• Title/Summary/Keyword: 쌍방향 TV

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Uaser Impact Analysis of Interactive Contents Acoording to Image Size (영상크기에 따른 상호작용 콘텐츠의 사용자 영향 분석)

  • Choi, ChangKi;Song, BokHee;Yun, HanKyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.3 no.3
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    • pp.22-30
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    • 2010
  • 3D TV was been able to see in the market in early in this year. Tablet PC such as ipad by Apple and Galaxytab by Samsung were introduced recently. Those are possible by developing H/W and S/W of computer technology. The needs of interactive contents in many areas including education and entertainment area are increasing rapidly according to the various information devices are or will be in the market. Fore the more, GoogleTV and AppleTV are compete each other to dominate the world market in advance recently. CookTV tries to dominate in the domestic market by upgrading the current system. Diverse information devices are in the market means various size of displayers are able to be shown in our life. As TV is fused to computer, the displayer is substituted to TV's screen 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 TV's screen 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. Our goal of experiment are to analyse the influence of interaction with contents as the size of images and to analyse a learning effect of contents quantitatively by applying a statistical method. Users interacted with contents without any difficulty when they met a same dimension and shape of objects as ame dimension and shape objects in their experiences or learning, was confirmed. And the learning effect were analysed and explained by applying the correlation.

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Extracting User Experience Design Elements in Social TV - Focusing on Case Studies - (Social TV 의 사용자 경험 디자인 요소 추출에 관한 연구 - 해외 Social TV 의 사례분석을 중심으로-)

  • Lee, Joung-Youn;Lee, Seong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.811-817
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    • 2009
  • In this paper, we present the results of two studies on Social TV. In one study, meaning and possibility of TV as social media was theoretically studied and based on this meaning, we reviewed existing social TV systems and literatures. By doing this, we could extract the conditions and issues raised by designing Social TV's user experience. Based on our analysis, we could conclude with elements which are (1) channel communication, (2) Co-viewing experience, (3) Interaction Devices and elements, (4) Personalized contents browsing and selecting, (5) Accessibility and usability (6) User interface design.

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Development of a High-Power WiBro RF Switch based on TDD for the Convergence of Broadcasting and Telecommunication (방송통신 융합을 위한 TDD 기반의 휴대인터넷용 고출력 RF 스위치 개발)

  • Jun, Sang-Su;Lee, Chang-Hwa;Choi, Jeong-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.91-94
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    • 2005
  • 디지털 기술의 발전에 따라 방송 통신 융합이 가속화되고 있다. 우리나라는 방송 통신의 융합을 위해 쌍방향성을 제공하는 IP-TV와 같은 서비스가 유선 인터넷망을 사용한 홈오토메이션의 고정 환경 서비스를 중심으로 이루어지고 있다. 그러나 자동차 또는 휴대폰 등의 이동형 디지털 TV에서의 양방향 데이터 서비스 같은 방송통신 융합 서비스를 제공하기 위해서는 유선인터넷과 비슷한 전송속도와 비용을 갖는 무선 인터넷 서비스가 필요하다. 우리나라는 2006년 상반기에 유선인터넷과 비슷한 전송속도와 비용을 갖는 무선인터넷 서비스인 휴대인터넷을 상용화할 예정이다. 휴대인터넷은 동일한 주파수 대역을 이용하여 송수신을 하는 TDD방식을 사용한다. 우리나라는 셀룰러 시스템의 발달로 FDD를 중심으로 부품의 개발과 연구가 진행되어 왔기 때문에 TDD용 부품의 개발과 연구가 필요하다. 본 논문에서는 TDD 기반의 휴대인터넷용 고출력 RF 스위치의 개발에 대하여 기술한다.

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Research on TV Advertising in the Digital TV Environment (Digital TV 환경에서의 TV 광고 제작 연구)

  • 김종덕
    • Archives of design research
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    • v.12 no.4
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    • pp.201-209
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    • 1999
  • Feb. 11. 1997, Korean Government announced FM Radio Broadcasting and TV Terrestrial TV Broadcasting will be changed to digital format in year 2001, and all Korean Broadcasting except AM Radio and Microwave will be changed to digital format before 2010. In spite of IMF economic crisis, the Digitizing is the one of the hot issue in TV Broadcasting area. The narrow view of the Digitizing the Broadcasting is a technical development from the analogue to digital, but the extended view of it means not only the technical development but the revolution in the concept of TV and service area, relationship between sender and receiver, structure of TV Industry. Thus Digitizing the Broadcasting shifts paradigm and eventually it cause a big change in the advertising creative. The digital TV could be a very encouraging technical development for the consumers convenience because of the multiple choice in the channels and interactive services which leads us to the multimedia service through the TV . On the other hand, multimedia and multi-channel, interactivity implicate a big uncertainty and risk, This research paper is about the technical aspects and social aspects of digital TV and its influence of the marketing and TV advertising creative.

