• Title/Summary/Keyword: Comics management

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A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.

A Study on Comics Library User's Behavioral Intention Based on the Extended Theory of Planned Behavior (확장된 계획행동이론을 활용한 만화 도서관 이용자의 행동의도 연구)

  • Kim, Ji-Hyun
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.291-316
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    • 2017
  • The purpose of this study was to examine comics library user's behavioral intention using the extended theory of planned behavior. In order to verify the effects of variables, such extended variables as comics likeability and service factor were added to such basic variables of the theory of planned behavior as subjective norm, attitude and behavioral control. Study findings are as follows: user's attitude had the biggest effects on their behavioral intention of reuse of Comics Library, and it was followed by subjective norm, service quality and perceived behavioral control, in order. Comics likeability exceptionally had no direct effects on behavioral intention, but it had indirect effects via the mediation of attitude, subjective norm and perceived behavioral control. And second, comics likeability and service quality had power of explanation for such basic variables as attitude, subjective norm and perceived behavioral control, respectively, thus verifying their effects on behavioral intention as extended variables.

Comics with Drama: New Communication in Wedia

  • Hu, Jia-Wen;Tsang, Seng-Su
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4143-4159
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    • 2015
  • We-the-media (aka wedia) is a concept where the users of social networking sites, such as Facebook, turn into the broadcasters. This study used the popular application Bitstrips as the experiment tool. Facebook was used as the Wedia platform for publishing designed comics, then used the three elements of Goffman's dramaturgy model-role, scene and dialog-to analyze 265 comics created by 3 researchers and observe the audience's responses within 9 months. The results showed that people want to see a good story with positive dialogue, and prefer scene is school more than work. As all these elements are controllable, Wedia communication has the potential for more applications. We also found that including the elements of news, gambling and gift-giving tended to trigger greater response. Furthermore, We suggesting that such embedding of product information in web episodes (webisodes) with caricature could be a successful marketing strategy.

Analysis of the comic governance in region (지역의 만화 거버넌스 실증분석)

  • Yim, Hak-Soon;Lee, Sang-Min;Chae, K. Jin
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.443-448
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    • 2013
  • The purpose of this study is to enhance the competitiveness of the city through utilize of cultural content in region. To achieve the purpose, the study empirically analyzed the regional comic governance. The analysis is assessed through survey measurements of the level of cognition of citizens (n=493) in Bucheon city. According to the conceptual framework, the study measures value of comics, comic city policy, cartoonists activity, and utilize effect of the comic & support. Also, we analyzed the significant differences of cognition by respondent characteristics. Lastly, this study used structural equation modeling (SEM) to test the relationships between value of comics and utilize effect of the comic & support.

Mobile Web-toon Application Service Usability Study -Focus on Naver Web-toon and Lezin Comics- (모바일 웹툰 애플리케이션 서비스 사용성 연구 -네이버 웹툰과 레진 코믹스를 중심으로-)

  • Ha, Joohyung;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.431-436
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    • 2016
  • Web-toon is provided to users in the form of Web-toon and The users are steadily rising and increasing amount of using time until today. Web-toon has become a popular pastime among smartphone users. Therefore, when providing services, Web-toon application should be made with an appropriate system so that it can be easily used, and considering problems that users may have while using the application, it should help users have better experiences. With Naver Web-toon and Lezin Comics as subjects, user experiences of teenagers were analyzed with questionnaires based on Honeycomb model of Peter Morville. The score of Naver Web-toon was higher than Lezin Comics after user experience assesment, and usability and accessibility as important factors turned out to be influential to teen-aged users who use Web-toon services.

A Case Study of Utilizing Twitter and Moodle for Teaching of Communication Strategies (의사소통 전략 교수를 위한 트위터와 무들 활용 사례 연구)

  • Cho, In Jung
    • Journal of Korean language education
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    • v.25 no.1
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    • pp.203-234
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    • 2014
  • This paper demonstrates how to incorporate the teaching of communication strategies into a large class of English-speaking learners of the Korean language. The method proposed here was developed to overcome the difficulty of conducting language activities involving communicative interactions amongst students and also between teacher and students in a large classroom. As a way of compensating the minimal opportunities for interactions in the classroom, students are given the task of expressing in Korean the English translations of authentic Korean comics via Twitter, which was later replaced with the feedback feature on Moodle, and then their Korean expressions are collected and projected onto a big screen. These collected expressions by students naturally differ from one another, helping students to realize that it is possible for them to express the same message or meaning in many different ways. The results of two separately conducted questionnaires show that this method is an effective way of providing students with significantly increased chances of producing 'comprehensible output' that requires them to think of how to communicate with their limited knowledge of the Korean language. Many students also commented that the teachers' feedback on errors provides them with the opportunity to learn about common errors as well as their own errors.

A Study on the Remediation phenomenon in Marvel Comics and Marvel Cinematic Universe (마블 코믹스와 마블 시네마틱유니버스에서 나타나는 재매개 현상에 대한 연구)

  • Yi, Jung-Hyun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.315-321
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    • 2021
  • This study analyzes the characteristics of the process of changing content as print media is remediation as video media. By applying the dual logic of remediation, we analyze the process of remediation analog media(print) into new media(video). Through the results, we present the possibility that remediation methods using changes and variations in various media can be applied to the design methodology. Marvel Comics has been remediationed as Marvel Cinematic Universe. By understanding the phenomenon that analog media is remediation as new media, Design methodologies can be presented so that designers can derive the results by using the characteristics of remediation when designing.

Research on Quality Components for Service Design of Health Screening : Focus on IT Services

  • Chung, Ju Youn;Jung, Dukyoo
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.37-48
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    • 2020
  • This research proposes how to enhance low customer satisfaction with health screening services caused by procedural complexity and limits of health screening. The purpose of this study is to identify sub-components of the service quality provided by general health examination centers. This is a qualitative analysis of in-depth interviews of providers and consumers of medical services. The data were primarily analyzed by affinity diagram, and the data were sorted and analyzed according to the criteria suggested by Donabedian's four components. Four types of quality factors and the health screening service quality components of 39 subordinate items were assessed. Components related to the use of IT facilities comprise a significant amount of the physical factors, and there are high demands for IT facilities among customers.

Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

Motivation and Effectiveness of Participating in Theme-Based School Education of Culture Art Project: Focusing on artists and teachers

  • SeoYoung Kim
    • Smart Media Journal
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    • v.12 no.3
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    • pp.85-92
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    • 2023
  • This study was conducted to investigate the motives and effects of artists and teachers who participated in the ' Explore Life through Art' support project for school education by theme of culture and arts. As a result of research analysis using online survey and in-depth interview research method, it was found that both intrinsic and extrinsic motives have a complex effect on artists and teachers' motivation to participate in the project. As for the effectiveness of participating in the project, the trust between artists and teachers and the contribution of education were positive, but the trust and satisfaction with the institution were negative. In order to increase the effectiveness of the project, it is required to improve the operation and management of the operating institution. Motivation and effectiveness of project participation are important factors in improving the quality of a project, and it is hoped that this study will serve as a basis for practical discussions on the role of operating institutions and projects.