• Title/Summary/Keyword: 1인방송

Search Result 199, Processing Time 0.027 seconds

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
    • /
    • v.27 no.2
    • /
    • pp.107-142
    • /
    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

A Study on Positive Effects of Personal Game Broadcasting : Focusing on Game Efficacy (1인 게임방송의 긍정적 효과성에 관한 연구 : 게임 효능감을 중심으로)

  • Choe, Min-Ji;Noh, Ghee-Young
    • Journal of Digital Convergence
    • /
    • v.17 no.4
    • /
    • pp.267-278
    • /
    • 2019
  • The purpose of this study is to verify empirically the effects of BJ worship and perceived homophily on game efficacy through mediating effect of loyalty to viewing. 485 participants who had watched personal game broadcasting were collected as a sample through an online survey and the collected data were analyzed through structural equation modeling. The research model assuming full mediating effect and the alternative model assuming partial mediating effect were compared and bootstrapping was performed to analyze direct and indirect effects between variables. The results showed BJ worship and perceived homophily had significant effects on game efficacy through the full mediated effect of loyalty to viewing. The noteworthy contribution of this study is to verify how viewing personal game broadcasting has a significant impact on the formation of game efficacy and then ultimately provide positive perception of BJ.

Design of degree distribution of distributed LT codes using distcrete Fourier transform (Discrete Fourier transform을 이용한 distributed LT codes의 degree distribution 설계)

  • Suh, Young-Kil;Heo, Jun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2010.07a
    • /
    • pp.112-115
    • /
    • 2010
  • 본 논문은 그림 1과 같은 네트워크 환경에서 두 송신단이 LT code를 오류정정 부호로 사용할 때, 두 송신단이 생성하는 인코딩 심볼과 수신단이 수신하는 인코딩 심볼들의 degree distribution의 관계에 대해 다룬다. LT code를 복호하기 위해 belief propagation 방법을 사용했을 때, 수신단이 받은 인코딩 심볼들의 degree distribution은 robust soliton distribution(RSD)을 따를 때, overhead 대비 가장 높은 확률로 복호에 성공한다. 하지만 그림 1과 같은 네트워크 환경에서, 두 송신단 모두 RSD에 따라 인코딩 심볼을 생성하여 송신하면, 수신단에서 수신한 심볼은 RSD를 따르지 않는다. 본 논문은 한 송신단($S_1$) 이 생성하는 인코딩 심볼의 degree distribution을 알 때, 수신단에서의 인코딩 심볼의 분포가 근사적으로 RSD를 따르도록 하는 또 다른 송신단($S_2$)에서의 degree distribution을 구하는 방법을 제시한다.

  • PDF

The Effects of One Person Media Broadcasting Use Motivation and Social Viewing on Consumer Brand Attitudes, Brand Engagement, and Purchase Intention (1인 미디어 인터넷 방송 이용 동기와 사회적 시청이 브랜드 태도, 브랜드 관여 및 구매의도에 미치는 영향)

  • Namgung, Jin;Lee, Jin Kyun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.30-46
    • /
    • 2020
  • New media is rapidly changing with the recent development of the technology of transmitting, producing, editing, and sharing video information. This study investigates the effects of one person media broadcasting use motivation and social viewing on consumer attitudes toward brand, brand engagement, and purchase intention. It was fond that motives such as differentiation, social interaction with other viewers, mutual interaction with BJ, information-seeking, and new fun-seeking positively affected brand attitudes. Also, the same motives except fun-seeking positively affected brand engagement. Only mutual interaction with BJ and information-seeking were found to be positively related to purchase intention. Meanwhile, para-social relationships, social presence, and subjective norm positively influenced on brand attitudes and purchase intention each. Also, para-social relationships and social presence were positively related to brand engagement. Theoretical and practical implications, and suggestions for future studies are discussed in detail.

A Study on the Present & Future for the One man Media UCC (1인 미디어 UCC의 현재와 미래 - UCC의 전반적인 통계를 중심으로 -)

  • Seo, Jungwoo;Choe, Bokhee;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.643-646
    • /
    • 2009
  • The reality is that forms and roles of media is changing as our society goes forward fast. There aren't any other noticeable media forms than one man media UCC(User Created Contents). Not only almost all of the house hold a camera at least one, but people can take a picture by using their mobile phone. Furthermore, people can produce a movie through taken pictures in this time. That is the beginning of UCC. It is possible to make use of private life, company, society, advertisement, shopping mall, and so on.

