• Title/Summary/Keyword: 시청자 수용

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Interactive Usage of Social Media for Contents Provider : Focusing on Twitter Activities of the TV Series (콘텐츠 공급자의 양방향적인 소셜 미디어 활동 연구 사례: TV 드라마 <한니발>의 트위터 활동을 중심으로)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.565-573
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    • 2015
  • The development of social media in the 2000s led the unspecified individuals to band together for common interests. Social networking services served as a far-reaching tool for sharing different thoughts and interpretation of the pop culture and helped people build up close relations driven by their common interests for certain works of the pop culture. This Study introduces the TV Series as a case that displays specific patterns of communication between its producer and viewers. Producer Bryan Fuller of the Series as well as key production staffs were quite active on social networking sites with the understanding of what the audience desired and the willingness to sympathize with them, which were eagerly welcomed by the dedicated audience whose number, though, was not big. For the Hannibal production team, SNS was a means for them to just be consumers who appreciate the work instead of solely being the content provider. Their approach is quite different from unilateral marketing approaches employed in the past. Through this case, the Study aims to suggest that social networking sites serve as a powerful medium connecting producers and viewers or as an information hub, and that how interactive contents shall be delivered in the new media environment to be effective.

A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
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    • v.5
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    • pp.29-48
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    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

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The Influence of Brand Consciousness and Impulsive Buying Tendency on the Attitude Toward the Product Placement (브랜드소비성향과 충동구매성향이 PPL제품 태도에 미치는 영향 연구)

  • Yang, Moonhee
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.84-92
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    • 2014
  • Unlike traditional advertising practice, product placement(ppL) has several advantages such as avoiding zapping and working as celebrity endorsement. Previous research has been mainly focused on the presentation style of the PPL. However, to understand the effect of the PPL process properly, it is necessary to study the audience's personality. Therefore, this study attempted to investigate the relationship between audience's consumption tendency and the effect of the PPL. More specifically: the current study examined the influence of the brand consciousness and impulsive buying tendency on the attitude toward the PPL. The results showed that people considered to be highly brand conscious and impulsive buying tendency seem to have more favorable attitude toward the PPL. Indeed, self-esteem have a positive influence on the attitude toward the PPL. Therefore, consumer's personality is related to their response to the PPL.

A Study of Teens' Social Media Engagement: Focusing on the Comments for YouTube Beauty Videos (청소년의 소셜 미디어 참여에 관한 연구 - 유튜브 메이크업 영상의 댓글 창을 중심으로 -)

  • Lim, Yeojoo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.1
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    • pp.415-442
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    • 2021
  • This study analyzed YouTube beauty videos that focus on makeup for teens, based on the assumption that the main viewers of the videos are teens. Through looking at the interaction between beauty information providers and receivers, communication among information receivers, and the way people participate in comment thread, the study examined how teens engage in social media. Many teens who posted comments on YouTube beauty videos praised and envied the beauty of beauty gurus, and tried to connect with them. The comment thread shows that teens answered to each other's questions on makeup tips, shared thoughts and experiences on issues around teen wearing makeup, which helped them build a sense of community, and broaden their views on the way of life. Also observed was power dynamics among youth, such as lecturing or verbal abuse against children and pre-teens by older teens.

The Effects of 'Single Life' Media Contents Viewing on Singlehood Culture and Leisure Lifestyles ('싱글 라이프' 미디어 콘텐츠의 시청이 비혼 의지와 여가활동 라이프스타일에 미치는 영향)

  • Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.235-246
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    • 2022
  • This study explored the effects of recent 'single life' media contents on the spread of singlehood culture for Korean youth. Extant research on the changing trends across present-centered vs. future-oriented lifestyles had focused mainly on demographic or sociological factors. "Lifestyle transforming (entertainment) reality contents" perspective suggests that reality contents revealing one's personal daily life provides not just entertaining enjoyment but also and more importantly meaningful life-changing experiences for viewers. Given the dependency of single household youth on media use, it is expected that 'singlehood life' media contents such as reality television and YouTube Vlog would have greater influence on viewers' own reality and lifestyles. Survey results indicate that viewership of 'singlehood life' contents showed significant impacts on youth viewers' identification and unmarriedness, as well as present-centered and future-oriented lifestyles. Theoretical and practical implications of these results were discussed.

