• Title/Summary/Keyword: 콘텐츠요인

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The Effect of u-convergence Information System on Flow Theory and Tourist Satisfaction, Reuse Intention -Focusing on Flow Theory- (플로우 이론을 적용한 u-융합정보시스템이 관광객의 만족도와 재사용의도에 미치는 영향 -플로우 이론을 중심으로-)

  • Sun, Su-Kyun;Kim, Jong-In;Ko, Sun-Young
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.389-399
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    • 2021
  • The research background of this paper is because the u-convergence information system applying flow theory lacks the measurement of tourist satisfaction. The purpose and research method of this study are as follows. The first is the suggestion of flow relation information display format algorithm. Second, by combining this algorithm and flow theory, a pattern algorithm was created according to the content information quality and the personality type of tourists. The expected effect of this study is to derive the success factors of the u-convergence information system by generating a pattern algorithm according to the flow relationship information display format and the tourist's personality type. The limitations of this paper are limited to one area, and objectivity is poor due to the lack of data and small area. In the future, it is necessary to evaluate the effectiveness through analysis after applying the method presented to other tourist destinations. Future tasks will need to be supplemented with data from expert groups and objectivity in various regions.

A Parallel Streaming Server for the Realtime 3D Internet Broadcasting (병렬 스트리밍 서버 기반 실시간 3D 인터넷 방송 서비스)

  • Kang, Mi-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.7
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    • pp.879-884
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    • 2020
  • In the conventional video file system, videos are stored in a high performance server which has mass storage hard disks or disk arrays. For 3D internet broadcasting, real time operations are required to transmit video files to many clients. This paper describes the design of the 3D internet broadcasting system which can provide realtime streaming service to many users in the 5G environment. In reality, unicast is used to transmit multimedia contents over the internet rather than IP multicast since IP multicast has its own drawbacks in deployment, security, maintenance and so on. In addition, multimedia broadcasting service system like VoD has difficulties in applying to 3D internet broadcasting system since it requires a large amount of system and network resources. In this work, we develop a 3D internet broadcasting system which can construct effective data delivery by minimizing performance-degrading factors.

Direction of Touch Gestures and Perception of Inner Scroll in Smartphone UI (스마트폰 UI에서 터치 제스처의 방향성과 이너 스크롤의 인지)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.409-414
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    • 2021
  • In this paper, we investigated the touch gestures of the scroll direction of a small and long UI due to the characteristics of a device in a smartphone environment that has become popular and used. Touch gestures are touched and directed by triggers such as metaphors and affordances based on past experiences. Different types of touch gestures are used depending on the type of navigation, motion, and transformation gesture, but scrolling is the most frequently used among them. In general, the scroll is vertically scrolled, but recently, a design pattern that can be scrolled left and right inside is arranged to cause cognitive dissonance of users. In the use of an inner scroll that can scroll left and right by covering a part of the right content, the mixing of a non-scrollable design pattern becomes a factor that requires attention to the user. Therefore, it was found that the use of triggers and the use of consistent design patterns can enhance the user experience even in the inner scroll environment.

Analysis of Distributed Cryptocurrency Exchange Model and Issues (분산 암호화폐 거래소 모델 및 이슈 분석)

  • Lee, Tae-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.583-590
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    • 2022
  • With the release of the Bitcoin source in 2009, cryptocurrencies are continuously developing and expanding the market. Recently, new applicability is expanding centered on NFT coin and metaverse payment service. In particular, the Central Cryptocurrency Exchange actively supports relay transactions between cryptocurrencies or between traditional fiat currencies and cryptocurrencies. The cryptocurrency trading market based on such a central exchange encouraged speculative factors of cryptocurrencies, strongly arousing speculation and futility of cryptocurrencies. In addition, the central cryptocurrency exchange induces the centralization of users and virtual assets, thereby hindering the decentralization and security enhancement strategies of the block chain. Therefore, this study describes the current status and problems of centrally controlled centralized cryptocurrency exchanges in service, and presents a distributed cryptocurrency exchange modeling strategy and major issues as a decentralization model of the exchange. This research can strengthen the anonymity, decentralization, and autonomy of cryptocurrency based on blockchain.

Analysis of Success and Failure Factors of OTT Service Contents According to the Rating: Focus on Netflix (평점에 따른 OTT 서비스 콘텐츠의 성공과 실패 요인 분석: 넷플릭스를 중심으로)

  • Hong, Ji-Soo;Park, Jin-Soo;Kang, Sung-Woo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.4
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    • pp.65-75
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    • 2021
  • This study explores multiple variables of an OTT service for discovering hidden relationship between rating and the other variables of each successful and failed content, respectively. In order to extract key variables that are strongly correlated to the rating across the contents, this work analyzes 170 Netflix original dramas and 419 movies. These contents are classified as success and failure by using the rating site IMDb, respectively. The correlation between the contents, which are classified via rating, and variables such as violence, lewdness and running time are analyzed to determine whether a certain variable appears or not in each successful and failure content. This study employs a regression analysis to discover correlations across the variables as a main analysis method. Since the correlation between independent variables should be low, check multicollinearity and select the variable. Cook's distance is used to detect and remove outliers. To improve the accuracy of the model, a variable selection based on AIC(Akaike Information Criterion) is performed. Finally, the basic assumptions of regression analysis are identified by residual diagnosis and Dubin Watson test. According to the whole analysis process, it is concluded that the more director awards exist and the less immatatable tend to be successful in movies. On the contrary, lower fear tend to be failure in movies. In case of dramas, there are close correlations between failure dramas and lower violence, higher fear, higher drugs.

