• Title/Summary/Keyword: 트랜스미디어 콘텐츠

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Study on the User Experience Design for Emotional Marketing in an Transmedia Environment (트랜스미디어 환경에서의 감성마케팅을 위한 사용자 경험디자인에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.194-201
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    • 2012
  • The expansion of media is in close connection with the expansion of awareness. The invention of characters enabled mankind to cross over time and space. Machines led to the development of body functions and electricity led to the expansion of space and time. Computers are the extension of the human brain and the advent of the internet led to the expansion of relationships. Even at this moment, media is unremittingly progressing like a spread of a mutant virus, and has resulted in fusion and complex phenomena such as convergence and hybrid media. Transmedia is a compound word formed by the word "Trans" which means traverse, transcend, penetrate or change, and the word "Media" and has the meaning "media which transcends media" which embraces all of modern day media. However, unlike other fusion or complex media, it is different in that it is not a combination of technologies but a combination of technology and emotion. Thus, transmedia should be recognized as a form of media that carries a significant meaning from the user experience aspect as it must simultaneously satisfy both "emotional awareness", which appeals to the human emotion, and "conscious awareness" of mankind, which arises out of the digital technology considered to be important in the smart-era society. This study first examines the concept of transmedia, and then examines the role of user experience design which triggers conscious thinking and strategies for emotional marketing. This study aims to be recognized as a matter for consideration with respect to the development stage for the establishment of a steady communication relationship between developers and designers, as well as communication with users.

A Study on the Analysis of Gameness Transition in Media Contents :Focused on Chris Crawford's model (미디어 콘텐츠에 나타난 게임성 전이 분석 연구 :크리스 크로포드의 모델을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.37-48
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    • 2019
  • This paper aims to clarify the game performance and its principle and operation method at the depth of successful content through gameness transition, which is one of the transmedia phenomena of games. This paper investigated the current state of gameness transition and analyzed the game structure and working principle by using Chris Crawford's creative expression taxonomy model. As a result, the types of gameness transition could be extracted into space exploration type, stage type, reasoning competition type, and mutual competition type.

A study on the enjoyment of transmedia and the reconstruction of alternative audiences from a cultural and political perspective (트랜스미디어 향유와 문화정치적 관점에서의 대안적 수용자의 재구성에 관한 연구)

  • Kwon, Hochang
    • Trans-
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    • v.10
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    • pp.31-50
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    • 2021
  • Media audiences are defined in a complex relationship with a comprehensive media environment, and are structured and reconstructed according to changes in the media environment. Today, with the changes in the media environment represented by convergence and transmedia, discussions on audiences are actively developing, and debates between positive and negative views on the cultural and political characteristics continue. This paper aims to systematically examine the complexity and ambivalence of new audiences beyond the binomial confrontational debate, and to understand the conditions and mechanisms under which the progressive possibility can be actualized. First, it looks at the changes in today's media environment and contents, and examines the changing patterns of audiences in connection with them based on related research. In addition, it examines the debate on the cultural and political characteristics of new audiences, and explores ways to construct /reconstruct alternative audiences based on Jacques Ranciere's discussion. In conclusion, the characteristics and contents of the utopian and dystopian moments of the transmedia audience were examined, and the necessary works for realizing the former were identified.

UHD Video Transcoding System in Cloud Computing Environment (클라우드 기반 UHD 영상 트랜스코딩 시스템)

  • Moon, Hee-Cheol;Kim, Yong-Hwan;Kim, Dong-Hyeok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.203-205
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    • 2014
  • UHD 영상 콘텐츠는 FHD 영상에 비해 생생하고 더 좋은 고화질의 영상을 제공하지만 영상정보의 데이터 양은 4K UHD 경우 4 배 이상이다. 이러한 초대용량의 UHD 영상을 기존의 병렬/분산 처리를 이용하여 비디오 코딩 한다면 UHD 의 초대용량 특성으로 인하여 연산량 부하가 발생하게 된다. 따라서 UHD 영상은 기존의 분산처리 방식이 아닌 초대용량 데이터를 빠르게 처리 할 수 있는 새로운 분산 처리기술이 필요하다. 본 논문은 UHD 콘텐츠를 빠르게 트랜스코딩 할 수 있는 클라우드 기반 UHD 영상 트랜스코딩 시스템을 제안한다. 본 논문에서 제안하는 UHD 영상 트랜스코딩 시스템은 다음 3 가지 패킷 분석기, 분산 트랜스코더, 스트림 합성기로 구성된다. 패킷 분석기는 입력 영상을 분석하여 오디오와 비디오 스트림을 분할하고 비디오 스트림은 분산처리를 할 수 있도록 영상 패킷을 분할한다. 분산 트랜스코더는 클라우드 환경을 이용하여 분할된 영상 패킷들을 분산 디코드 및 인코드 처리한다. 스트림 합성기는 트랜스코딩이 완료된 비디오 스트림과 패킷 분석기에서 획득하였던 오디오 스트림을 합성하는 기능을 한다. 제시하는 방안을 적용하여 클라우드 기반 영상 트랜스 코딩 시스템을 구현하였으며, 구현된 시스템은 대용량의 UHD 영상을 빠른 속도로 트랜스코딩이 가능하다.

