• Title/Summary/Keyword: Content Agency

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A Study on the Influence of Watching Youtube Sound Content (ASMR) on Youth Learning and Life

  • Jeong, Gyoung Youl
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.77-81
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    • 2020
  • Recently we have lots of Youtube contents and their influence. But Just a few Studies have announced Youtube content's effect. The purpose of this paper is to see if ASMR content, which is popular through Youtube recently, helps teenagers stabilize their minds and improve their learning abilities. To that end, a survey of teenagers found that ASMR content is very familiar to teenagers, and that 66.7 percent of teenagers use ASMR content for sleep and learning. About the change before and after watching, half of the respondents said they felt a positive difference in learning and psychological stability. As a result, ASMR is a significant content for teenagers with a specific purpose. Therefore, policies such as 'after-school' in terms of school education are proposed as alternatives rather than unilateral measures such as banning ASMR content to teenagers.

Effects of the Sintering Atmosphere and Ni Content on the Liquid-phase Sintering of $TiB_2$-Ni

  • Suk-Joong L. Kang;Baung, Jin-Chul;Park, Yeon-Gyu;Kang, Eul-Son;Baek, Yong-Kee;Jung, Sug-Woo
    • Journal of the Korean Ceramic Society
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    • v.38 no.3
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    • pp.207-211
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    • 2001
  • The effects of the sintering atmosphere and Ni content on t도 densification of TiB$_2$-Ni have been investigated. TiB$_2$powder compacts containing 10, 20, and 30 wt% Ni were liquid-phase sintered at 1500-1$700^{\circ}C$ in vacuum or in flowing Ar. The densification was enhanced as Ni content increased. For a given Ni content, the densification was faster in compacts in compacts with larger grain size. These densification behaviors agree well with the prediction of the recently developed pore-filling theory. For samples containing high Ni contents, 80TiB$_2$-20Ni and 70TiB$_2$-30Ni, the densification was faster in vacuum than in Ar. In particular, 70TiB$_2$-30Ni was fully densified at 1$700^{\circ}C$ for 60min in vacuum. The suppressed densification in Ar was due to the entrapped Ar in the isolated pores. On the other hand, for 90TiB$_2$-10Ni, the Ar-sintering resulted in higher densification than did the vacuum-sintering. This result was attributed to the suppression of Ni volatilization by the Ar in the furnace and a retarded isolation of pores due to the limited amount of liquid in the sample. Therefore, vacuum sintering is recommended for the preparation of TiB$_2$-Ni with a high Ni content while Ar sintering is recommended for the preparation of TiB$_2$-Ni with a low Ni content.

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UCC 서비스

  • Park, Hyeon-Su
    • Digital Contents
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    • no.5 s.156
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    • pp.38-43
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    • 2006
  • 인터넷이 UCC(User Created Content : 사용자 제작 콘텐츠)로 넘쳐나고 있다. 네티즌의 성향변화, 다양한 미디어의 출현, 그리고 이들을 만족시키는 기술의 발전이 결합되어 단순한 정보 수용자의 위치에 머물렀던 네티즌들을 이제는 정보 생산자로 변모시키고 있다. 여기에 포털 업체들이 관련 서비스를 경쟁적으로 출시, 올해 UCC서비스가 본격화될 것으로 전망된다.

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A Study on the Reproduction Strategy through the Planning Process of Baby Shark

  • Cho, Hyung Kyung
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.101-105
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    • 2020
  • In this study, the aim is to understand the strategy of video content production with the case of the baby shark development process of Pink Fong Company, the content is described about the successful planning and strategy of baby shark which has become a global content, and the main point describes the planning of the production process and marketing strategies for each country. The findings of the conclusions resulted in the application of the standards of globalization and the local understanding of culture as the main factors for content success. If the Pink Pong Company's method is applied through this, it is possible to apply what is the main issue of creative content production Reproduction in the future.

A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.194-203
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    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

Impact Modification Effects of SEBS-g-MA on Polyamide 6/Maleated Polypropylene Blends (폴리아미드6/반응성 포리프로필렌 블렌드계에서 SEBS-g-MA의 충격개선효과)

  • Koh, Jae Song;Yoon, Tae Sung;Jung, In Kwon;Choi, Hyeong Ki;Jang, Yoon Ho
    • Applied Chemistry for Engineering
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    • v.10 no.8
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    • pp.1141-1146
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    • 1999
  • Melt blend of PA6/PP-g-MA system containing SEBS-g-MA as a compatible impact modifier was prepared to investigate the change of mechanical properties and morphologies. The tensile strength slightly decreased, but the elongation at break increased with increasing content of SEBS-g-MA in the blend. Also the notched izod impact strength increased with increasing the content of PP-g-MA and SEBS-g-MA. It is attributed to improved compatibilization and interfacial adhesion by reaction of the amide of PA6 with maleic anhydride of SEBS-g-MA and PP-g-MA. The result of dynamic mechanical analysis(DMA) showed a typical behavior of the compatibilization in the polymer blends. Finally, in the phase structure observed by the use of SEM, we confirmed improvement of the compatibilization and interfacial adhesion with increasing the content of SEBS-g-MA and PP-g-MA.

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Sensory Characteristics of Cooked Rices Differing in Moisture Contents (수분함량별 밥의 관능적 특성)

  • Kim, Woo-Jung;Chung, Nam-Yong;Kim, Sung-Kon;Lee, Ae-Rang;Lee, Sang-Kyu;Ha, Yeon-Chul;Baik, Moo-Yeol
    • Korean Journal of Food Science and Technology
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    • v.27 no.6
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    • pp.885-890
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    • 1995
  • Ten Korean rices were cooked at various moisture contents($57.5{\sim}69.5%$) and the sensory characteristics including appearance, flavor, texture and overall desirability were evaluated. The clumpiness, firmness and moistness of the cooked rice were significantly affected by moisture content in all samples. The optimum moisture content of the cooked rice was 66.5%. The rices cooked at optimum moisture content showed differences among varieties in off-odor, glossiness and color and no differences in other sensory characteristics(p<0.05).

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