• Title/Summary/Keyword: 크로스미디어

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A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

A Strategy for Converting from Printed to Digital Magazines : - Focusing on the Brand Positioning of International and Domestic Popular Magazines - (종이 잡지의 디지털 매거진 변환 전략: 해외 매거진과 국내 대중지의 브랜드 포지셔닝을 중심으로)

  • Kwon, Hyeog-In;Yang, Mun-Sil;Na, Yun-Bin
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.127-136
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    • 2016
  • This paper focuses on proposing an alternative solution via identifying the problems that domestic popular magazines encounter in the context of the recession crisis faced by printed media in accordance with the advent of the digital media era. Firstly, current-state investigation and in-depth interviews with editorial staff of the major 4 domestic women's magazines were conducted to analyze their brand positioning and change of direction in facing the rise of smart devices. Secondly, domestic women's magazines were compared with international popular magazines that have been successfully undergoing digitalization. Accordingly, domestic women's magazines lack the know-how to digitalize their publication and show limitations in collaboration, openness, trans-media, and cross-media. As most women's magazines are unprofessionally composed of gossip articles having popular appeal rather than practicality, it is an urgent issue for them to differentiate their contents from competitors.

Reliable Asynchronous Image Transfer Protocol In Wireless Multimedia Sensor Network (무선 멀티미디어 센서 네트워크에서의 신뢰성 있는 비동기적 이미지 전송 프로토콜)

  • Lee, Joa-Hyoung;Seon, Ju-Ho;Jung, In-Bum
    • The KIPS Transactions:PartC
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    • v.15C no.4
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    • pp.281-288
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    • 2008
  • Recently, the advance of multimedia hardware has fostered the development of wireless multimedia sensor network which is able to ubiquitously obtain multimedia content such as image or audio from the environment. The multimedia data which has several characteristics such as large size and correlation between the data requires reliability in transmission. However, the existing solution which take the focus on the efficiency of network mainly, is not appropriate to transmit the multimedia data. In the paper, we proposes a reliable asynchronous image transfer protocol, RAIT. RAIT applies double sliding window method in node-to-node image tansfer to prevent the packet loss caused by network congestion. The double sliding window consists of one sliding window for the receiving queue, which is used for prevention of packet loss caused by communication failure between nodes and the other sliding window for the sending queue which prevents the packet loss caused by network congestion. the routing node prevents the packet loss and guarantees the fairness between the nodes by scheduling the packets based on the image non-preemptively. The RAIT implements the double sliding window method by cross layer design between RAIT layer, routing layer, and queue layer. The experiment shows that RAIT guarantees the reliability of image transmission compared with the existing protocol.

The 3D Sound Contents Authoring Tool (멀티미디어 컨텐트 제작을 위한 입체음향 생성저작도구)

  • Kim, Jae-Woo;Myung, Hyun;Kim, Hyun-Bin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.75-78
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    • 1999
  • 본 논문에서는 멀티미디어 컨텐트 생성을 위한 입체음향 생성 저작도구 개발에 관하여 논의한다. Windows 95/98, Windows NT 환경의 PC 상에서 동작하는 입체음향 생성 저작도구는 일반적인 음향 편집기가 갖는 편집기능 및 음향 효과 기능 이외에 음상정위 기능, 음장제어 기능의 입체음향 기능을 가지고 있으며 스피커를 통하여 입체음향을 청취할 경우 발생하는 크로스톡크를 제거하는 기능도 가지고 있다. 개발된 저작도구를 이용하여 Mono, Stereo 형태로 저장된 음향파일을 순수한 소프트웨어 만으로 가공하여 바이노럴(Binaural) 형태의 입체음향을 생성하여 가상 음원의 위치 및 이동궤적을 정의할 수 있으며 가상공간이 갖는 공간감을 구현할 수 있다 또한 편리한 사용자 인터페이스 환경을 제공하여 GUI를 통하여 3차원 공간 상의 가상음원의 위치 및 이동 궤적과 가상공간을 사용자가 지정할 수 있도록 하였다 입체음향 생성저작도구는 일반 PC 환경에서 사용자가 가공하고자 하는 임의의 오디오 파일을 입체음향으로 생성할 수 있는 GUI 환경을 제공하며, 저비용으로 효과적인 입체음향 컨텐트를 제작할 수 있도록 함으로써, 게임 및 멀티미디어 컨텐트 제작의 고부가가치화와 입체음향 기술의 산업화에 기여할 것으로 기대된다.

