • 웹 2.0 시대의 웹에는 UCC 같은 소비자가 직접 미디어를 생성하고 소비하는 프로세스가 등장하여 일반화되고 있다. 본 연구는 이러한 인터넷 사용의 트렌드에 발맞추어 다종의 멀티미디어 콘텐츠를 포함하는 개인화된 맞춤형 콘텐츠 추천 에이전트를 개발하였다. 웹 상에 존재하는 다양한 콘텐츠 중에 사용자의 선호패턴과 일치하는 콘텐츠들을 추천하여 서비스하는 본 시스템은 유무선 환경을 망라하는 다기종의 디바이스들을 위한 플랫폼들을 지원하고 있다. 또한, 사용자들이 웹 상에서 콘텐츠들을 등록하고 생성하여 각 사용자들의 그룹과 친구와의 공유가 가능하다.

Design and Implementation of Deep-Learning-Based Image Tag for Semantic Image Annotation in Mobile Environment (모바일 환경에서 딥러닝을 활용한 의미기반 이미지 어노테이션을 위한 이미지 태그 설계 및 구현)

  • Shin, YoonMi;Ahn, Jinhyun;Im, Dong-Hyuk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.895-897
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    • 2019
  • 모바일의 기술 발전과 소셜미디어 사용의 증가로 수없이 많은 멀티미디어 콘텐츠들이 생성되고 있다. 이러한 많은 양의 콘텐츠 중에서 사용자가 원하는 이미지를 효율적으로 찾기 위해 의미 기반 이미지 검색을 이용한다. 이 검색 기법은 이미지에 의미 있는 정보들을 이용하여 사용자가 찾고 자하는 이미지를 정확하게 찾을 수 있다. 본 연구에서는 모바일 환경에서 이미지가 가질 수 있는 의미적 정보를 어노테이션 하고 이와 더불어 모바일에 있는 이미지에 풍성한 어노테이션을 위해 딥러닝 기술을 이용하여 다양한 태그들을 자동 생성하도록 구현하였다. 이렇게 생성된 어노테이션 정보들은 의미적 기반 태그를 통해 RDF 트리플로 확장된다. SPARQL 질의어를 이용하여 의미 기반 이미지 검색을 할 수 있다.

Design and Implementation of a Cosmetics Recommendation System Based on Machine Learning in Social Media Environments (소셜 미디어 환경에서 기계 학습을 활용한 화장품 추천 시스템의 설계 및 구현)

  • Shin, Haeran;Lim, Yujung;Hong, Yujin;Lim, Jongtae;Park, Jaeyeol;Lee, Hyeonbyeong;Shin, Bokyoung;Bok, Kyoungsoo;Yoo, Jaesoo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.289-290
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    • 2019
  • 최근 뷰티에 대한 관심이 증가함으로써 화장품 관련 정보가 대량으로 발생하였다. 사용자는 선택적으로 정보를 얻고자 하기 때문에 사용자 맞춤형 추천 서비스가 부각되고 있다. 본 논문에서는 소셜 미디어 환경에서 기계 학습을 활용한 화장품 추천 시스템을 설계하고 구현한다.

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A Study on the Utilization Calligraphy of using Social Media (소셜 미디어를 이용한 캘리그래피 활용에 관한 연구)

  • Joo, heon-sik
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.387-388
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    • 2015
  • 본 연구에서는 스마트미디어를 사용하여 캘리그래피 활용을 나타낸다. 스마트기기를 이용한 SNS로 트위터, 페이스북 등 다양한 수단을 이용하여 캘리그래피를 CI, BI, 영화 포스터, 책 표지타이틀, 전시, 마케팅 전략 등 기업의 수익 모델과 개인 작품 활동들을 공유함으로써 다양한 정보제공과 영상으로 그 효과는 매우 크다 따라서 이러한 스마트기기를 활용한 캘리그래피는 앞으로도 더 많은 정보 제공과 수익 모델을 창출하며 그 영향력은 매우 증대될 것으로 사료한다.

