• 제목/요약/키워드: 영상 SNS

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A study on content strategy for long-term exposure of YouTube's 'Trending' (유튜브 '인기급상승' 장기 노출을 위한 콘텐츠 전략에 관한 연구)

  • Lee, Min-Young;Byun, Guk-Do;Choi, Sang-Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.359-372
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    • 2022
  • This study aimed to derive a YouTube content strategy that can be exposed to Trending for a long time by comparing the features of 20 channels in the short/long term using 'YouTube Trending' data in 2021. First, through Pearson's correlation analysis, we found that various factors such as 'the number of title or tag letters' related to long-term exposure, and set this as an index to compare features. As a result, 1)'video title' of about 40-45 letters without excessive special characters, 2)'video length' within 10 minutes, 3)'Video description' is effective when writing 2-3 sentences and adding SNS information or including 3 key tags. Also, it would be more effective if you set key tag pairs such as (먹방, mukbang), (역대급, 레전드) derived through text mining. Through this, the channel will spread globally, bringing various advantages, and will be used as an indicator to evaluate the globality of the channel.

3D Web based Collaborative Authoring System of Tangible Contents (3D 웹 기반 실감 콘텐츠 협업 저작시스템 연구)

  • Lee, Changhyeon;Kwon, Yong-Moo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.308-309
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    • 2011
  • 최근 소셜 미디어(Social Media)라는 말은 컴퓨터 관련 연구분야에 종사하는 사람들 뿐만 아니라 일반 사람들도 모르는 사람이 없을만큼 중요하고, 많이 쓰이는 말이다. 본 연구에서는 인터넷과 통신기기의 발달로 이러한 소셜 미디어들이 사용자들이 감당할 수 없을 만큼 생성되지만 이러한 소셜 미디어를 어떻게 사용하고 효율적으로 묶어서 표현해야 하는지에 관한 연구이다. 소셜미디어의 종류에는 블로그, 소셜 네트워킹 서비스(SNS), 위키, UCC, 마이크로 블로그 등으로 나누어진다. 본 연구에서는 Social Media를 기반으로 Tangible Blog를 위한 콘텐츠를 저작하는 시스템에 관한 연구를 진행한다. 여기서 소셜미디어는 일반적으로 사용되는 사진, 동영상, 효과음, 텍스트에 3D Contents를 추가는 것을 목표로 한다. 3D Contents는 현재 게임분야에 많이 사용되고 있는 Kinect를 이용하여 생성하고 이러한 소셜 미디어들을 Web 환경에서 Authoring 하는 방법에 관한 연구를 소개한다. 최종적으로는 현재 많이 사용되고 있는 Blog의 형태에서 발전한 Tangible Blog를 만드는 것이 목표이다. 여기서 Tangible Blog는 기존의 텍스트, 음악, 동영상 등의 소스를 이용한 사용자의 일상생활 및 의견 표현을 넘어선 3D Contents의 활용, 스토리텔링 기법 활용 및 Sensory Effect를 활용한 실감 있는 블로그를 만드는 것을 목표로 한다.

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Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

A Study on the Factors Affecting the Success of Crowdfunding for Game Development Projects (게임개발 프로젝트를 위한 크라우드펀딩의 성공에 영향을 미치는 요인에 관한 연구)

  • Lee, Woo Chang;Ha, Jeongcheol;Lee, Choong Kwon
    • Smart Media Journal
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    • v.6 no.4
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    • pp.94-100
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    • 2017
  • Procurement of development funds is a very difficult process in the Korean game industry where competition is fierce. Recently, crowdfunding has been used as a convenient platform to attract potential investors to secure the development cost of the game. This study explored the factors influencing the success of crowdfunding for game development projects. We collected data on 229 game development projects in Tumblebuck, a reward-based crowdfunding site in Korea. According to the results of the logistic regression model, the factors that have a positive effect on the success of funding are the average compensation amount relative to the target amount, the number of SNS shares, the number of updates, and the originality of the proposed game. Video playback time has been found to have a negative impact. Based on the results of this study, it is expected that planning a game development project considering the variables affecting the success of crowdfunding will help financing.

