• Title/Summary/Keyword: 트랜스미디어 콘텐츠

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A Study on the Reestablishment of the Definition on Transmedia Concept Focusing on Cases (사례를 중심으로 한 트랜스미디어 개념 재정립 연구)

  • Kim, Hae-Young;Jung, Young-Ae
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.445-451
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    • 2018
  • Recently, transmedia is evolving constantly without clear theories and definitions. In this paper, we reviewed the previous researches on transmedia and summarized the transmedia concept studied before. Furthermore, we analyzed the cases of , and which are examples of the transmedia and researched whether these three cases belonged to the category of the transmedia concept discussed above. The pattern of is almost similar to definition and type of the previously discussed transmedia. However, the cases of and don't match on the concepts presented by existed researches perfectly. This paper includes the necessity of the expanded definition and redefinition on the evolving transmedia, in addition, presents the changed definition on transmedia, through reviewing the limitations of the existing transmedia storytelling concept based on these three cases.

A study of character development aspect of fantasy genre trans-media contents -Focusing on A 'Song of Ice and Fire'- (판타지 장르 트랜스미디어 전개 양상 연구 -얼음과 불의 노래를 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.383-422
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    • 2018
  • In this paper, I study the development of character in the fantasy genre of trans-media contents. In this study, I studied the novel " Songs of Fire and Ice " from the existing fantasy genre, and found that the content was expanded to include characters and features that were important to compared with the other fantasy genre content. Late fantasy genre writers since The Lord of the Rings have inherited a sort of genre of standards, and have established the genre of high fantasy. The genre has a typical characteristic of heroic characters or group adventures, based on the stage 12 heroic epic by mythologist Joseph Campbell. So the body of this paper will explore the journey of the heroic character in " Songs of Fire and Ice" and will be compared to the mythic motif and to the heroic epic narrative, and then find out the exceptional features of " Songs of Fire and Ice " as a fantasy genre.

The Strategy of Transmedia Storytelling using the Game IP (게임 IP를 활용한 트랜스미디어 스토리텔링 전략 연구 <워크래프트>를 중심으로 -)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.143-150
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    • 2017
  • As digital technology evolved, digital paradigm emerged and storytelling began to evolve. Especially, since digital storytelling is the core of the digital game, it is a tendency to develop content in consideration of the strategy of transmedia storytelling at the planning stage even for IP expansion. By fusing media in a variety of ways and expanding the story, players can experience meaningful storytelling in a new media environment and game loyalty allows game developers to expand and innovate their businesses. In this study, we analyzed the case of , a proven powerful IP that has been expanding its story to various media for more than 20 years in order to investigate the transmedia storytelling strategy based on game media. I would like to take a look at the strategy of using the transmedia storytelling.

The Influence of Trans Media Experience on Brand Image, Preference and Purchase Intention (트랜스미디어 경험이 브랜드 이미지와 선호도, 구매의도에 미치는 영향 -박카스 셀프스캐너 사례를 중심으로-)

  • Kim, Shinyoup;Kwon, Seungkyung;Baek, Jihee
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.643-653
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    • 2017
  • The purpose of this study is to analyze the influence of Trans Media Brand Experience on Brand Image, Brand Preference, and Purchase Intent. Trans Media experience refers the act of enjoying contents by crossing a number of different media. With the advance of digital convergence, brand experience communication has become more diverse. This study focuses on one particular Trans Media case, Bacchus Self-Scanner by using Smart PLS to analyze 119 participants on a structural equation model. The result shows that 1) brand experience has a positive impact(+) on brand image and purchase intent, 2) brand image has a positive impact(+) on Brand Preference and Purchase Intent, and 3) Brand Preference has a positive impact(+) on Purchase Intent. As the result shows, the empirical proof that Brand Experience affects not only the indirect-effect of Brand Image and Brand Preference but also Purchase Intent as the direct-effect, and that Brand Image can affect Brand Preference and Purchase Intent, will serve as strategic implications for Brand Experience and Brand Image.

MPEG-21 DIA considering user's Region of Interest (사용자의 관심 영역을 고려한 MPEG-21 디지털 아이템 적응변환)

  • 손유미;임정연;김문철;김종남;김경수
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1459-1462
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    • 2003
  • 멀티미디어 콘텐츠의 트랜스코딩은 디스플레이 사이즈, 컴퓨팅 자원, 네트워크 대역폭이나 QoS 같은 네트워크자원 등 사용자 터미널의 수용 능력의 관점에서 수행되어 왔다. 오디오비주얼 콘텐츠의 리사이징이나 프레임 드로핑과 같은 제약을 주어 비트 율을 줄여줌으로써 사용자의 터미널 환경에 맞도록 변환시키는 것이 일반적인 트랜스코딩 방법이었다. 이러한 사용자의 환경에 따른 전통적인 방법 외에, 사용자 선호도에 기반 하여 멀티미디어 콘텐츠에서 사용자의 관심 영역(Region Of Interest)을 중심으로 트랜스코딩 하는 의미적인 코딩(segment transcoding)방법을 제안하였다. MPEG-21 DIA 프레임워크 하에서 사용자의 관심 영역을 표현한 의미 정보가 XDI(context Digital Item)형식으로 콘텐츠 제공자에게 전달되고 리소스 적응엔진을 통해 적응 변환된 콘텐츠는 다시 사용자에게 전달된다. 본 논문에서는 사용자의 관심영역 기반 오디오 비주얼 콘텐츠의 의미론적 트랜스코딩 기술을 제안하고 적응 변환의 실험 결과를 설명한다.

