• Title/Summary/Keyword: 프로슈머

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Dicon Report

  • Im, Yeong-Mo
    • Digital Contents
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    • no.8 s.159
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    • pp.66-71
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    • 2006
  • 예전에 모뎀을 통한 PC통신이 한창 유행할 때, ROM족이라는 유행어가 있었다. RAM(Random Access Memory)과 함께 컴퓨터의 기억장치로 활용되는, 읽기만 가능한 저장매체(Read Only Memory)를 뜻하는 용어였다. 그런데 이 용어는 이 속성을 빗대어 게시판을 읽기만 하는 회원(Read Only Member)을 가리키는 말로도 쓰였다. 정보화시대에 있어서 정보라는 것, 비록 형태가 없는 것들이 대부분이지만 이 역시 누군가가 사용하기 위해서는 누군가가 만들어내야 한다. 수요와 공급이 일어나는 정보 유통 구조다. 혹자는 ROM족으로 소비생활에만 치중하지만, 또 다른 혹자들은 소비와 생산을 동시에 하는 프로슈머(ProSumer) 역할을 한다. 이번호에서는 이러한 생산성을 띤 소비자들에 대한 이야기를 하고자 한다.

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A Study on Players' Desires in the Epics of Computer Games (컴퓨터 게임서사에 나타난 플레이어의 욕망 탐구)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.220-221
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    • 2015
  • 본고는 르네 지라르의 욕망 이론을 라스트 어브 어스라는 게임서사에 적용하여 분석한 글이다. 소설과 달리 게임은 유저인 플레이어가 방관자가 아니라 프로슈머가 되어 게임의 서사를 수행한다. 그 과정에서 플레이어는 오디세우스가 되어 통과제의의 관문을 통과한다. 플레이어는 게임 속에서 주인공이 되기도 하고 조력자와 연대하기도 한다. 게임의 주인공인 플레이어는 전투를 수행하면서 인물 상호간에 유대와 저항을 하기도 하면서 생존의 욕망을 추구함을 알 수 있었다.

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Awareness of User Importance through in Social Networks (소셜 네트워크를 통한 사용자의 중요성 인식)

  • Jang, Si-Hwan;Choi, Yong-Soo;Kim, Hyoung-Joong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1582-1584
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    • 2011
  • 소셜 네트워크의 이용률이 증가함에 따라 프로슈머(Prosumer)로서의 사용자의 역할이 대두되고 있다. 유기적인 커뮤니케이션을 통해 실시간 정보를 공유하는 현재의 시스템에 있어서, MPEG (ISO/IECJTC1/SC29/WG11) 국제 표준 문서 분석을 통해 사용자에 관한 정의 및 네트워크 형성 관계에 대한 중요성을 인식한다.

Charging Management based on blockchain for electric vehicles (가상화폐기반 P2P 전기자동차 전력거래 시스템)

  • Han, Ye-Ji;Shin, Su-Jeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.131-134
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    • 2020
  • 기존의 중앙 집중형 에너지 거래 방식을 블록체인 기반의 분산형 거래방식으로 변경하여 누구나 공급자나 수요자(프로슈머)가 될 수 있고, 투명하고 신뢰성 있는 에너지 거래가 이루어지도록 한다. 이러한 거래가 이루어지기 위해 공급자와 수요자를 연결하고 공급 및 수요를 효율적으로 관리하여 새로운 부가가치를 창출하는 시스템을 개발한다.

Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.747-759
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    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.

Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.41-51
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    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

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The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.

A Conceptual Study on Transmedia (트랜스미디어에 대한 개념적 고찰)

  • Yun, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.644-652
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    • 2019
  • This study recognizes the problem of terminology surrounding the concept of transmedia and attempts to arrange and examine the concept by applying the syntagmes theory of linguistics. In transmedia, the prefix 'trans' means transversal, transformation, and transcendence. This versatility of the word transmedia itself provides a starting point for recognizing the concept of transmedia as an incomplete syntagmes with the verbal paradigm of transversal, transformation and transcendence. Depending on who is the subject of media content, such as media companies, creators, and users, syntagmes of transmedia is linked to terms such as transmedia franchise, transmedia storytelling, and prosumer. The purposes of the three subjects in the discourse of transmedia are different, using IP, expanding the story world, and enjoying the work. However, the common desires of 'repeat', 'extension', 'secure' and 'connection' are found in the purpose of three subjects. If terms like transmedia franchise, transmedia storytelling, and prosumer are 'parols' of the transmedia concept, then repetition, extension, securing and linking are the 'langues' of the transmedia concept.

Sites and tools manufactured in accordance with the Web Accessibility Guidelines (웹접근성 지침에 따른 사이트와 도구 제작)

  • Kim, Woong-jae;Oh, Ji-hwan;Lee, Myung-hoon;Lee, Min-seung;Jung, Suji;Ji, Min-kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1054-1056
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    • 2014
  • Means reducing the gap to prevent discomfort to use information from the perspective of Web accessibility is disabled. The current was strong sanctions that have been implemented from the year 2014 to the beginning Government, the public policy of the Web Accessibility Web accessibility compliance obligations. According to 2013 data of the Korea Information Security Agency is only half that of the general public by 28.8% to 100% of the domestic SNS public utilization. Began to cause a change in the web environment and the emergence of mobile SNS. And is a factor that interferes with utilization of the informational content to be neglected Prosumer the environment of their production is consumed too quickly, rapidly problem. Let's start from the idea that we provide a convenient tool for Web accessibility is not an issue on the web site accessibility standards of the project is to create these problems.

Development of ESS Fair Trade System Linked with Blockchain (블록체인을 연계한 ESS 공정거래 시스템 개발)

  • Gun-Il Kim;Yang-Kwon Jeong;Young-Sik Kim;Jin-Suk Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.149-156
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    • 2023
  • This research tried to develop an ESS electricity trading system linked with blockchain for energy participation consumers. For the purpose of publishing renewable energy ESS power amount and demand information, we will build a smart contract system on the blockchain DB, utilize the blockchain DB data of energy prosumers and consumers, and expand the power trading market flexibly. to provide realistic solutions. Therefore, the main contents of the development of the ESS power trading system linked to the blockchain are cloud-based web construction for ESS management, coin issuance and exchange registration for activating the blockchain, and to reflect the blockchain technology, building a blockchain database for collecting and supplying ESS-based production demand data, selecting a blockchain-based platform and building a foundation, and creating a smart contract, etc.