• Title/Summary/Keyword: Contents Consumption

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Impact of Social Media Engagement and Content Characteristics on Fashion Consumption Propensity

  • Park, Min-Sook;Moon, Min Kyung;Moon, Yunji
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.13-27
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    • 2019
  • Social media are used as a tool which is suitable for delivering various images emotionally in the area of fashion. How deeply consumers are led by the brands to be engaged in the brands' SNS, how often they visit SNS and gain information, how much empathy they elicit from visitors with their contents and how continuously brands provide up-to-date information are the important factors to raise consumers' fashion consciousness and draw out their fashion consumption to express themselves. Therefore, this study aims to explore the effect of social media engagement and contents characteristics on fashion consumption tendency and purchase intention. In order to verify the research question, study makes analysis centering on the 2 × 2 × 2 MANCOVA model to draw out results of the differences among groups. As a result of analysis, this study verifies the difference between the effect of social media engagement on purchase intention and the effect of interaction of three variables on fashion consumption propensity and purchase intention and summarizes the implications.

Metadata production system based on MPEG-21 IPMP for protection of broadcasting contents (방송 콘텐츠 보호를 위한 MPEG-21 IPMP 기반의 메타데이터 저작 시스템)

  • Ryu, Kwang-Hee;Kim, Kwang-Yong;Kim, Jae-Gon;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.619-622
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    • 2005
  • When Digital Contents goes through production${\cdot}$delivery${\cdot}$consumption, MPEG(Moving Picture Expers Group)-21 IPMP(Intellectual Property Management and Protection) defines standard which have defined by FCD(Final Committee Draft) level to keep the Digital Contents in safety. And development of system which applied to latest standard to protect and manage the broadcasting contents is required. Currently, the system to protect and manage the broadcast contents consists of fourth organizations which means production server, tool server, license server, consumption server. In this paper, we made production server to parse REL(Right Expression Language) document that has right information for content from license server, and create metadata based on MPEG-21 IPMP about the content that applied to watermark. then, after it do remuxing, transmit the protected data to consumption server.

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The Strategic Direction for Product and Service Content Development according to Generation Cohorts and Consumption Values : A comparison of Korea and China (한중 50대와 20대의 소비가치 비교연구를 통한 제품 및 서비스 콘텐츠 개발 방향 탐색)

  • Kwon, Junhyun;Han, Semi;Kim, Sook-Eung;Kim, Eunhye
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.1-13
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    • 2018
  • Senior business has been paid attention due to rapid global aging and baby boomers turning 60. However, senior business is not successful as expected because of a lack of understanding of consumers and small size of Korean domestic market. Understanding of senior consumers and overseas markets and providing attractive product and service contents needs to overcome the current challenges. Therefore, this study explores and compares consumers of different generation and different countries. We employ consumption value theory and analyze which consumption values are perceived strongly by each four group(Korean consumers in their 20s, Korean their consumers in 50s, Chinese consumers in their 20s, and Chinese consumers in their 50s). We conducted online survey to compare consumption values among samples of consumers in two countries: Korea and China. There are forty survey instruments in twelve consumption values. The results can be used to develop a strategy for planning, developing, distributing, and promoting product and service contents which consumers, in particular baby boomers, have a strong intention to purchase it.

User-created multi-view video generation with portable camera in mobile environment (모바일 환경의 이동형 카메라를 이용한 사용자 저작 다시점 동영상의 제안)

  • Sung, Bo Kyung;Park, Jun Hyoung;Yeo, Ji Hye;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.157-170
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    • 2012
  • Recently, user-created video shows high increasing in production and consumption. Among these, videos records an identical subject in limited space with multi-view are coming out. Occurring main reason of this kind of video is popularization of portable camera and mobile web environment. Multi-view has studied in visually representation technique fields for point of view. Definition of multi-view has been expanded and applied to various contents authoring lately. To make user-created videos into multi-view contents can be a kind of suggestion as a user experience for new form of video consumption. In this paper, we show the possibility to make user-created videos into multi-view video content through analyzing multi-view video contents even there exist attribute differentiations. To understanding definition and attribution of multi-view classified and analyzed existing multi-view contents. To solve time axis arranging problem occurred in multi-view processing proposed audio matching method. Audio matching method organize feature extracting and comparing. To extract features is proposed MFCC that is most universally used. Comparing is proposed n by n. We proposed multi-view video contents that can consume arranged user-created video by user selection.