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Application for Personalized Advertisement (Personalized Advertisement 어플리케이션 개발)

  • Park Sung-Soo;Jung Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.137-141
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    • 2004
  • 본 논문은 디지털방송 컨텐츠(드라마, 영화, 토크쇼)상에서 PPL(Product Placement) 간접광고를 보다 개인화 된 맞춤 광고로 구현한 어플리케이션을 기술한다. 이러한 애플리케이션은 개인의 취향에 최적화된 광고를 제공하고 방송사와 시청자간의 Interaction에 의해 전자상거래가 가능한 채널로 이동할 수 있는 기능을 제공한다. 다시 말해서 본 논문의 어플리케이션은 컨텐츠 시작 전에 개인이 선호하는 물품을 선택하여 컨텐츠 속에 나오는 PPL광고에서 시청자가 선택한 물품만이 컨텐츠 방영 중에 나타나고, 그 선택 물품의 상세 정보와 구매를 할 수 있는 DAL(Dedicated Advertisers Location)채널로 이동할 수 있도록 하였다. 따라서 시청자 측면에서는 개인화 된 방송 서비스를 이용하여 자신이 원하는 선별된 광고를 보는 효율적이고 능동적인 방송시청을 하게 되며, 방송 사업자 측면에서는 맞춤 방송 서비스로 효과적인 타겟 소비자를 정하여 효과적인 마케팅을 할 수 있다. 그리고 시청한 광고 물품들을 장바구니라는 일종의 북마크에 담을 수 있게 하였다. 시청자가 원할 때는 언제든지 광고된 물품의 T-Commerce채널로 이동 가능하도록 설계, 구현하였다. 이것은 개인화 된 맞춤형 방송과 쌍방향 Interaction이 가능한 새로운 데이터방송의 특성을 잘 보여주는 Interactive 광고로서 새로운 모델이 될 것이다. 본 논문의 어플리케이션(Xlet)은 우리나라 위성방송 데이터방송 표준인 MHP 미들웨어에 의해 구동되어지며, 데이터방송용 API인 JavaTV API, Havi & Davic API에 따라 구현되어졌다.

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A Study on the IPTV Usage and Service Satisfaction (IPTV 수용자의 이용행태와 서비스 만족도에 대한 연구)

  • Seol, Jin-Ah;Bong, Mi-Sun
    • Korean journal of communication and information
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    • v.46
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    • pp.485-510
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    • 2009
  • Since the inception of Internet Protocol TV's real-time service on January, 2009, technological challenges and lack of content diversity of IPTV have been cited as problem areas. While past researches focused on IPTV's technological, industrial and policy facets, this research surveyed the viewers' viewing and usage patterns, and the level of service satisfaction among actual audiences of MegaTV, SKBroadband, and LGTV since January. The results show that subscription fee and content types were the two dominant determinants in audience's choice of a particular IPTV company. The high users of IPTV were on average aged between 30-39, and women tended to be heavier users than men. The surveyed audience also regarded IPTV to be more similar to the Internet than any other medium such as Cable TV and Satellite TV. IPTV audience cited 'lifestyle service' and 'additional service' offerings to be highly relevant to their usage and satisfaction; interactive service and educational service also showed high correlation to usage and satisfaction. The most watched contents on IPTV were domestic TV series, followed by foreign movies and variety shows. 'Fees for additional features,' 'lack of real-time terrestrial TV service', and 'lack of content variety' were the major areas of concern for IPTV viewers. They answered that the monthly fee was the most important factor in the selection of IPTV. Use of pay-per-view contents and add-on interactive service fees were also seen as problematic. With regards to future usage, the IPTV audience revealed that they were very sensitive and reluctant to pay for additional services. While existing researches concentrated on IPTV's technological problems and lack of content diversity, this study illuminated the more pragmatical side of the viewers, namely, the importance of price in audience's selection of an IPTV service provider. From these results, it is recommended that, before doing anything else, the service providers try to meet the audience's expected price points in order to garner the full potential of IPTV and the attendant mass audience.

