• Title/Summary/Keyword: Content creation

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Gangneung Haksan Odokttegi Heritage and Performance Contents (강릉학산오독떼기유산과 공연콘텐츠)

  • Lee, Chang-Sik
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.249-275
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    • 2019
  • Gangneung farm song is important for the ritualistic labortheatricals. Especially, in the theatrical process program, the songsof weeding, such as Haksan Odokkteggi and Ssadae, were alsoincluded to represent the agricultural ritualistic prayer for goodharvest. The use of Gangneung farm song is attractive in termsofthe circumstances. There is no chance of success as a plan simplyfor local events. As a comprehensive art, Gangneung farmsongshould simultaneously revitalize locality, representability andglobality. In this context, three directions are suggested dependingon the development progress. The second direction to the thirddirection are mainly oriented toward government-local authoritycentered support, but, in particular, the third direction should aimtobe an open archive in which the public and the contents prosumercan participate. In the production of the traditional content, OSMUmust be endlessly recreated and spread through 'diversity' and'interrelationships'. The contents utilization was discussed based on the transmissiondetails and analysis evidence of Gangneung Haksan Odokttegi. Thediversification of the way of performing farm song and the folk songs that can induce interest were proposed. Furthermore, basedon the fact that 12 songs classified into 8 work types, there-creation of the contents that focus on the playful aspect of theperforming arts was also proposed. In addition to suggestingthedesirable discourse of the performance groups, the experienceprogram development, education, public relations andcommunication reinforcement based on the narrating principlesoffarm songs, and the development and execution of farmsongprograms based on the tradition and the event demands wereproposed. While mentioning the necessity of value creation, thevitality of performing arts skills that put emotion, imagination, fun, sympathy, and etc. on the original form and the model of farmsongs should be supplemented to Gangneung Haksan Odokttegi. The independent transmission aspect of Gangneung Arirangisalso positive. There are difficulties of reduction of traditionalitydueto the designation, standardized transmission, lack of developmentof voluntary performances, and demonstration-centeredtransmission. Narrowly, we focused on the education andvitalization directions in terms of the capacity building of theconservation council itself. By embodying the essential value of theagricultural literature that farm songs possess, it can bringimpression of all worlds, all lives, communication and sharing, anddraw inspiration from the humanistic view of the world andemotion. The reconstitution of agricultural heritage, theconstruction of a storytelling linked with the concrete objects suchas Beomil National Preceptor, Gulsansa, FlagpoleSupport(Dangganjiju), Seokcheon, Hakbawi rock, and etc., andtheestablishment of fusion type farm song museum were proposed. In terms of culture industry, we requested active support fromtheinstitutions including local governments and various farmsongstorytelling creation projects.

A Study on the Impact Factors of Contents Diffusion in Youtube using Integrated Content Network Analysis (일반영향요인과 댓글기반 콘텐츠 네트워크 분석을 통합한 유튜브(Youtube)상의 콘텐츠 확산 영향요인 연구)

  • Park, Byung Eun;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.21 no.3
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    • pp.19-36
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    • 2015
  • Social media is an emerging issue in content services and in current business environment. YouTube is the most representative social media service in the world. YouTube is different from other conventional content services in its open user participation and contents creation methods. To promote a content in YouTube, it is important to understand the diffusion phenomena of contents and the network structural characteristics. Most previous studies analyzed impact factors of contents diffusion from the view point of general behavioral factors. Currently some researchers use network structure factors. However, these two approaches have been used separately. However this study tries to analyze the general impact factors on the view count and content based network structures all together. In addition, when building a content based network, this study forms the network structure by analyzing user comments on 22,370 contents of YouTube not based on the individual user based network. From this study, we re-proved statistically the causal relations between view count and not only general factors but also network factors. Moreover by analyzing this integrated research model, we found that these factors affect the view count of YouTube according to the following order; Uploader Followers, Video Age, Betweenness Centrality, Comments, Closeness Centrality, Clustering Coefficient and Rating. However Degree Centrality and Eigenvector Centrality affect the view count negatively. From this research some strategic points for the utilizing of contents diffusion are as followings. First, it is needed to manage general factors such as the number of uploader followers or subscribers, the video age, the number of comments, average rating points, and etc. The impact of average rating points is not so much important as we thought before. However, it is needed to increase the number of uploader followers strategically and sustain the contents in the service as long as possible. Second, we need to pay attention to the impacts of betweenness centrality and closeness centrality among other network factors. Users seems to search the related subject or similar contents after watching a content. It is needed to shorten the distance between other popular contents in the service. Namely, this study showed that it is beneficial for increasing view counts by decreasing the number of search attempts and increasing similarity with many other contents. This is consistent with the result of the clustering coefficient impact analysis. Third, it is important to notice the negative impact of degree centrality and eigenvector centrality on the view count. If the number of connections with other contents is too much increased it means there are many similar contents and eventually it might distribute the view counts. Moreover, too high eigenvector centrality means that there are connections with popular contents around the content, and it might lose the view count because of the impact of the popular contents. It would be better to avoid connections with too powerful popular contents. From this study we analyzed the phenomenon and verified diffusion factors of Youtube contents by using an integrated model consisting of general factors and network structure factors. From the viewpoints of social contribution, this study might provide useful information to music or movie industry or other contents vendors for their effective contents services. This research provides basic schemes that can be applied strategically in online contents marketing. One of the limitations of this study is that this study formed a contents based network for the network structure analysis. It might be an indirect method to see the content network structure. We can use more various methods to establish direct content network. Further researches include more detailed researches like an analysis according to the types of contents or domains or characteristics of the contents or users, and etc.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

