• Title/Summary/Keyword: 콘텐츠 서비스

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Design of WebZine for Marketing of the Presidential Archives: Based on 'On-Gi', a Newsletter of the Presidential Archives (대통령기록관 마케팅을 위한 웹진(WebZine)의 설계 제안 - 대통령기록관 '온기(On-記)'를 기반으로 -)

  • Jang, Hyo-Jeong;Lee, Yong-Jae;Kim, Na-Kyung;Jeong, Jin-Gyeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.3
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    • pp.267-293
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    • 2022
  • A webzine issued by a public institution not only plays a role in communication between members of the institution and its users, but is itself a meaningful record. In addition, as one of the management techniques of the archives, there is a growing awareness that active marketing is needed to promote the service and allow potential users to visit the archives. Therefore, efforts should be made to increase user satisfaction by identifying user needs, composing content reflecting them, and selecting user-centered interfaces appropriately. The purpose of this study is to design 'On-Gi', a newsletter of the Presidential Archives, as a user-participating smart platform in a smart device environment. As a research method, we first looked at the current status of webzine publication by relevant domestic institutions. Next, we compared and analyzed the issue of 'On-Gi' provided by the Presidential Archives and major contents. Based on this, a design model of the webzine for the marketing of the Presidential Archives was proposed. This can be used as a key marketing strategy for the Presidential Archives in the new user environment of technological innovation of smart devices.

Awareness Survey for Building MZ Generation-Friendly Information Portal: Focusing on ScienceON (MZ세대 친화적 정보 포털 구축을 위한 인식조사 - ScienceON을 중심으로 -)

  • Noh, Younghee;Wang, Dongho
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.123-138
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    • 2022
  • In order to improve ScienceON as a customized portal for MZ generation, this study investigated the characteristics of MZ generation's use of information portals and the demand for ScienceON to derive ways to improve ScienceON. To this end, a survey was conducted on Generation MZ who had experience using ScienceON, and the direction of improvement of ScienceON was derived. The ScienceON improvement plan proposed in this study is as follows. First, it is necessary to derive a plan to be familiar with the MZ generation for the MZ generation seeking familiarity and convenience. Second, it is necessary to improve the portal, such as arranging intuitive menus and providing convenient information, and various ways such as improving design and UI and reorganizing functions provided by ScienceON are needed. Third, it is necessary to promote the spread of Science ON by providing content through various platforms such as SNS and YouTube. In the future, as interest in the MZ generation continues to increase, analysis studies on the characteristics and demand of the MZ generation are expected to increase. Therefore, this study can be used as basic data for research on MZ generation, and it is expected that it can be used as a reference for the demand for information search and services of MZ generation.

Busan Tourism Industry applying OECD Tourism Policy and ICT Convergence Platform (OECD 관광정책과 ICT 융합 플랫폼을 적용한 부산관광산업)

  • Lim, Yong-Suk;Jung, Ho-Jin;Lee, Jung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.871-879
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    • 2017
  • The purpose of this study is to propose a Busan tourism industry in which the 2016 OECD Tourism policy and ICT convergence platform are applied. OECD proposed 3 policies to promote the tourism industry: First, to maintain the competitiveness of the tourism industry as well as improve its efficiency and sustainability, second, to establish a seamless traffic system, and third, to build a response to the sharing economy. Centering on the OECD's three policies, we propose the developmental possibilities of tourism in Busan. At the same time, we suggest the necessity to build an ICT convergence platform that will help foster the industry. In building an ICT convergence platform, we especially focus on the necessity of: 1. Sharing and creating experience-based interactive contents on the software side, and 2. Developing high quality user experience (UX) and providing a data analysis-based customized service on the hardware side. In addition, we insist on the establishment of the Tourism Promotion Agency for the continuous performance and management of Busan tourism industry. The study ultimately suggests that the construction of ICT convergence platform based on OECD tourism policy can result in the expected outcomes of high effects with low cost for both consumers and suppliers related to the tourism industry.

Methodological Quality Evaluation of a Meta-Analysis Study of Rehabilitation Treatment Interventions for Stroke Patients in Korea Applying AMSTAR-2: Focusing on Upper Extremity Function and Recovery of Daily Life (AMSTAR-2를 적용한 국내 뇌졸중 환자의 재활치료 중재 메타분석 연구의 방법론적 질 평가: 상지기능과 일상생활회복을 중심으로)

  • Hwang, Ho-Sung;Ham, Min-Joo
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.660-670
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    • 2022
  • This study was analyzed by applying AMSTAR-2, a methodological quality evaluation tool, to evaluate the quality of domestic meta-analysis papers on rehabilitation interventions for stroke patients. The purpose of this study is to provide guidelines for qualitative improvement of evidence-based practice and meta-analysis research by analyzing the qualitative level of the analyzed research. The literature search was conducted using the Research Information Sharing Service, Korean Medical database, and Korean studies Information Service System. Two authors searched, extracted, and reviewed literature using the keywords 'stroke' and 'meta-analysis'. As a result of the AMSTAR-2 quality evaluation of the final 18 studies, 3 studies (16.67%) were 'Moderate', 8 studies (44.44%) were 'Low', and 7 studies (38.89%) were 'Critically Low'. In future research, scientific and objective data selection and extraction process should be performed. It is expected that interest and efforts to improve the quality of meta-analysis research will continue by referring to the contents analyzed in this study as a way to improve the quality of literature.

