• Title/Summary/Keyword: 아프리카TV

Search Result 17, Processing Time 0.026 seconds

Development Direction of Video Contents Service in Mobile Era: on the Case of Afreeca-TV (모바일 시대의 영상 콘텐츠 서비스 발전 방향 : 아프리카 TV 사례를 중심으로)

  • Ryu, Sungil;Lee, Sunmi
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.155-156
    • /
    • 2013
  • 모바일 영상 환경에서는 협소한 스크린과 한정된 배터리 등의 제약으로 RMC(Ready Made Contents) 보다는 UGC 혹은 스낵형 콘텐츠가 적합하다. 이러한 콘텐츠로 포지셔닝 된 아프리카TV도 모바일 시대를 맞아 급성장 할 수 있었다. 향후에도 모바일 영상 서비스는 라이트한 캐주얼 콘텐츠로 계속 진화해 갈 것으로 보인다.

  • PDF

개인 방송 플랫폼 기술: 아프리카 TV와 유튜브를 중심으로

  • Yun, Yeong-Seok;Lee, Hyeon-U
    • Information and Communications Magazine
    • /
    • v.33 no.4
    • /
    • pp.56-63
    • /
    • 2016
  • 개인 방송에 대한 관심이 폭증하고 있음에도 불구하고, 이에 대한 학술적 연구를 찾아보기는 어렵다. 본고는 대표적인 개인 방송 플랫폼인 아프리카 TV와 유튜브의 콘텐츠-시청자 매칭 기술과 대용량 데이터의 효율적 전송 기술을 중심으로 알아 본다. 개인 방송 플랫폼은 UGC(User Generated Contents)의 생산과 소비의 접점을 제공하는 중요한 역할을 담당한다. 개인 방송의 가장 큰 문제는 부적합한 콘텐츠의 무분별한 노출과 확산이다. 개인 방송 콘텐츠 생산자와 콘텐츠에 대한 정제 기술이 요구된다.

Analysis on Communication Aspects of Live-streaming Broadcasting Contents (실시간 개인 방송의 진행 원리 분석)

  • Kim, su-jin
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2016.05a
    • /
    • pp.103-104
    • /
    • 2016
  • 본 연구는 실시간 개인 방송에서 이뤄지는 담화의 상황을 통접, 이접, 연접이라는 질 들뢰즈의 개념으로 분석하고, 실시간 개인 방송에서 나타나는 시청자의 개입 행위와 그로 인해 끊임없이 변화를 거듭하는 방송의 진행 양상을 '특이점(point singulier)'과 '사건(${\acute{e}}v{\acute{e}}nement$)' 개념을 통해 분석했다. 구체적인 연구 대상으로는 아프리카TV의 <대도서관TV> 채널의 '24시간 연속 생방송'편을 선정했다. 본 연구는 국 내외적으로 산업적 규모가 확장되고 있으며, '방송의 개인화'를 불러오고 있는 MCN 방송 콘텐츠 중 실시간 개인 방송의 진행 원리와 그 미학적 함의를 도출했다는 점에서 의의를 지닌다.

  • PDF

Study on the UX of Internet Broadcasting -Focused on the Afreeca TV, the Twitch TV- (인터넷 방송 애플리케이션의 사용자 경험 연구 -아프리카 TV와 Twitch TV를 중심으로-)

  • Kwon, Jin-Hyuk;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.407-413
    • /
    • 2018
  • This study suggest the development direction of mobile environment by combining UX satisfaction index and UI guideline. In order to improve the satisfaction of viewers, in this study, we understand the mobile Internet broadcasting environment and application by combining UX and UI index. We present components which are suitable for internet broadcasting and calculate it on each broadcasting screen. Internet broadcasting application is for satisfaction of viewers. To make application which is satisfy viewer's needs, those advantages of applications should be combined.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.562-582
    • /
    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.