  • PDF

Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator - (인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
    • /
    • v.16 no.7
    • /
    • pp.357-367
    • /
    • 2018
  • The purpose of this study is to investigate whether flow experience is effective as a mediator in the effect of BJ attributes on viewer satisfaction. For this study, a survey was conducted on a total of 198 users who watch one - person game broadcasting on African TV. According to analysis, first, the joy flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Second, the Control flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. Third, the attention flow experience is mediating role in the relationship between intimacy and reliability BJ attributes and viewing satisfaction. Fourth, the Time distortion flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Fifth, the Self loss flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. The intimacy of the game BJ was found to affect mediocre satisfaction, attention, attention, and time distorted flow experience.

A study on online one-person shopper shopping platform for second hand sales (중고판매를 위한 온라인 1인 제작자 쇼핑콘텐츠 플랫폼에 관한 연구)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.461-462
    • /
    • 2019
  • IT 기술의 발전으로 온라인 서비스의 혜택과 활용이 늘어나면서 기존의 통신사나 방송사업자 및 제3의 사업자들이 다양한 미디어 콘텐츠를 온라인을 통해 제공하게 되었다. 온라인과 모바일 기술, 플랫폼 사업자의 정책, 콘텐츠 공급자의 인식, 이용자와 이용의 형태가 복합적인 변화로 나타났고, 전문 콘텐츠 제작자뿐만 아니라 1인 제작자를 지원하는 플랫폼도 등장하게 되었다. 본 연구에서는 기존의 단순 이미지 업로드 방식의 중고판매가 아닌 동영상으로 중고물품에 대한 자세한 정보를 파악할 수 있도록 중고판매를 위한 온라인 1인 쇼핑콘텐츠 영상 제작 플랫폼을 제안한다.

  • PDF

Performance comparison of PA(public address) power amplifier with different output level (출력 레벨에 따른 전관방송용 파워앰프의 성능 비교)

  • Kim, Hyeryoung;Im, ChaeHun;Kwon, DongHyun;Jeong, Inmyoung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2013.06a
    • /
    • pp.151-154
    • /
    • 2013
  • 본 논문에서는 전관방송 시스템에 사용되는 전관방송용 파워앰프에 대해 TTA에서 개발한 시험규격을 설명하고, 주요 시험항목에 대해 출력 레벨에 따라 어떠한 특성이 나타나는지 시험 결과를 분석하였다. 시험을 위해 현재 상용으로 판매되는 정격출력이 260 W, 360 W, 480 W, 600 W 인 앰프를 사용하였고, 각각의 앰프에 대해 정격출력, 1/2 정격, 1/4 정격, 1/8 정격, 10W, 1W 일 때 주파수 응답, 신호대잡음비, THD+N 비를 측정하여 비교하였다. 향후 본 논문의 시험 데이타가 전관방송용 앰프의 성능을 가늠할 때 중요 지표가 될 것으로 기대한다.

  • PDF

An E-sports Relay Broadcasting System Using a Smartphone (스마트폰을 활용한 E-스포츠 중계 방송 시스템)

  • Hyunji Oh;Gabin Park;Jiwoo Seo;Siwon Yang;Sangun Lee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2022.11a
    • /
    • pp.254-257
    • /
    • 2022
  • 현재는 온라인을 통해 개인이 직접 방송을 제작하는 형태의 1인 방송이 가능한 시대이다. 스마트폰을 이용하였을 경우 방송할 만한 충분한 환경이 마련되지 않아도 비교적 간단하게 중계 시스템을 구성할 수 있다. 본 논문에서는 최근 하나의 문화이자 대중 스포츠로 자리 잡은 E-스포츠의 게임 유저들이 스마트폰을 활용해 게임에 쉽게 참여할 수 있는 중계 시스템 구현을 제안한다.

  • PDF

Texture Garbage Elimination Algorithm for Exemplar-based Image Inpainting (예제기반 영상 인페인팅을 위한 텍스쳐 가비지 제거 알고리즘)

  • Kong, Young Il;Lee, Si-Woong
    • Journal of Broadcast Engineering
    • /
    • v.24 no.1
    • /
    • pp.186-189
    • /
    • 2019
  • Image inpainting is an image processing technique that restores an image by naturally filling the empty or damaged regions in an image. In this paper, we present a new image inpainting technique that can suppress the generation of texture garbage which is one of the artifacts of existing exemplar-based image inpainting. Unlike the existing technique, only the stationary source patch is sampled as the exemplar patch based on the assumption of spatial stationarity of the texture. This prevents the texture garbage, which is an inconsistent piece of texture from being copied to the target region. Experimental results show that the texture synthesis using the proposed method produces more natural inpainting results than the existing method.