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Transmedia Storytelling of Game and Film (게임과 영화의 스토리텔링 융합 요소에 대한 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.301-308
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    • 2007
  • The purpose of this study is to establish the principle that the contents transfer from one media to another media, especially between game and film. Firstly I described the advent of the media and the relationship between these two media applying the logic of 'remediation' suggested by J.Bolter and R.Grusin suggested. Based on these analysis, I draw the gameness and the storytelling, and study the case of transmedia storytelling between game and film. Finally, I suggest the meaning and the value of transmedia storytelling in media culture.

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A Case Study on the Expansion Transmedia Storyworld of K-POP Idol Group : Focusing on Reboot and Homage (K-POP 아이돌 그룹의 트랜스미디어 스토리월드 확장 사례 연구 :리부트와 오마주를 중심으로)

  • Choi, Yoon-Young;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.723-733
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    • 2021
  • 'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.

Brand Marketing through Transmedia Storytelling : Focusing on BTS's Branding Strategy (트랜스미디어 스토리텔링을 활용한 브랜드 마케팅 : 방탄소년단의 브랜딩 전략을 중심으로)

  • Lee, Min-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.351-361
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    • 2019
  • The objective of this article is to identify an alternative strategy for brand marketing through a case study of the Korean boy band BTS, which has recently seen a huge success in the global music scene. BTS has actively used transmedia storytelling as a tool to survive in the competitive music market. Transmedia storytelling refers to stories that are expanded across different media platforms, engaging audiences to explore from one medium to another to undergo multiple experiences. It gives audiences various ways of enjoying cultural content and participating in cultural content production through numerous media outlets. BTS has established and spread its fictional universe through albums, music videos, short films and webtoons, and has launched diverse projects where fans actively share, create, and play with their content. By inviting fans to actively participate in and interact with the BTS universe spreading through multiple media platforms, BTS can keep its fans engaged and energized. These activities have generated an emotional bond between BTS and their fans, which further leads to a worldwide fandom, based not on a producer-customer relationship but on mutual trust. The BTS case demonstrates the potential of transmedia storytelling as a useful benchmark to provide a positive brand experience for customers, which eventually enhances brand attachment and brand loyalty.

A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

Multimedia Contents System based on Repurposing and Transcoding (리퍼포징과 트랜스코딩에 기반한 멀티미디어 콘텐츠 시스템)

  • Lee, Hyun-Lee;Kim, Hye-Suk;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.145-152
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    • 2010
  • The study of application using multimedia contents have been worked out a lot. But those trial can be hardly to be applied because each social study curriculum has a little difference which is a peculiar properties in social study. So we try to find the most efficient study method making multimedia contents system with computer graphic design and animation and sound and movie. This study introduce the method of image transcoding in real time based on repurposing structure to make better use of a multimedia contents system. We assume that developed multimedia contents system could be a big help to increase study efficiency through graphic, sound, movie as well as to encourage student's motive and interest. It is mostly possible to use for creative, self-controlled and social study material which is used to study the subject with conversational and repetitive way. So we hope this study will be a good guide line of developing various contents in multimedia contents.

A Study on Methodology of Media Contents Automatically Collect and Transform based IP (IP 기반 미디어 콘텐츠 자동 수집 및 변환 기법 연구)

  • Kim, Sang-Soo;Park, Koo-Rack;Kim, Dong-Hyun
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.287-295
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    • 2015
  • The IPTV service has to be converted into an unified media format that fits for a variety of terminal equipments in terms of the bulk high-capacity media contents, and is spending a lot of time in the conversion time of contents including the process of collecting the media contents and extracting the information for conversion. In order to solve the problem, this paper designed the database in accordance with the automatic collection of time, and proposed a system that could increase the productivity of the contents through the automation process of the entire process using the media server and the transcoder. The media server collected contents and extracted information automatically with respect to the contents servers placed in specific locations and the media files of the storage whereas the transcoder conducted the automatic upload of the converted results to a specific server through the process of automatic conversion. As a result, the various convergence through compared to existing conversion method could minimized unnecessary waste of time.