A Study on Methods for Activating Libraries' YouTube Channel (도서관 유튜브(YouTube) 채널의 활성화 방안에 관한 연구)

  • Ro, Ji-Yoon;Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.1-24
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    • 2020
  • The social media paradigm centered on videos continues to deepen due to the diversification of 5G devices, high-definition and immersive SNS. The purpose of this study is to propose various utilization strategies and measures through the analysis of the current status of YouTube channel operation and provided contents operated in public libraries. In this study, 44 libraries in Korea that have opened and operated Library YouTube Channel and 12 libraries that actively utilize library YouTube channels with more than 1,000 subscribers were surveyed for the current status of subscribers, views, video count data, and contents and delivery methods of Library YouTube Channel. Based on the analysis results, the library's YouTube channel was proposed to utilize the library's YouTube channel, 1) to secure the specificity and purpose of the library's YouTube channel, 2) to promote and enhance access to the YouTube channel, 3) to improve the YouTube channel to user-friendly interface, 5) to plan and provide library expertise and educational contents, 6) to operate the integrated YouTube channel, and 7) to provide user-based content.

A Study of improving reliability on prediction model by analyzing method Big data (빅데이터 분석방법을 이용한 예측모형의 신뢰도 향상에 관한 연구)

  • Song, Min-Gu;Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.103-112
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    • 2013
  • Traditional method of establishing prediction model is usually using formal data stored in Data Base. However, nowadays advent of "smart" era brought by ground-breaking development of communication system makes informal data to dominate overall data, such 80% in total. Therefore, conventional method using formal data as establishing predicting model would be untrustworthy means in present. In other words, it is indispensible to make prediction model credible including informal data(SNS, image, video) and semi-formal data(log data). In this study, we increase credibility of predicting model adapting Bigdata method and comparing reliability of conventional measurement to real-data.

Research on Methods for Processing Nonstandard Korean Words on Social Network Services (소셜네트워크서비스에 활용할 비표준어 한글 처리 방법 연구)

  • Lee, Jong-Hwa;Le, Hoanh Su;Lee, Hyun-Kyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.3
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    • pp.35-46
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    • 2016
  • Social network services (SNS) that help to build relationship network and share a particular interest or activity freely according to their interests by posting comments, photos, videos,${\ldots}$ on online communities such as blogs have adopted and developed widely as a social phenomenon. Several researches have been done to explore the pattern and valuable information in social networks data via text mining such as opinion mining and semantic analysis. For improving the efficiency of text mining, keyword-based approach have been applied but most of researchers argued the limitations of the rules of Korean orthography. This research aims to construct a database of non-standard Korean words which are difficulty in data mining such abbreviations, slangs, strange expressions, emoticons in order to improve the limitations in keyword-based text mining techniques. Based on the study of subjective opinions about specific topics on blogs, this research extracted non-standard words that were found useful in text mining process.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

Timeline Tag Cloud Generation for Broadcasting Contents using Blog Postings (블로그 포스팅을 이용한 방송 콘텐츠 영상의 타임라인 단위 태그 클라우드 생성)

  • Son, Jeong-Woo;Kim, Hwa-Suk;Kim, Sun-Joong;Cho, Keeseong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.637-641
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    • 2015
  • Due to the recent increasement of user created contents like SNS, blog posts, and so on, broadcast contents are actively re-construction by its users. Especially, on some genres like drama, movie, various information from cars and film sites to clothes and watches in a content is spreaded out to other users through blog postings. Since such information can be an additional information for the content, they can be used for providing high-quality broadcast services. For this purpose, in this paper, we propose timeline tag cloud generation method for broadcasting contents. In the proposed method, blog postings on the target contents are first gathered and then, images and words around images are extracted from a blog post as a tag set. An extracted tag set is tagged on a specific timeline of the target content. In experiments, to prove the efficiency of the proposed method, we evaluated the performances of the proposed image matching and tag cloud generation methods.

Exploring News Sharers' Characteristics and Factors Affecting News Sharing Behavior (온라인 뉴스 공유자의 특성 및 뉴스 공유에 미치는 요인 탐색)

  • Hwang, HaSung;Jiang, XueJin;Zhu, LiuCun
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.105-112
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    • 2020
  • The present study aims to explore news sharers' characteristic. Specifically, it aims to look at news sharers' demographic characteristics, old media news usage and new media news usage. Besides, it also explores factors affecting news sharing behavior. The study used the second data of Korea Press Foundation. Findings from surveys suggest that first, news sharers are younger and have higher education than not news sharers. Second, news sharers use less news through old media while more news through new media. Third, political orientation, portal, SNS and online video platform new usage, messenger news reliability have positive effects on news sharing, while age and portal news reliability have negative effects on it. Based on these findings, implication, limitations, and topics for future research are discussed.