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A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

A Study on the Consumer Boycott Participation Experience: Using Text Mining Analysis and In-depth Interview (소비자불매운동 참여 경험에 관한 연구: 텍스트마이닝 분석과 심층면접기법의 활용)

  • Han, Juno;Li, Xu;Hwang, Hyesun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.88-106
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    • 2022
  • This study examined the social discourse on consumer boycott and explored consumer experience using text mining of mass media and social media data and the in-depth interview. The result showed that the topics of online news related to the boycott included the causes of the boycott, the responses of each actor in the process of the boycott, and the effects of the boycott. In the result of the in-depth interviews, it was found that the boycott has been decentralized and the participants had the experience of exploring and verifying information on their own. In the boycott process, there were mixed experiences due to the absence of substitutes and the marketing influence, and positive experiences of expressing one's thoughts and strengthening beliefs through the boycott.

Sementic Analysis of PDA (Paralinguistic Digital Affordances) in Social Media :Focusing on College Student (소셜미디어의 디지털 준언어 행동유도(PDA : Paralinguistic Digital Affordances) 의미 해석: 대학생을 중심으로)

  • Cha, Young Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.410-422
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    • 2017
  • This study researches PDA (Paralingustic Digital Affordances) in the social media on the basis of Uses and Gratification theory. The study defines PDA as Likes in Facebook and Instagram and Favorites in Twitter. The study inquiries into the motivation of using PDA and interpretational way when Social media users play a role of a sender or a receiver. For this research purpose, the focus group and interview were conducted with 36 college student in the Korea metropolitan area. The research is to comprehend the motivation and satisfaction of using PDA by applying structured theory frame of Uses and Gratification. As a result, it contributes to more satisfactions when PDA users interact each other as a sender and a receiver than mere verbal-communication. Furthermore, PDA in each social media has different meaning and gravity. For instance, Likes in Instagram is considered less important and lighter than Likes in Facebook. Moreover, people use the PDA without any restriction. People favorably use PDA most of the time, but sometimes they use in contradictory or sarcastic way.

An Analysis of K-POP Stars' Images in Chinese Social Medias (중국 소셜 미디어에 나타난 K-POP 스타들의 사진 이미지 분석)

  • Yin, Jing;Yang, Jong-Hoon;Lee, Sang-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.71-82
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    • 2021
  • The main purpose of this study was to investigate K-pop stars' images in photos presented by social networks in China. In this study photos of K-pop stars were collected from a community site of Baidu as one of the biggest portal sites and were five idol groups (EXO, IKON, T-ara, Wonder Girls, and Girls' Generation) which have beeb getting famous in China. For this musical styles and backgrounds of the K-pop idol stars were scrutinized in brief and explored in respect with its images. The results of the study were follows: First, the overall pictorial images of K-pop boys' groups were characterized in masculine and stylish images emphasizing the western appearance. In case of K-pop girl groups, sexy, gorgeous, feminine and youthful images were identified. In conclusion, K-pop idol stars is contributing to expand Korean pop arts into Chinese public culture as Chinese people produced and circulated the pictorial images of K-pop stars and facilitated consumption activities of K-pop contents.

An Explorative Study on the Social Metadata in Academic Libraries (소셜 메타데이터 활용에 관한 탐색적 연구 - 국내 대학도서관 웹 사이트 분석을 중심으로 -)

  • Park, Heejin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.2
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    • pp.231-246
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    • 2013
  • This paper attempts to explore the use of social metadata in academic libraries. A total of 173 academic libraries were examined and analyzed. Various social metadata were reviewed, involved with users' participation and contribution. Error-reports, tagging, recommendations, ratings, reviews, comments, sharing, and community were identified that support selection, sharing and collaboration through social engagement. Suggestions drawn from the findings are offered to utilize social metadata in order to enhance users' contribution and interaction. It is hoped that this exploratory study will provide insight into the use of social metadata in academic libraries.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.