A Study on the Storytelling and its Application : Focusing on the Panmunjom and the surrounding DMZ (판문점 및 주변 DMZ 지역의 스토리텔링과 활용방안에 관한 연구)

  • Lee, Dongmi
    • 지역과문화
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    • v.6 no.4
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    • pp.23-45
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    • 2019
  • The main research is on how to find source stories and develop and utilize content that will properly show the value of Panmunjom and the surrounding DMZ on the Korean Peninsula, which are receiving worldwide attention. Three methods were used as research for the high-end branding of Panmunjom and the surrounding DMZ. The first is the interest of prospective visitors through the travel cycle, using Joseph Campbell's "The Hero's Journey." The second was to incorporate Roland Bart's "third meaning" into the subjective travel and emotional stimulation, which is the trend of modern travel. The third introduced Kevin Lynch's theory and tried to place five elements of the path, edge, district, node and landmark in the core location of Panmunjom. Through the study, the excavation of contents in Panmunjom and the surrounding DMZ needs to be collected to a third meaning using a direct interview method that listens to the stories of related figures as well as organizing historical events. The priority should be given to those over the age of 80 and interviews should be conducted at least three times and over three generations. The process of building it into an archive, selecting a story, and then going through a culture collage and networking and branding takes place in five stages. This can create a virtuous circle of content processing, content utilization, job creation in the region and revitalizing the local economy through discovery of source stories and storytelling. Content development should be able to touch sensibility while saving time, history, place, originality and sincerity. Taking the center between tourism and travel, development and damage concerns, a careful but long-term plan and large-scale discovery of source stories should be made, and a consensus should be formed on the need for proper storytelling.

A Study on the Revitalization of Digital Contents Industry (디지털콘텐츠 산업육성 사업 구조개편 방안 연구)

  • Jin-Hyeon Chang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.159-167
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    • 2023
  • Due to the convergence of digital technology and the rapidly changing characteristics of the digital industry, the development projects in each technology field that have been carried out so far have blurred the boundaries of the business, dispersed business effects, and reached the limit in fostering a flexible industry that accommodates technological development. It appears that Therefore, the goal is to support the policy of the digital content development project by suggesting a plan to reorganize the structure and improve the management system of the digital content industry development project to effectively respond to the changing direction of the future digital content industry. Through structural analysis and diagnosis of government supported projects, it was proposed to reorganize the existing 19 key projects and 49 detailed projects into 7 key projects projects and 17 detailed projects. As a plan to improve the project management system, there are too many project implementation agencies and the absence of a general agency for detailed project support management, which limits the promotion of large-scale projects for organic linkage between projects and market creation. To improve this, a general agency that oversees the project management function was selected, and it was suggested that there was a need to unify project management into a general organization to manage the project efficiently.

Generating Sponsored Blog Texts through Fine-Tuning of Korean LLMs (한국어 언어모델 파인튜닝을 통한 협찬 블로그 텍스트 생성)

  • Bo Kyeong Kim;Jae Yeon Byun;Kyung-Ae Cha
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.3
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    • pp.1-12
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    • 2024
  • In this paper, we fine-tuned KoAlpaca, a large-scale Korean language model, and implemented a blog text generation system utilizing it. Blogs on social media platforms are widely used as a marketing tool for businesses. We constructed training data of positive reviews through emotion analysis and refinement of collected sponsored blog texts and applied QLoRA for the lightweight training of KoAlpaca. QLoRA is a fine-tuning approach that significantly reduces the memory usage required for training, with experiments in an environment with a parameter size of 12.8B showing up to a 58.8% decrease in memory usage compared to LoRA. To evaluate the generative performance of the fine-tuned model, texts generated from 100 inputs not included in the training data produced on average more than twice the number of words compared to the pre-trained model, with texts of positive sentiment also appearing more than twice as often. In a survey conducted for qualitative evaluation of generative performance, responses indicated that the fine-tuned model's generated outputs were more relevant to the given topics on average 77.5% of the time. This demonstrates that the positive review generation language model for sponsored content in this paper can enhance the efficiency of time management for content creation and ensure consistent marketing effects. However, to reduce the generation of content that deviates from the category of positive reviews due to elements of the pre-trained model, we plan to proceed with fine-tuning using the augmentation of training data.