A Live Webcasting System Using IP Camera (IP 카메라 기반의 실시간 웹캐스팅 시스템)

  • Kang, Mi-Yeon;Joo, Dai-Yeon;Lee, Sun-Joo;Kim, Do-Wan;Kim, Jai-Hoon;Chung, Won-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06d
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    • pp.315-320
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    • 2007
  • 본 논문에서는 동시 접속자 수의 제약과 서버 증설에 의한 고비용 문제를 효과적으로 해결할 수 있는 실시간 웹캐스팅 시스템이 설계 구현된다. 기존의 시스템과는 다르게, 다양한 해상도를 지원할 수 있는 IP 카메라로부터 실시간으로 스트리밍 되는 동영상 데이터를 콘텐츠로 하는 라이브 웹캐스팅과, 저장 공간에 저장된 후, 사용자 요구에 따라 파일 데이터를 콘텐츠로 스트리밍 하는 주문형 비디오(VOD) 서비스 모두를 포함하는 total 시스템이다. 압축률이 높은 마이크로소프트사의 WMV(혹은 VC-1) 형식의 동영상 데이터를 사용함으로써 사용 대역폭을 줄여, 많은 Tuner들을 수용할 수 있도록 하였으며, 각 Tuner는 미디어플레이어를 뷰어로써 사용할 수 있도록 하여 시청자들이 별도의 소프트웨어를 설치하지 않도록 하였다. 가능한 모든 시스템 구성 요소들 또한 마이크로소프트에서 제공되는 유틸리티들을 사용할 수 있도록 하여 기존 시스템과의 호환성을 최대화 시켰으며, 특히, Caster, Distributor, 그리고 Tuner, 3 부분으로 나누어, Caster의 규모, 혹은 Tuner의 규모에 따라 Distributor의 확장이 모듈 단위로 가능하도록 하였다.

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A Study on the Relationship between Usage Characteristics of TV and Web Animation and Purchase Intent of Goods Featuring Animation Characters (아동 애니메이션 이용 특성과 캐릭터상품 구매의사의 관계 : TV와 웹 애니메이션을 중심으로)

  • Yoo, Soo-jung;Lee, Yeong-ju;Song, Gin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.23-61
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    • 2017
  • This study aims to understand the using characteristics of TV animation and web-based animation of children and investigate the effects of change in viewing process on the purchase of character goods. For this purpose, an online survey was conducted for parents who have children as animation viewers. The results show that there was no difference by age or gender in using both TV and web animation. When parents get animation information on TV, they had their children watch animation through the same TV channel, but the web has no significant relationship between information acquisition path and main service they use. In addition, it is found that parent' perception of TV animation superiority is influenced by respondents' income and children's watching time of animation has no effect on it. Finally, monthly income of households, payment amount of web animation, watching time of TV animation, and perception of quality of TV animation have a significant effect on parents' active purchase of character goods. On the other hand, the purchase intention of the recommended goods is influenced by children's age, the parent's perception about the web animation quality, and the payments of the web animation.

Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

Development and Research for the Professional Brand of TV Broadcasting Program -By focusing the actually proved study for news program brand- (TV 방송 프로그램의 전문 브랜드 개발 연구 -뉴스 프로그램 브랜드의 실증연구를 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.39-48
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    • 2005
  • In the age of digital culture, TV broadcasting is exercising more influence as a information and communication medium compared to past. With the appearance of satellite broadcasting service in 2002, the broadcasting environment became a diversified field of local TV, cable TV, satellite, internet, etc. and created the time of multi-media and multi-channel. This ongoing change of broadcasting environment made the passive audience of the past, active image makers and new accepters, participants and users of communications, who know how to choose and use media as the active centerpiece, The active acceptor as the centerpiece of channel selections has become the center of the broadcasting, whereby they pick up and enjoy their favorite TV programs and came to remember the list of their favorite channels and zap them finally. In this point of spotting their favorite channels and improving the degree of recognition for the channels, the development of the noticeable brand for a particular program has made a great contribution. The aim of this study, therefore, is to recognize the factors, which are important in the habits of watching TV and to develop professional brands for TV broadcasting programs. The range of the survey for this study was home news programs and broadcasting stations abroad, which were on air from March to May in 2004. The focus of the survey was universal and professional news programs. Through this study, it was ascertained that, in the case of news, developing a brand for an anchor as well as for a professional brand of TV program could be an important element.

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Viewing Pattern of IPTV Subscribers (IPTV 수용자의 프로그램 시청 행태)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.95-103
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    • 2008
  • Hana TV and Mega TV have been growing rapidly with IP-VOD service. The number of subscribers of both of them were 1.4 million in April 2008. Additionally, the change of viewing patterns of IPTV subscribers was predicted. Therefore, the purpose of this paper is to see how the subscribers use IP-VOD service practically. For this research, the frequency, the time and the duration of connection by genre have been analyzed on the March of 2007 and 2008. According to the result, there was a significant change quantitatively: within a year, not only the number of subscribers has doubled, but also the frequency of monthly connection has been increased 15 times. In addition, the duration of viewing per person has quadrupled. Regarding to the contents, the subscribers still prefer to watch free TV programs. However, the viewers have their own way of consuming TV programs. It has been proved that IPTV is a complementary media of free TV with a strong possibility to change the viewing patterns in the near future.