• Title/Summary/Keyword: 시청자 참여

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A Study on the Influence Exerted on Subtitle Locations in Videos by the Deterioration of Working Memory Ability due to Aging (노화에 따른 작업기억능력의 저하에 영향을 받는 영상 속 자막인식위치 연구)

  • Kim, Sang-Yub;Jung, Jae-Bum;Park, Jang-Ho;Nam, Ki-Chun
    • Science of Emotion and Sensibility
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    • v.22 no.4
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    • pp.31-44
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    • 2019
  • This study intended to investigate the effects of the subtitle location on the decreased working memory abilities caused by aging. A junior group (average age: 26, SD: 3.06, N=27) and a senior group (average age: 61.69, SD=4.18, N=26) participated in this study and they all performed N-back tasks which measured the working memory ability of the participants and video subtitle recognition tasks that assessed the most effectively recognized subtitle locations in the video. The results of the N-back task revealed slower response times and low accuracy rates in the senior group in comparison to the junior group, suggesting lower working memory abilities in the senior group vis-à-vis the junior group. The deterioration of working memory due to aging also negatively influenced the 'left-bottom' subtitle location in the video subtitle recognition task and positively influenced the 'left-center' location of the screen. The deterioration of working memory ability did not affect other subtitle locations. By examining the positive or negative effects of the deterioration of working memory ability as a function of age on subtitle locations, the present study suggests that the selection of suitable subtitle locations taking into account the ages of video viewers would cause information to be more effectively displayed on screen.

A Study on factors affecting the viewer rating of"My Little Television": Focusing on SNS Big Data (마이리틀 텔레비전 시청률에 영향을 미치는 요인에 관한 연구 : SNS 빅데이터 중심으로)

  • Kim, Sang-Cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.1-10
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    • 2016
  • < My Little Television > with the new format which extends one person media broadcasting to terrestrial broadcasting is creating a huge Topic Index. It started the first broadcast on April 2015 and has continued the number one in viewer rating in the same time. While viewers directly participate in the program through the Daum TV Pod and a host communicates with viewers in a real time, various opinions are being reflected on the program. While a lot of information about the program has spread through SNS, it has led to raising the viewer rating of program. Recently, the Topic Index on the program has been published through the big data analysis rather than the program evaluation only by the viewer rating. The research on the correlation between the program viewer rating and amount of buzz has increased. In this study, it has analyzed how the Topic Index which is an extended concept of the amount of buzz affects the viewer rating. Study results show that the Topic Index is analyzed to positively influence the viewer rating. It will give a lot of help in studying big data of SNS on the program.

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.

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

The Online Live Broadcasting and Fandom Formation Process of the Audition-Turned-Star: Phantom Singer 3 Kang Dong-Hoon's Fan Cafe (오디션 출신 스타의 인터넷 라이브 방송과 팬덤 형성과정: 팬텀싱어3 강동훈 팬카페를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.855-869
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    • 2021
  • Since 2009, stars produced through audition programs have appeared through the process of establishing familiar ties with viewers, unlike stars created by entertainment agencies. This study is a case study that examines the characteristics, roles, and identity of internet live broadcasts (Labang) of vocalists Kang Dong-hoon and his fan cafe(fan community) who appeared in JTBC Phantom Singer 3 in 2020. As a result of the study, fans gathered around SNS even before the fan cafe was created, at their request, 'Labang' began. "Labang" is a "freely participating talk show" in which fans actively participate. This brought about the bond of fans, a sense of belonging, and the activation of fandom. Both stars and fans recognized "Live Broadcast" as "a window of communication to get to know each other," and expressed satisfaction that they could see the sincerity of familiar and unpretentious stars, not unrealistic images reproduced on TV through "immediate comment communication." "Labang" consists of a variety of contents, including stars' daily lives, music activities, broadcast appearances, and hobbies, and is showing "aesthetic differentiation" from those who do not watch "Labang" while sharing the daily lives of stars and fans with active participation.

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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Examining the Korean Wave Wanghong Media of China - Based on Viewing Satisfaction and Cultural Acceptance (한류 왕홍 미디어에 관한 연구 - 시청만족도와 문화 수용성을 중심으로)

  • Lin, Tang;Cho, Hee Jung;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.105-117
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    • 2020
  • This study defined the Creators who produce video contents related to Korean Wave in the form of one-person media and takes an influential role in China as the 'Korean Wave(Hallyu) Wanghong Media'. This study aimed at examining the effects of viewing motivation and behavior on satisfaction and cultural acceptance. The survey was conducted on 240 respondents who have watched the contents on China's Bilibili video site. As a result, among five different motivations, the higher the level of 'cultural curiosity', 'entertainment', and 'empathy', the higher the satisfaction. Examining the effect of viewing behavior on satisfaction, 'frequency', the act of 'sharing' and 'participating' had positive effects. Furthermore, 'cultural curiosity' and 'satisfaction' were the factors of positive influence on cultural acceptance. The results of this study can enhance the understanding of Korean Wave Wanghong Media and further contribute to continuous development.

The Character of Contents Production System in the Comprehensive Programming Channels (종합편성채널의 콘텐츠 생산 방식의 특성)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.731-741
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    • 2016
  • It has become five years since comprehensive programming licenses were rendered in Korea. Allocating a lion's share of their air time on live news and news commentaries, those channels have established a unique live production system or a broadcasting system which is heavily live production-oriented, to be exact. The live commentaries are filled with a mixture of news flashes, conventional news commentaries, and debates. Those channels get their news and commentary programs made through subsidiaries' where production directors and studio staffs belong. They, being very sensitive about viewer rating, tend to be aggressive about reruns of highly rated programs and they do not even seem to care when the regular programs actually went out. This kind of reckless strategy to pursue a higher viewer rating could limit not only new programming attempts but also exposure diversity.

DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.39-50
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    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

User-Focused Package Contents Application System for Interactive IPTV Services (대화형 IPTV 서비스를 위한 사용자 중심의 패키지 콘텐츠 운용 시스템)

  • Kim, Kwang-Yong;Lee, Young-Il;Yoo, Jeong-Ju;Lyu, Won;Jeong, Jae-Gil;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2323-2329
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    • 2009
  • Recent IPTV services still remain as simple broadcasting services that cannot make the most of interactive features together with various content-associated data. So, IPTV providers are making efforts to break from monopolistic style, so as increasing the user's participation m service. However there is an interoperability problem because no common solution is employed across different providers. To solve this problem, there needs to be a framework for a framework for generating, sharing and distributing package contents. In this paper, we propose user-centered package contents application framework for interactive IPTV services. We also design a package content authoring and consuming system which plays core parts in the proposed framework.