• Title/Summary/Keyword: 커뮤니티 미디어

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The collective appreciation of film and the creation of social value - Community cinema in Japan (영화의 공동감상과 사회적 가치 창출 - 일본의 커뮤니티 시네마를 중심으로)

  • Jieun Jang
    • Trans-
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    • v.14
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    • pp.123-155
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    • 2023
  • This study analyzes the characteristics of the social value creation process through the collective appreciation of film. It focuses on the historical development of community cinema in Japan. In modern-day Japan, where digital video is easily accessible and the use of private, personalized media spaces widespread, a sub-culture of collective film appreciation is spreading, as more and more Japanese begin to attend movie screenings in non-commercial theaters. In addition, Japanese community cinema center has begun to integrate and support this viewing experience, which has come to be known as community cinema. A literature review revealed the following characteristics of community cinema. First, local theater screening groups or appreciation groups cooperate with residents to establish and operate movie theaters. Second, these spaces create theoretical and practical participatory learning opportunities that foster understanding of and participation in film culture, through large-scale associations with organizations or institutions that offer viewings. Third, based on collective appreciation, the film culture created through repeated joint viewings produces a social arena in which community can be realized. In these communities film can be put to socially productive uses, such as problem solving.

360-degree content-based plant finance transaction service (360도 콘텐츠 기반 식물 재테크 상거래서비스)

  • Yoo, Seong-Hyun;Yang, Gun-Woo;Choi, Yae-Chan;Kim, Eun-Ji;Kim, Byung-Wan;Lee, Byong-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.517-518
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    • 2022
  • 본 논문에서는 360도 카메라기반 식물 전자 상거래서비스 어플을 제안한다. 식물을 이용한 재테크 일명 "식테크"라고 불리는 재테크가 증가하고 있는 추세이다. 현재 다른 중고거래 플랫폼에서는 본 거래가 제안되어 있어 거래가 어렵고 일종의 재테크의 개념이라 전문적으로 거래하기 힘들다는 문제점이 있다. 이를 해결하기 위해 본 프로젝트에서는 실시간 차트를 활용하여 식물 거래가를 알려주고, 360도 카메라와 VR을 활용하여 식물의 육성일기 공유하여 어플 사용자들의 커뮤니티 장소가 되고, 은퇴 후 귀농을 하는 사용자에게는 식물을 잘 기르는 법의 정보를 알 수 있는 다방면에서 활용이 가능하여 여러 문제를 효율적으로 해결할 것으로 기대된다.

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A Study of Social Interaction between Avatars and Visualization Technique in 3D Cyberspaces (3D 사이버스페이스에서 아바타간 사회적 상호작용과 시각화 방법에 관한 연구)

  • 정혜원;유석종;최윤철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.449-452
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    • 2001
  • 가상공간에서 발생하는 아바타 상호작용 유형과 인상형성에 영향을 주는 요인들을 분석하여 아바타간의 사회적 관계도(DOSR)를 정의하였다. 아바타간 사회적 관계도는 가상공간에서 커뮤니티 형성에 효율성을 제공하는 요소들로서 이루어져 있으며, 사용자의 가중치를 적용하여 산출된다. 본 논문에서는 사회적 관계도를 활용할 수 있는 방법에 대해서 제시하였고, 사회적 관계도를 이용한 아바타 시각화로 인지(Awareness)의 향상에 중점을 두어 시스템을 구현하였다.

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E-learning System Development for Collaborative Learning (협력학습을 위한 E-learning 시스템의 개발)

  • 이삼순;박만곤
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.795-798
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    • 2003
  • 정보통신기술의 급격한 발달은 교육의 패러다임을 변화시켰으며 새로운 학습의 장인 e-teaming을 가능하게 하였다. e-learning 시스템은 컨텐츠. 커뮤니티 및 등 방대한 정보를 체계적으로 제공하여 누구나, 언제, 어디서나 학습할 수 있게 한다. 이에 교수·학습의 방법 중 협동적이고 상호 보완적인 학습 방식인 협력학습과 e-learning을 결합시켜 협력학습을 위한 e-learning시스템을 개발하여 교수 학습의 효율성을 기하고자 한다.

