• Title/Summary/Keyword: 융복합 디지털미디어

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An Analysis of the Economic Effects for the Immersive Media Industry (실감미디어 산업의 경제적 파급효과 분석)

  • Lee, Kyoung-Jae;Jeong, Woo-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.7B
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    • pp.795-805
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    • 2011
  • The research on the immersive media technology is actively being done with the emergence of immersive services using immersive media, especially in the broadcasting industry and with the increased market demand for it. The industry which produces, transmits, processes and services the immersive contents is commonly called Immersive Media Industry. Immersive Media Industry has recently received attention as next-generation strategic industry with its high marketability and its high possibility of market expansion through convergence with other industry such as education, health, advertisement, travel and public service industry. As other advanccd country such as the U.S., Japan and Europe buckle down to take the innitiative in the immersive media industry, Korea government also begins to make plan to promote the immersive media industry. As above, immersive media industry is a cutting-edge convergence industry which embraces broadcasting, telecommunication and contents industry and it is rising as core growth engine industry. This article analyses the economic effects of immersive media industry through quantatitive method and evaluates the relations between the immersive media industry and the other related industries. As a result, the effect on production inducement of immersive media industry is 610.9 billion Korean Won; the effect on value-added inducement is 468.7 billion Korean Won; and it is measured that 3,258 job will be created by the immersive media industry.

A Study on the Refinement of a University's Information Display for User-oriented Contents -Focused on Yong In University- (대학홍보용 인포메이션 디스플레이의 이용자중심 콘텐츠개발 개선방향에 대한 연구 -용인대학교를 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.383-389
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    • 2019
  • The purpose of this study was to investigate the information display at Yong In University through the use of field observations and surveys to improve the facility that adheres to the user's comfort and accessibility. The study has found that the arrangement of importance of subjects that are more relevant to the intended audience and the placement of the information kiosk at places where people would stay for longer durations have higher chances of absorbing the information provided in the kiosk. Though the study has been investigated in a limited setting of Yong In University, the broader implications of this study can be extend to public spaces that also provide information kiosks.

The Relation of Addiction and Sustainable Use of Social Media Service (소셜미디어 중독과 지속사용 의도에 관한 연구)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.273-280
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    • 2014
  • This study deals with the digital policy proposal through the study about the relation of the sustainable use and the addiction to social media such as facebook. Researcher tried to figure out the antecedents and consequence factors about the service addiction recognized by the social media users and to obtain the measures for the sustainable use of service and the implications for the prevention of addiction. Research results showed that 1) the individual innovation had an effect on the service satisfaction, the addiction, and the sustainable use, 2) the service satisfaction influenced on the addiction and the sustainable use, 3) the perceived service addiction had a reverse effect on the sustainable use. This is described that user's addiction recognition is the obstacle of sustainable growth in service. The proposed policy of this research is summarized as the following two. 1) When the users act the addictive using behavior, service provider has to pay attention to user's withdrawal from the service because of their addiction. 2) The government should offer healing facilities, service etc. for the addicted users and the prevention of the service addiction when they recognized their discomfort.

Strategy for Public Service Broadcasting News in Digital Era : Focusing on BBC 'Digital First' case (디지털 시대의 공영방송 뉴스 전략 : BBC의 'Digital First' 사례를 중심으로)

  • Joo, Jaewon
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.13-22
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    • 2019
  • In the midst of the rapid changes in the digital media environment, this study try to examine the challenges of the public service broadcasting(PSB) news as a representative public sphere in a democratic society, and sought realistic alternatives through a case study of the BBC, one of the most successful digital policies of PSB in the world. The study found that the BBC's 'Digital First' strategy pursued a fundamental change in news formats, thereby simultaneously innovating on content. It was also interesting to see that the news consumers' needs for social media and video content were selectively analyzed and approached with a strategy of choice and focus. Finally, the production of customized digital content by analyzing news viewing behavior by each age group also suggests a lot to Korean PSB. I hope that the cases of this study will be reflected in the digital policies of Korean PSB.