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An Efficient Shape-Feature Computing Method from Boundary Sequences of Arbitrary Shapes (임의 형상의 윤곽선 시퀀스 정보로부터 형상 특징의 효율적인 연산 방법)

  • 김성옥;김동규;김민환
    • Journal of Korea Multimedia Society
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    • v.5 no.3
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    • pp.255-262
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    • 2002
  • A boundary sequence can be a good representation of arbitrary shapes, because it can represent them simply and precisely. However, boundary sequences have not been used as a representation of arbitrary shapes, because the pixel-based shape-features such as area, centroid, orientation, projection and so forth, could not be computed directly from them. In this paper, we show that the shape-features can be easily computed from the boundary sequences by introducing the cross-sections that are defined as vertical (or horizontal) line segments in a shape. A cross-section generation method is proposed, which generates cross-sections of the shape efficiently by tracing the boundary sequence of the shape once. Furthermore, a boundary sequence extraction method is also proposed, which generates a boundary sequence for each shape in a binary image automatically The proposed methods work well even if a shape has holes. Eventually, we show that a boundary sequence can be used effectively for representing arbitrary shapes.

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Multi-Source/Multi-Use Model of Storytelling Related to Patent (특허 연계 스토리텔링의 멀티소스/멀티유즈 모델)

  • Lee, Ga-Hee;Lee, Sang-Zee
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.447-456
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    • 2015
  • In this paper a new model of storytelling related to patent in the field of business as a sort of Intellectual Property(IP) was proposed. The patent related storytelling is investigated in the view points of variety of customers, purposes and applications which is different from the conventional OSMU, transmedia or crossmedia storytelling. In business there are several stages related to patent such as the initial conceptualization and development of technology, apply for and registration of patent, legal conflict like patent invalidation trial and action for infringement of patent and damages, and the commercialization stage like development of product based on patent, advertisement and marketing. Multiple sources optimized to the purpose in each stage of patent related business as well as to multiple convergence application of a patent. Similarly, multi-use refers to the fact that storytelling can be applied in each stage of patent oriented business. The effectiveness and usefulness of proposed MSMU model is also investigated.

A Study on 16 bit EISC Microprocessor (16 비트 EISC 마이크로 프로세서에 관한 연구)

  • 조경연
    • Journal of Korea Multimedia Society
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    • v.3 no.2
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    • pp.192-200
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    • 2000
  • 8 bit and 16 bit microprocessors are widely used in the small sited control machine. The embedded microprocessors which is integrated on a single chip with the memory and I/O circuit must have simple hardware circuit and high code density. This paper proposes a 16 bit high code density EISC(Extendable Instruction Set Computer) microprocessor. SE1608 has 8 general purpose registers and 16 bit fixed length instruction set which has the short length offset and small immediate operand. By using an extend register and extend flag, the offset and immediate operand in instruction could be extended. SE1608 is implemented with 12,000 gate FPGA and all of its functions have been tested and verified at 8MHz. And the cross assembler, the cross C/C++compiler and the instruction simulator of the SE1608 have been designed and verified. This paper also proves that the code density$.$ of SE1608 shows 140% and 115% higher code density than 16 bit microprocessor H-8300 and MN10200 respectively, which is much higher than traditional microprocessors. As a consequence, the SE1608 is suitable for the embedded microprocessor since it requires less program memory to any other ones, and simple hardware circuit.

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A Study on the Marketing Performance Using Social Media -Comparison between Portal Advertisement, Blog, and SNS Channel Characteristics and Performance- (소셜미디어 마케팅 성과에 관한 연구 -포탈 광고, 블로그, SNS 채널의 특징과 성과 비교를 중심으로-)

  • Chang, Yun-Hee
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.119-133
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    • 2012
  • Recent rise of social media channel is changing social and economic paradigm and is being used as an effective communication in marketing. The following research analyzes the most employed social marketing tools such as portal advertisement, blogs, and SNS channels to effectively execute social media marketing from performance indicator and ICSI perspective, analyzes each channel's characteristics and results based on Korea distribution companies' case studies and suggests a framework to effectively use each channel. Portal site advertisements are the most effective channel to draw customers with new information and are thus linked to profit by corporations with excessive budget and workforce. Blogs target a specific range of customers providing quality information and knowledge thus improving a corporation's and its product's trustworthiness, spread the word by allowing customers to scrap the information, form social groups and synthesize ideas, events, new contents and social involvement with loyal customers. SNS channels allow customers to get involved in real time information and events, grow through network by the power of customers, react immediately to customers' needs, and execute real-time market and customer reports. Though national corporations currently rely heavily on portal site advertisements, insightful marketing professionals are showing financial results with blog and SNS. In the future, based on a precise understanding of each channel's benefits and expected results, and with a focus on flexibility, timeliness and integrated use of each channel, a portfolio of dynamic marketing as a maximizing strategy could be synthesized.