Effectiveness of Virtual Human Disclosure: The Impact of Identity Exposure on Users' Attitude Toward the Ad and Source Credibility (가상 인간의 정체성 노출이 소비자의 광고 태도와 정보원 공신력에 미치는 영향)

  • Young Jun Sohn;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.205-227
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    • 2023
  • Recently, Virtual Human(VH) has begun to appear in various media, not only on social media, but also in advertisements, music sources, and dramas. Virtual human has become a primary marketing tool for companies, but there also exist concerns when the companies do not disclose the identities of virtual humans. Accordingly, it is necessary to examine users' responses toward content that features virtual humans. This study aimed to examine how the exposure of virtual humans in the content affects users' perceptions. Therefore, the study defined the concept of 'VH Disclosure(VHD)', referring to the exposure of the virtual human's identity, and explored the impact of VH disclosure on attitude toward the ad (Hedonism, Utilitarianism, and Interestingness) and source credibility (Trustworthiness and Expertise). The study conducted an experimental survey with 302 respondents. Regardless of when the ad featured a VH or a human, the results showed that there was no significant difference between users' attitudes and source credibility. The results revealed that it was more effective to disclose the VH in social media feeds than directly reveal the VH's identity in the content. Therefore, this study utilizes a new concept of 'VH Disclosure(VHD)' to enhance the understanding of VH and contributes to establishing marketing strategies optimized for consumers in the creation of virtual human-related content.

The Comparative Studies on the Urban and Rural Landscape for the Plant Diversity Improvement in Pond Wetland (농촌과 도시지역 비교를 통한 연못형습지의 식생다양성 증진방안 연구)

  • Son, Jin-Kwan;Kong, Min-Jae;Kang, Dong-Hyeon;Nam, Hong-Shik;Kim, Nam-Choon
    • Journal of Wetlands Research
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    • v.17 no.1
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    • pp.62-74
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    • 2015
  • Urban areas are variously under threat including deterioration of ecological functions. Many pond wetland types have been created as part of an effort to improve and restore this urban environment. This study was arranged to examine improvement plans of wetlands in urban areas by analyzing semi-natural wetlands in farm areas. As for environment for water quality, it suggested the inflow of natural water neighboring rivers or the direct inflow of rain as the improvement plans. The result which analyzed soil pH, OM, and T-N content of the soil environment mentioned that urban areas supplied artificial sluices, removed apoptotic bodies, and used artificial soil and waterproofing materials and use of natural materials in design and construction, the sluice state of the natural form, and negligence of autumn plants were suggested as the improvement plans. Florae appeared in the subject sites of the study have found that there are 35 families 69 species in urban areas and 53 families 142 species in rural areas. As the average has found that there are 18.5 families 29.3 species in 4 urban areas and 26.3 families 53.5 species in 4 rural areas, the big difference between them was analyzed. As the cause has found that there are differences in yearly plants in farming areas when compared to urban areas, creation of various basic environments including soil and water quality was suggested to make yearly plants settle down widely. Naturalized plants have found that there are no big differences between urban areas and rural areas. However, the average of the naturalized ratio in urban areas is 17.4% as the naturalized plants are about 1/4 of the appeared plants. As it was analyzed to be higher than 7.7%, the average of the naturalized ratio in farming areas as the big difference, creation of various inhabiting environments was suggested to make more yearly plants appear like the analyzed result of the life type. Consideration of placement, materials, and inhabiting environments was suggested to make creation of wetlands well appreciated to improve functions of wetlands in urban areas. It is expected that the above results of the study will be utilized in creation and improvement of the pond wetlands which can play a huge role in increase and improvement of biological diversity in urban areas.

A Study on the Support Method for Activate Youth Start-ups in University for the Creation of a Start-up Ecosystem: Focused on the Case of Seoul City (지역 청년창업생태계 조성을 위한 대학의 지원방안 탐색: 서울시 사례를 중심으로)

  • Kim, In Sook;Yang, Ji Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.57-71
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    • 2022
  • The purpose of this study was to analyze the perception and demand of local youth and to find ways to support universities in order to create an youth start-up ecosystem. To this end, 509 young people living in Seoul were analyzed to recognize and demand young people in the region for youth start-ups, and to support universities. The findings are as follows. First, as a result of analyzing young people's perception of youth start-ups in the region, the "Youth Start-up Program" was analyzed the highest in terms of the demand for regional programs by university. In addition, there was a high perception that the image of youth startups in the region was "challenging" and "good for changing times." Second, after analyzing the demand for support for youth start-ups in the region, it appeared in the order of mentoring, start-up education, and creation of start-up spaces. And it showed different needs for different ages. Third, the results were derived from analysis of the demand for university support for the creation of a regional youth start-up ecosystem, the criteria for selecting local youth start-up support organizations, and the period of participation in local youth start-up support. Based on the results of the above research, the implications and suggestions of university support for the creation of a community of youth start-up ecosystem are as follows. First of all, it is necessary to develop and operate sustainable symbiosis mentoring programs focusing on university's infrastructure and regional symbiosis. Second, it is necessary to develop and utilize step-by-step systematic microlearning content based on the needs analysis of prospective youth start-ups. Third, it is necessary to form an open youth start-up base space for local residents in universities and link it with the start-up process inside and outside universities. The results of this study are expected to be used as basic data for establishing policies for supporting youth start-ups and establishing and operating strategies for supporting youth start-ups at universities.

An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.