Design and embodiment of XrML Document editing system for digital contents copyright administration (디지털 컨텐츠 저작권 관리를 위한 XrML 문서편집 시스템의 설계 및 구현)

  • 임지훈;강치원;정회경;최범석;홍진우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.368-372
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    • 2002
  • Channel of distribution of contents of digitalised multimedia contents is changing in form passed directly to consumer from manufacturer through digital network of high speed. Together, diffusion of various digital equipment that do is changing Past multimedia consumption structure with the wonderful speed so that can consume easily digital contents. Specially, Multimedia Personal Computer and fast diffusion of a digital television are acting role such as catalyst that promote easy purchase and consumption of multimedia contents of good qualify. However, this system is no method that can sell digital contents and express right that original owner for the contents can insist nothing but consume. Because consumer can distribute to another person copying contents that buy because of and user can distribute producing ashes again according to necessary field by oneself as well as, can lose meaning for original contents. In this paper, Text editing system for XrML (extensible Rights Markup Language) that describe about integrity of message and entity authentication in addition to necessary rights, fees, condition etc. and this to do fetters XML (eXtensible Markup Language) for copyright protection for digital contents in treatise that see hereupon and use digital contents design and embody.

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An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

Analysis of Income-led Growth Path Induced by Government and Consumption Expenditures (정부지출과 소비지출에 의한 소득주도성장 경로 분석)

  • Rhee, Hyun-Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.602-617
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    • 2020
  • The aim of this study is to evaluate the effects of income-led growth path induced by government and consumption expenditures. Six of Nordic countries, Latin American countries and South Korea are selected for this purpose due to the fact that these countries have been pursuing income-led growth policy for more than the last decade except South Korea. The structural equation is formulated based on the government and consumption expenditures with lagged variable, and the GLMs estimation is employed for empirical analysis. Although the impacts are not overwhelmingly effective, empirical evidence suggests that income-led growth path contributes to stimulate economic activities which are associated with increasing in national income in Nordic countries and South Korea. However, the income-led growth path is quite weakly operated. Furthermore, it is even unstable in Latin American countries. In addition to this, the policy target would rather be focused on middle consumption group than low consumption group. Overall, it would be concluded that the income-led growth policy should be implemented for complementary purpose. And, it also has to be mentioned that sustainable growth may not be achievable by this policy.

Influence of Korean Drama Viewing on Korean National Image, Mediated by Consumption of Korean Products in China (중국인의 한국 TV드라마 시청이 한국 국가이미지 형성에 미치는 영향: 한국 상품 이용만족을 통한 매개효과를 중심으로)

  • Byeon, Sangho;Song, Whiyoung;Choi, Baesuk
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.91-103
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    • 2015
  • This study investigated how Korean drama viewing of chinese people influence their formation of Korea's national image as well as their satisfaction through consumption of Korean products. The direct effect and indirect effect of Korean drama viewing on Korea's national image were focused. The survey data on 105 Chinese citizens in Shanghai was put into the analysis. The study found that 1) Korean drama viewing has a positive effect on consumption satisfaction of korean products; 2) Korean drama viewing does not have any direct effect on Korea's national image; 3) the consumption satisfaction of korean products has an positive effect on Korea's national image; 4) Korean drama viewing has an indirect positive effect on Korea's national image, mediated by consumption satisfaction of Korean products. Theoretical and practical implication were discussed.

Effect of Service Quality and Consumption Value of Outdoor Products on Purchase Intention - Focus on Consumers in 40's - 50's Consumers (아웃도어 제품의 서비스 품질과 소비가치가 구매의도에 미치는 영향 - 40 - 50대의 소비자 중심으로)

  • Lee, Kil-Ku
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.413-422
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    • 2019
  • The purpose of this study is to analyze the purchase intention of outdoor products for 40s - 50s consumers The factors influencing the purchase intention are various factors, but the service quality and the consumption value are analyzed from an exploratory viewpoint. The quality of service was set as detailed, tangibles, responsiveness, and reliability. Consumption value was set as functional value, rare value, and conditional value. As a result, tangibles, responsiveness, and reliability of the service quality, the functional value influences the purchase intention, but the rare value and the conditional value of the consumption value indicate the purchasing intention. The result of this analysis shows that service quality is a very important factor for consumers' purchase intention in 40's - 50's consumers, but consumption value is not very important factor in purchase intention.

The meaning of experience and immersion to the diffusion of digital contents and consumption behavior based on arousal (디지털 콘텐츠의 확산과 공감 기반 소비행동에서의 경험과 몰입의 의미)

  • Kim, Yeonjeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.387-392
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    • 2013
  • The purpose of this study investigate the main factors of the diffusion of digital contents and consumer's participation behavior, consumption culture and examine the experiential perspective to consumer's information selection behavior. In digital network, the social presence, challenge, self-presentation, arousal and emotional feeling were significant variables to flow experience. Experiential perspectives focused on the search of identity and self-determination were main basic perspective to explain the diffusion of digital contents, consumer participation. This research result applied to media and device strategy to up-coming digital convergence and adapted to product planning and development, user friendly navigation and emotional human-centered service module.