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The Transmedia Storytelling Strategies of (<마인크래프트: 스토리 모드>의 트랜스미디어 스토리텔링 전략)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.55-66
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    • 2021
  • The research studies how features of games can be utilized and converted into storytelling elements by analyzing specific transmedia storytelling cases. For the research, was selected for subjects of analysis. From the analysis conducted, first, how game can be expanded and transformed into interactive animations was observed. Also, use of representative elements of the original game, concepts and basic settings in was seen. And lastly, implementation of transmedia storytelling strategies that constitute narratives based on character creation and connection between spaces was also observed.

트랜스미디어 스토리텔링

  • Han, Hye-Won
    • Digital Contents
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    • no.11 s.162
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    • pp.52-58
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    • 2006
  • 미디어는 끊임없이 다른 미디어들과 영향을 주고받으며 변화한다. 하늘 아래 새 것이 없듯, 뉴미디어는 견고한 올드미디어를 벤치마킹 하면서 고유한 가치와 질서를 정립해 나간다. 회화에서 사진으로, 사진에서 영화로, 다시 영화에서 게임으로, 미디어의 계보는 끝없이 이어진다. 이번 호에서는 디지털 게임의 스토리텔링이 다양한 미디어를 넘나들면서 재매개되는 현상을 팩션ㆍ리얼리티쇼ㆍ드라마 등 선형적 스토리텔링장르를 통해서 분석해보고, 그 법칙성과 의의를 찾아본다.

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Trends of Multimedia Transcoding Technol o gies (멀티미디어 트랜스코딩 기술 동향)

  • Jeong, Y.H.;Jung, H.W.
    • Electronics and Telecommunications Trends
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    • v.19 no.6 s.90
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    • pp.83-92
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    • 2004
  • 정보통신 기술은 음성, 데이터, 영상, 멀티미디어 등 모든 형태의 정보를 디지털화가 가능하도록 발전하였고, 이를 기반으로 다양한 멀티미디어 서비스가 각종의 네트워크 및 단말기를 통하여 사용자에게 제공되고 있다. 그러나 현재에는 네트워크 및 단말기 특성에 맞추어 개별적인 콘텐츠를 각각 구축하여 제공하고 있기 때문에 시스템 구축 및 관리상에 부하가 많은 실정이다. 특히 컴퓨터, 통신, 방송 등 모든 정보통신 분야가 하나의 네트워크에 연결되는 광대역통합망 기반의 네트워크 사회로 빠르게 진화되는 상황에서 단일 콘텐츠로 네트워크 및 단말기 특성에 제역을 받지 않고 다양한 멀티미디어 서비스(multi-use)를 제공할 수 있는 멀티미디어 트랜스코딩 기술은 매우 중요하다. 본 고에서는 누구나 언제 어디서나 원하는 멀티미디어 서비스를 네트워크 및 단말기에 제약을 받지 않고 끊김없이 편리하게 이용할 수 있도록하기 위한 멀티미디어 트랜스코딩 기술 동향에 관하여 기술하고자 한다.

A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.119-128
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    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

A Study on Transmedia Storytelling Strategy of Local Government Character (지방자치단체 캐릭터의 트랜스미디어 스토리텔링 전략 연구)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.427-433
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    • 2021
  • With the support of the government and public institutions, local government characters achieved a lot of quantitative growth. However, there are very few successful cases such as strengthening local identity and revitalizing the local economy using characters. This paper presents a transmedia storytelling strategy as a way to solve the problem of local government characters. To do so, I identify the problems of the current local government characters, and analyze the preceding studies on the features and components of transmedia contents, and the principles of transmedia storytelling, to develop strategies and yielded the expected effect. The transmedia strategy of local government characters consists of a total of three stages. In the first step, the local identity is established through the development of a unique story to the region. The second step, improve attractivity by renewing character design for various individual media platforms. And lastly the third step, enhance usability by expanding interactivity based on communication and participation of development actors and the public. This paper is meaningful in that it derives a transmedia storytelling strategy from the perspective of brand marketing as a way to revitalize local government characters. Based on the conclusions drawn from this study, a follow-up study is needed to apply it to specific cases of local government characters.