In the Western painting of Chinoiserie from the perspective of cosmetology Factor analysis for female hair design (미용학(美容學) 관점의 시누아즈리(chinoiserie) 서양화 속 여성 헤어디자인에 대한 요인분석)

  • Ko, Hee-Ja;Park, Jang-Soon
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.139-144
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    • 2021
  • Since the human act to pursue beauty is the most natural desire and instinct, the demand for a new beauty trend in line with the 4th industrial revolution era, in which aesthetic interest in human appearance management along with the importance of appearance is increasing day by day is very necessary at this time. In order to derive the source from art, which is closely related to beauty studies, the shape and texture of women's hair design appearing in 'Chinoiserie' style Western paintings that were popular in Europe and France in the 18th century. As a result of the study, the hair design of women appearing in four Western paintings showed characteristics of each individual shape, texture, and color. Through this study, the foundation stone for the development of a new mode hairstyle for modern people living in a rapidly changing era while quarreling with the village, and the foundation stone for the development of various beauty contents.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

The Effect of UI Usability of Mobile Healthcare Applications on Technostress and Continuous Use Intention: Focusing on Elderly Users (모바일 헬스케어 애플리케이션의 UI 사용성이 테크노스트레스와 지속사용의도에 미치는 영향: 고령의 사용자를 중심으로)

  • Cha, Jaehyuk
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.295-305
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    • 2021
  • The purpose of this study is to empirically verify how UI usability of mobile healthcare applications affects the perception of technostress and continuous use of elderly users. Through this, the effect of UI usability of mobile healthcare applications on technostress and continuous use intention was demonstrated for 199 people aged over 60. As a result, all four sub-factors of UI usability had a significant effect on technostress, and the magnitude of the influence was found to be in the order of content, process, design, and system. On the other hand, it was found that technostress had a significant effect on the intention of continued use. Through the above results, a UI design strategy that can lead to continuous use by relieving the technostress experienced by the elderly was suggested. This provides academic and practical implications for the future development and service direction of mobile healthcare applications for the elderly.

The Implications of the Chinese Cultural Industry in the Stage of an IP Acrobatic Stage Drama 'Mongjiryeo' (IP곡예 무대극 '몽지려(梦之旅)'를 통해 본 중국문화산업의 함의)

  • Jiao, Shan;Fang, Xiu-Qing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.35-48
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    • 2020
  • This study aims to find out the implications of the Chinese cultural industry by analyzing the successful factors of the IP acrobatic stage drama "Mongjiryeo," which was well received through internal and external performances by creating acrobatics repres enting traditional Chinese culture as a stage play that conforms to the trend of modern society. Th e findings are as follows. First, China's cultural industry grew and developed quantitatively and qualitatively based on the government's active promotion policy and the huge domestic market. Second, through challenges and changes to traditional culture such as acrobatics and costumes, creative standard presentation and practical experience were attempted as modern stage plays. Third, Oriental humanities ideas and emotions were introduced amid the reform and innovative changes of traditional culture. The results of this study will enable various free interpretation and expansion from a humanities perspective. And it could be used as a reference material for the study of the creation of new culture utilizing the analysis and approach of the traditional Chinese cultural archetype.

Case Study of Moving up the Charts in K-pop : Focusing on Brave Girls' 「Rollin'」 (K-pop 음원 역주행에 대한 사례 분석 : 브레이브걸스(Brave Girls)의 「롤린(Rollin')」을 중심으로)

  • Jung, Seung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.69-83
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    • 2021
  • To understand 'Moving up the charts' as a dynamic phenomenon in the K-pop entertainment industry, this study specifically analyzed the 'Moving up the charts' of 「Rollin'」 sung by 'Brave Girls'. First, the context and process related to 「Rollin'」 were described in detail, and the performance as a sound source and business were described. Subsequently, six factors were analyzed and presented as causes for 'Moving up the charts': 'Existence of specific possible triggers', 'Attractions of content itself', 'Inflow of new male fans', 'Turning weaknesses into strengths as idol', 'Psychological empathy with stories of real group' and 'Fast response and communication of agency'. Due to the influence of 'Moving up the charts', two changes were presented: 'Expansion of popularity and interest and expansion beyond songs' and 'Forming a consumer group with high purchasing power'. Through this, this study discussed the meaning, role, and possibility of 'Moving up the charts' in the K-pop entertainment industry. In the future, it will be necessary to recognize 'Moving up the charts' in the music market as a remarkable phenomenon, and to understand the importance of new idol consumer class as well as the use of related media such as YouTube.