Determinants Influencing Users' Genre Repertoires in Personal Web-Casting: A Case of (인터넷 개인 방송 장르 레퍼토리 형성 영향 요인: <아프리카 TV> 사례를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.13-29
    • /
    • 2018
  • An increasing number of people in their lifes have used personal web-casting services as a new type of broadcasting, whose power has grown in the broadcasting market and industry. Nevertheless, limited research concerning personal web-casting has been conducted so far. This research explored consumption structures of personal web-casting users in terms of their genre usage based on the theoretical concept of genre repertoire. And it also examined what determinants have influences on these structures by focusing on as an representative case in South Korea. The findings showed that sensation seeking, motivation for getting information and social presence affect genre repertoire of personal web-casting users. They also indicated that there is a moderating effect of social presence in the relationship between motivation for joy and genre repertoire.

Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator - (인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
    • /
    • v.16 no.7
    • /
    • pp.357-367
    • /
    • 2018
  • The purpose of this study is to investigate whether flow experience is effective as a mediator in the effect of BJ attributes on viewer satisfaction. For this study, a survey was conducted on a total of 198 users who watch one - person game broadcasting on African TV. According to analysis, first, the joy flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Second, the Control flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. Third, the attention flow experience is mediating role in the relationship between intimacy and reliability BJ attributes and viewing satisfaction. Fourth, the Time distortion flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Fifth, the Self loss flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. The intimacy of the game BJ was found to affect mediocre satisfaction, attention, attention, and time distorted flow experience.

A Study on the Motivation of Live Video Streaming by Adopter Characteristics (수용자특성에 따른 인터넷 개인방송 이용동기 분석)

  • Kim, Hyuk;Wi, Jong-Hyun
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.83-94
    • /
    • 2018
  • This study is to analyze the difference of satisfaction according to the usage motivation of Live video streaming and characteristics of the adopter(early adopters, late adopters). For this purpose, we conducted a survey of 283 people in the age of 10~30 using AfreecaTV. As a result of the study, users spending daily hours on watching Afreeca TV showed a positive effect on the usage motivation. It shows only one difference in education level between the demographic characteristics, based on the adopter characteristics. Also the differences in the satisfaction factors were found to be habits, communication, entertainment accessibility in the early adopters and accessibility, credibility, habits, accessibility were significant influences on the late adopters.

(Types of metonymy applied to emoticons and their salience attributes - Focusing on the comparison of high-context and low-context emoticons -) (이모티콘에 적용된 환유 유형과 현저성 속성 - 고 맥락과 저 맥락 이모티콘의 비교를 중심으로 -)

  • Kim, Chan Hee;You, Si Cheon
    • Smart Media Journal
    • /
    • v.10 no.4
    • /
    • pp.91-101
    • /
    • 2021
  • Visual communication based on socio-cultural context, such as emoticons on social media, is increasing. Therefore, it is necessary to study the visual expression of metonymy as a means to correctly understand the communication method in the age of visual culture. The purpose of this study is to explore how metonymy is visualized within a cultural context. Specifically, , a typical underlying phenomenon of metonymy expression, and the expression principles of various reproduced through it are identified by pairing them with the cultural context. Based on context theory, which is a representative discourse in the social science field, emoticons from in high context and emoticons in in low context were selected and compared as case study subjects. The major findings are: First, a visual application model of metonymy was proposed regarding the process through which metonymy is reproduced as a visual result. Second, the types of metonymy and their salience attribute applied to the emoticon expression method was identified in detail. Third, based on the contextual theory, how the characteristics of high-context visual metonymy differ from that of low-context visual metonymy were presented. In the future, the results of this study can be used as a criterion for judging the local acceptability and local suitability of design results in the design development process that requires the use of localization strategies.

Study of Growing Personal Media Impact in Current Media (1인 미디어 성장이 기존 미디어에 미치는 영향 분석)

  • Lee, seong-geun;Kwon, gi-chang
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2016.05a
    • /
    • pp.393-394
    • /
    • 2016
  • 불과 2,3년 전만해도 유투브, 아프리카TV는 단순히 기존 미디어의 재활용에 머물렀다. 하지만 스마트폰, 이동통신의 발달로 인하여 방송관람시간, 방송 플랫폼의 다양화가 이루어졌으며 새로운 콘텐츠인 '1인 미디어 콘텐츠'가 등장했다. 본 연구는 최근 트렌드로 떠오르고 있는 1인 미디어에 대한 현황 분석을 통해 기존 미디어에 미치는 영향을 연구하였다.

  • PDF