A case study of modern urban night-lighting (현대 도시의 야간 라이트 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.365-371
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    • 2021
  • In this paper, the writer studies the lighting technology and types used in urban night lighting performance. With the continuous change and innovation of life style in today's society, the multiple functions of the city continue to develop. At present, urban night lighting is not limited to lighting the landscape in the daytime by lighting tools. It uses new digital lighting technology to deduce innovative and constantly changes digital nightscape. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. With the development of innovative lighting technology, urban night scene will provide more rich experience in media design.

A study on video production behavior of teenage creator (10대 크리에이터의 영상 제작 행태 연구)

  • Pyo, So-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.319-325
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    • 2019
  • The purpose of this study is to suggest ways to improve the competence and performance of teenage creators through the behavioral comparison. With the recent growth of video streaming services, the number of teenage creators is rapidly increasing. However, research on the video production behavior of teenagers is still limited. Therefore, in this study, we examined the video production behaviors of teenagers and assessed difficulties in each step. This study was conducted with the case study and the empirical study which interviewed the enthusiasts group and the creators group. Experimental results indicated that the editing stage was the most important but the lowest in both groups. In particular, the interest group had a greater burden on the editorial stage than the creator group. Therefore, in order to encourage teenage video production activities, it will be necessary to train them in editing programs or provide easy editing functions.

Tourism Information System using Geofencing and NFC Technology (지오펜싱과 NFC 기술을 이용한 관광 안내 시스템)

  • Park, Yang-Jae
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.211-217
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    • 2014
  • In this paper, by using geofencing technology to set the area you want to move tourists. Geofence set of tourists in the region enters the smartphone by sending e-mail or SMS alarm to display a detailed map of the area to visit assistance. When you arrive at the destination of the museum exhibits or exhibits to the NFC tag attached to each corresponding to a web server for a detailed description of the exhibits from the get-down. Multimedia content using an existing exhibits described. Media of exhibition space and the interaction between the visitors tour guide system capable was built.

Analysis of Opinion Social Data on the SNS (Social Network Service) by Analyzing of Collective Damage Reply (악성 집단 댓글 분석에 의한 SNS 여론 소셜데이터 분석)

  • Hwang, Yun Chan;Koh, Chan
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.41-51
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    • 2013
  • A lots of social data are distributed, utilized and opened through the social media. They have characterized effectiveness and pleasure of information to the media by social data but it is ignored about excessive exposure of information and damage from collective reply of personal attack type. In this paper, we study about analysis of opinion social data on the SNS (Social Network Service) by analyzing of collective damage reply. It is analysed by diverse measurement method for distribution and disuse of the amount of Buzz data that is analysed data from structured social network.

An Analysis of Action Learning Process in Education Programs for Senior Officials, Engineers, Chief Executive Officers (고위공직 후보자-엔지니어-최고경영자 교육 프로그램의 액션러닝 프로세스 분석)

  • Jung, Hyun-Kon;Moon, Sung-Han
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.87-104
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    • 2012
  • The purpose of this study was to analyze and present of action learning process in education programs for senior officials, engineers, chief executive officers. The main contents of this study is focused on analysis of orientation activities for each step of action learning process, project selection, analysis of problem clarification, review of data research and analysis, analysis of process for seeking of alternative and selecting execution item, comparison and analysis for the results of execution.

Proxy-based Caching Optimization for Mobile Ad Hoc Streaming Services (모바일 애드 혹 스트리밍 서비스를 위한 프록시 기반 캐싱 최적화)

  • Lee, Chong-Deuk
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.207-215
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    • 2012
  • This paper proposes a proxy-based caching optimization scheme for improving the streaming media services in wireless mobile ad hoc networks. The proposed scheme utilizes the proxy for data packet transmission between media server and nodes in WLANs, and the proxy locates near the wireless access pointer. For caching optimization, this paper proposes NFCO (non-full cache optimization) and CFO (cache full optimization) scheme. When performs the streaming in the proxy, the NFCO and CFO is to optimize the caching performance. This paper compared the performance for optimization between the proposed scheme and the server-based scheme and rate-distortion scheme. Simulation results show that the proposed scheme has better performance than the existing server-only scheme and rate distortion scheme.