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기호학적 분석을 통한 영상애니메이션 연구

  • Lee Jong-Han
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.85-98
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    • 2005
  • About the phenomenon of being imaged of everything, the scholars of the humanities who had studied on the simple reason structure in a text have been in a big agony how accept it. Especially, semiologists have studied about this for a long time and the points at issues of Saussure, Peirce as well as Umbeto Eco are more outstanding. Being based upon his philosophic interesting from medieval esthetics to modern semiotics, Eco was very concerned about the field of general esthetics and poputar arts like television and cartoons. He connected the mutual open-relations between 'signifier' and 'signified' debated in Semiotics with the open and vague modern arts and regarding it as a deviation from the custom, intensively studied the film-media. Saussure is a representative figure of semiotics and explained Sign and the character of semiotics as the division into two parts such as signifier/ signified, form/ substance, langue/ parole, synchrony/ diachrony. The triadic semiotics (the theory that Sign is composed of the triadic structure like sign, referent and interpretant) of Peirce put the new item- 'interpretant' in sign and referent to connect them and open the possibility to introduce time in to the Sign. In this paper, I try to analyze a cartoon film in the semiotic structure with the systemic, reasonable and logical approach and analysis as as possible. While the images shown through a film were depended on the romantic and impressional judge in the past, due to semiotics, it' s quite possible to correlate the procedure of symbolization to social coherence so that we analyze the incredible power of images to suck audiences with the systemetic Sign. I accept all ot film-images including a cartoon film as not the simple esthetic arts but a social custom and system, want to serve as a aid to properly understand world and humanbeings and prevent the film-image from being mystic. A cartoon and a cartoon film which were begun with the link of a text and an illustration give shape to all of images such as materials, places and even thoughts with a cartoon icon existed in only a cartoon. A cartoon and a cartoon film simply and exquistely conceptualize the complex and vague attribute of an organic creature and extend them infinetly beyond language. However, it can be exploited as a mysticism to temptate the general public and a faking material. In addition to that, it can distort our world-knowledge engaging a political power and the massive power of mass media. In this paper, being based on semiotics to approach a cartoon film in a scientific and organic system, I conclude that a non-linguistic cartoon expression is entangled with the manifold signs and implies the supplementary meanings just like a regular linguistic expression. It remarks that the iconic images of a cartoon film are composed of the social codes and can be analyzed on grounds of a linguistic system.

A Study on the Differences of Information Diffusion Based on the Type of Media and Information (매체와 정보유형에 따른 정보확산 차이에 대한 연구)

  • Lee, Sang-Gun;Kim, Jin-Hwa;Baek, Heon;Lee, Eui-Bang
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.133-146
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    • 2013
  • While the use of internet is routine nowadays, users receive and share information through a variety of media. Through the use of internet, information delivery media is diversifying from traditional media of one-way communication, such as newspaper, TV, and radio, into media of two-way communication. In contrast of traditional media, blogs enable individuals to directly upload and share news, which can be considered to have a differential speed of information diffusion than news media that convey information unilaterally. Therefore this Study focused on the difference between online news and social media blogs. Moreover, there are variations in the speed of information diffusion because that information closely related to one person boosts communications between individuals. We believe that users' standard of evaluation would change based on the types of information. As well, the speed of information diffusion would change based on the level of proximity. Therefore, the purpose of this study is to examine the differences in information diffusion based on the types of media. And then information is segmentalized and an examination is done to see how information diffusion differentiates based on the types of information. This study used the Bass diffusion model, which has been frequently used because this model has higher explanatory power than other models by explaining diffusion of market through innovation effect and imitation effect. Also this model has been applied a lot in other information diffusion related studies. The Bass diffusion model includes an innovation effect and an imitation effect. Innovation effect measures the early-stage impact, while the imitation effect measures the impact of word of mouth at the later stage. According to Mahajan et al. (2000), Innovation effect is emphasized by usefulness and ease-of-use, as well Imitation effect is emphasized by subjective norm and word-of-mouth. Also, according to Lee et al. (2011), Innovation effect is emphasized by mass communication. According to Moore and Benbasat (1996), Innovation effect is emphasized by relative advantage. Because Imitation effect is adopted by within-group influences and Innovation effects is adopted by product's or service's innovation. Therefore, ours study compared online news and social media blogs to examine the differences between media. We also choose different types of information including entertainment related information "Psy Gentelman", Current affair news "Earthquake in Sichuan, China", and product related information "Galaxy S4" in order to examine the variations on information diffusion. We considered that users' information proximity alters based on the types of information. Hence, we chose the three types of information mentioned above, which have different level of proximity from users' standpoint, in order to examine the flow of information diffusion. The first conclusion of this study is that different media has similar effect on information diffusion, even the types of media of information provider are different. Information diffusion has only been distinguished by a disparity between proximity of information. Second, information diffusions differ based on types of information. From the standpoint of users, product and entertainment related information has high imitation effect because of word of mouth. On the other hand, imitation effect dominates innovation effect on Current affair news. From the results of this study, the flow changes of information diffusion is examined and be applied to practical use. This study has some limitations, and those limitations would be able to provide opportunities and suggestions for future research. Presenting the difference of Information diffusion according to media and proximity has difficulties for generalization of theory due to small sample size. Therefore, if further studies adopt to a request for an increase of sample size and media diversity, difference of the information diffusion according to media type and information proximity could be understood more detailed.