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A Study on the Group-Based Improvised Meeting Service Development (집단 기반의 번개 모임 구축 서비스에 관한 연구)

  • Kim, So-Yeon;Ma, Ye-ji;Yoon, Ha-Min;Lee, Ji-Won;Kang, Seung-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.339-341
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    • 2022
  • 새로운 사회의 흐름에 발맞춰 소속과 공유에 대한 필요성이 부각되고 있다. 본 서비스는 통일된 양식, 확실한 답변, 부담 없는 만남을 기반으로 사용자 경험을 제공한다. 사용자가 커뮤니티 그룹을 통해 친근감을 경험할 수 있는 UX/UI 를 디자인 했고 신속하고 간편한 인터랙션으로 다른 사용자와 즉석 번개 만남을 제공할 수 있는 서비스를 제안한다. 이를 위해 본 연구는 집단 기반 즉흥적인 만남을 위한 모바일 앱을 구현했다.

Role Grades Classification and Community Clustering at Character-net (Character-net에서 배역비중의 분류와 커뮤니티 클러스터링)

  • Park, Seung-Bo;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.169-178
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    • 2009
  • There are various approaches that retrieve information from video. However, previous approaches have considered just object information and relationship between objects without story information to retrieve contents. To retrieve exact information at video, we need analyzing approach based on characters and community since these are body of story proceeding. Therefore, this paper describes video information retrieval methodology based on character information. Characters progress story to form relationship through conversations. We can analyze the relationship between characters in a story with the methods that classifies role grades and clusters communities of characters. In this paper, for these, we propose the Character-net and describe how to classify role grades and cluster communities at Character-net. And we show this method to be efficient.

Cooperative Peer-to-Peer Energy Trading using a Hive Strategy for Small Microgrid Communities (소규모 마이크로그리드 커뮤니티를 위한 하이브 전략 기반의 협력적 Peer-to-Peer 에너지 거래기법)

  • Dayot, Ralph Voltaire J.;Ra, In-Ho
    • Smart Media Journal
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    • v.9 no.3
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    • pp.52-58
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    • 2020
  • The growing global energy demand has been the motivation for innovations for improved approaches on energy trade. The involvement of new energy market players known as prosumers have also enabled Peer-to-Peer (P2P) energy trade in microgrid communities. In this paper, a novel approach to energy trading based on Hive Strategy is proposed. The strategy aims to encourage prosumers to become workers that will meet the energy demands of consumers referred to as hives. The workers are selected based on their Prosumer Ratings (PR) and are ranked from the ones with the highest PR to the lowest. Using the PR, prosumers with the best energy consumption and generation behaviors are prioritized for energy trade. To test the proposed strategy, a simulation has conducted and the results show how the energy demand of the hive is met by the workers. Furthermore, an improvement in the pay-offs and PR of the workers are observed.

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

A Study on the Activation Plan of Web-based Open Source Platform using 3D Printer -Focused on Platform Toy- (3D Printer를 이용한 웹기반 오픈소스 플랫폼 제작 방안에 관한 연구 -Platform Toy를 중심으로-)

  • Lee, Chang-Beom;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.341-347
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    • 2019
  • As the concept of open source extends beyond the scope of software, many companies are also introducing business models using open source concepts. This study is a study on how to create a web-based open-source platform using a 3D printer and aims to create an open-source platform modeled on the Kidults community where users are highly willing to participate. The research method established the direction of initial platform production by collecting basic data through the usability of the platform and Toy design preferences and propensity analysis through research on open source use cases by various companies and user surveys in the Kidults Community. Features unique platform Toy sources that are freely reinterpreted by the user and re-shared and sold to the platform. Research should continue to boost user motivation by activating communities within the platform.

An Exploratory Study on Local Community Food Issues in the Context of COVID-19: Focusing on Social Big Data through Regional Issues (코로나19 상황에서 지역사회 먹을거리 이슈에 관한 탐색적 연구: 지역별 이슈를 통한 소셜 빅데이터를 중심으로)

  • Choi, Hong-Gyu
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.546-558
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    • 2021
  • This study focused on analyzing the contents of social big data produced in the online space, dealing with issues related to food in the community in the context of COVID-19. First, this study analyzed food-related issues that spread through regional websites and online community(cafes) after social distancing was implemented due to COVID-19. Next, this study analyzed the contents of food-related issues that spread through media news, SNS, and portals. As a result, there were more food-related posts on the homepages of other regions compared to the metropolitan areas such as Seoul and Gyeonggi, but in the case of online communities, there were more food-related issues in online communities registered in Seoul and Gyeonggi regions. Food-related keywords in regional online communities mainly contained content related to the local economy. In the media articles, SNS, and search portal issues, content that can be discussed in the consumption process of local community food-related policies, information, and products mainly appeared. Based on the results of the study, it was found that there is no specialized information sharing system for each community, that online communities can contribute to providing food information applicable to reality, and that it is possible to verify the performance of regional food policies through social media.