A Study on the Research Trends in the Fourth Industrial Revolution in Korea Using Topic Modeling (토픽모델링을 활용한 4차 산업혁명 분야의 국내 연구 동향 분석)

  • Gi Young Kim;Dong-Jo Noh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.4
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    • pp.207-234
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    • 2023
  • Since the advent of the Fourth Industrial Revolution, related studies have been conducted in various fields including industrial fields. In this study, to analyze domestic research trends on the Fourth Industrial Revolution, a keyword analysis and topic modeling analysis based on the LDA algorithm were conducted on 2,115 papers included in the KCI from January 2016 to August 2023. As a result of this study, first, the journals in which more than 30 academic papers related to the Fourth Industrial Revolution were published were digital convergence research, humanities society 21, e-business research, and learner-centered subject education research. Second, as a result of the topic modeling analysis, seven topics were selected: "human and artificial intelligence," "data and personal information management," "curriculum change and innovation," "corporate change and innovation," "education change and jobs," "culture and arts and content," and "information and corporate policies and responses." Third, common research topics related to the Fourth Industrial Revolution are "change in the curriculum," "human and artificial intelligence," and "culture arts and content," and common keywords include "company," "information," "protection," "smart," and "system." Fourth, in the first half of the research period (2016-2019), topics in the field of education appeared at the top, but in the second half (2020-2023), topics related to corporate, smart, digital, and service innovation appeared at the top. Fifth, research topics tended to become more specific or subdivided in the second half of the study. This trend is interpreted as a result of socioeconomic changes that occur as core technologies in the fourth industrial revolution are applied and utilized in various industrial fields after the corona pandemic. The results of this study are expected to provide useful information for identifying research trends in the field of the Fourth Industrial Revolution, establishing strategies, and subsequent research.

Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.539-544
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    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.

Automated Story Generation with Image Captions and Recursiva Calls (이미지 캡션 및 재귀호출을 통한 스토리 생성 방법)

  • Isle Jeon;Dongha Jo;Mikyeong Moon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.1
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    • pp.42-50
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    • 2023
  • The development of technology has achieved digital innovation throughout the media industry, including production techniques and editing technologies, and has brought diversity in the form of consumer viewing through the OTT service and streaming era. The convergence of big data and deep learning networks automatically generated text in format such as news articles, novels, and scripts, but there were insufficient studies that reflected the author's intention and generated story with contextually smooth. In this paper, we describe the flow of pictures in the storyboard with image caption generation techniques, and the automatic generation of story-tailored scenarios through language models. Image caption using CNN and Attention Mechanism, we generate sentences describing pictures on the storyboard, and input the generated sentences into the artificial intelligence natural language processing model KoGPT-2 in order to automatically generate scenarios that meet the planning intention. Through this paper, the author's intention and story customized scenarios are created in large quantities to alleviate the pain of content creation, and artificial intelligence participates in the overall process of digital content production to activate media intelligence.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

[Retracted]The Effect of Self-determination on Quality of Life by the Intellectual Disability Person- Focusing on the effect of controlling family functions - ([논문표절]지적장애인의 자기결정이 삶의 질에 미치는 영향 -가족기능의 조절효과를 중심으로-)

  • Choi, Jang Won
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.448-465
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    • 2020
  • This study analyzed the effect of self-determination of the intellectually disabled on the quality of life, focusing on the effect of controlling family functions, with the intellectually disabled as the subject of the study. In order to achieve this goal, it was designated as an intellectual disabled person at the early age of 18 to 25 who were diagnosed with intellectual disabilities, and it was selected as a disabled person living in the community, and it selected major welfare institutions that were most frequently used by people with intellectual disabilities in the early age of 20 years, considering the difficulties of conducting the survey. The research results are as follows. First, "self-determination, psychological capacity, and self-realization" of the intellectually disabled were found to affect the quality of life (physical well-being, physical well-being, social well-being, productive activities and development, psychological and emotional well-being). Second, differences in "self-determination (self-reliance, psychological capacity, self-realization)" did not occur in accordance with the "population statistical. Third, differences occurred in the "quality of life (physical well-being, physical well-being, social well-being, productive activities and development, psychological and emotional well-being" of the intellectually disabled. Fourth, the relationship between "self-determination" and "quality of life" of the intellectually disabled resulted in the adjustment effect of family functions. This study is meaningful in that it demonstrated the service practice that should be provided to people with early adult intellectual disabilities in the field of practice by verifying the relationship between self-determination, family function and quality of life viewed from the perspective of the parties.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.