• Title/Summary/Keyword: Contents sharing

Search Result 797, Processing Time 0.021 seconds

Use, Motivations, and Responses of TikTok as an Advertising Channel (광고 채널로서 틱톡(TikTok) 사용, 동기, 반응에 대한 연구)

  • Ma, Ruiyao;Kim, Sojung
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.507-519
    • /
    • 2021
  • This paper attempts to explore advertising factors that affect TikTok advertising effectiveness by identifying motivations to use a short-form video social media platform, TikTok and further looking at perceptions of and attitudes toward TikTok advertising. The results of in-depth interviews with 20s-30s TikTok users suggest that users are motivated to use TikTok for information and fun. Further, TikTok is characterized as a short-form video, rich contents, and a novel format. Regarding TikTok advertising, the results reveal that usefulness, enjoyment, easiness of advertising skip, sense of closeness, and interaction are significant factors of TikTok advertising. Finally, it is suggested that users respond to the advertising by clicking 'like', writing comments, sharing, clicking 'purchase link'/advertiser's website, and creating user-created contents and so on. These findings theoretically contribute to the literature on social media advertising, and practically offer strategic guidelines for TikTok advertising.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.3
    • /
    • pp.1-11
    • /
    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.3
    • /
    • pp.67-73
    • /
    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.22-34
    • /
    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.

Text Extraction from Complex Natural Images

  • Kumar, Manoj;Lee, Guee-Sang
    • International Journal of Contents
    • /
    • v.6 no.2
    • /
    • pp.1-5
    • /
    • 2010
  • The rapid growth in communication technology has led to the development of effective ways of sharing ideas and information in the form of speech and images. Understanding this information has become an important research issue and drawn the attention of many researchers. Text in a digital image contains much important information regarding the scene. Detecting and extracting this text is a difficult task and has many challenging issues. The main challenges in extracting text from natural scene images are the variation in the font size, alignment of text, font colors, illumination changes, and reflections in the images. In this paper, we propose a connected component based method to automatically detect the text region in natural images. Since text regions in mages contain mostly repetitions of vertical strokes, we try to find a pattern of closely packed vertical edges. Once the group of edges is found, the neighboring vertical edges are connected to each other. Connected regions whose geometric features lie outside of the valid specifications are considered as outliers and eliminated. The proposed method is more effective than the existing methods for slanted or curved characters. The experimental results are given for the validation of our approach.

A Deep Learning-based Streetscapes Safety Score Prediction Model using Environmental Context from Big Data (빅데이터로부터 추출된 주변 환경 컨텍스트를 반영한 딥러닝 기반 거리 안전도 점수 예측 모델)

  • Lee, Gi-In;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.8
    • /
    • pp.1282-1290
    • /
    • 2017
  • Since the mitigation of fear of crime significantly enhances the consumptions in a city, studies focusing on urban safety analysis have received much attention as means of revitalizing the local economy. In addition, with the development of computer vision and machine learning technologies, efficient and automated analysis methods have been developed. Previous studies have used global features to predict the safety of cities, yet this method has limited ability in accurately predicting abstract information such as safety assessments. Therefore we used a Convolutional Context Neural Network (CCNN) that considered "context" as a decision criterion to accurately predict safety of cities. CCNN model is constructed by combining a stacked auto encoder with a fully connected network to find the context and use it in the CNN model to predict the score. We analyzed the RMSE and correlation of SVR, Alexnet, and Sharing models to compare with the performance of CCNN model. Our results indicate that our model has much better RMSE and Pearson/Spearman correlation coefficient.

UCC 공유동기 파악을 위한 탐색적 연구;동영상 UCC를 중심으로

  • Park, Do-Hyeong;Lee, Seong-Uk;Han, In-Gu
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2007.05a
    • /
    • pp.171-178
    • /
    • 2007
  • 인터넷 인구 증가와 정보자원 고도화에 따라 인터넷 사용자들은 새로운 형태의 커뮤니케이션을 스스로 발전시켜왔고 이러한 흐름이 최근 UCC의 폭발적인 증가로 이어졌다. 하지만 아직까지 사용자들이 UCC를 공유하는 동기에 대한 명확한 설명은 부재한 상황이다. UCC는 기존에 지속적으로 연구되어 왔던 온라인 커뮤니케이션 형태인 가상공동체나 온라인 구전의 참여 동기를 상당부분 계승하고 있으나 최근의 인터넷 문화와 기술 수준 변화에 부합하는 새로운 참여동기를 포함하고 있는 것으로 보여진다. 본 연구에서는 이러한 UCC 제작 동기를 파악하기 위해 UCC 제작 경험이 있는 300명의 샘플을 대상으로 설문을 수행했고, 이를 통해 UCC 제작 동기가 Self-Creation Motive, Community Commitment Motive, Self-Expression Motive, Community-Relatedness Motive, Reward Motive로 요인화될 수 있음을 밝혀냈다. 본 연구의 결과를 통해 UCC를 비즈니스 모델로 하는 온라인 기업들은 보유 고객의 UCC 공유 동기 성향을 파악할 수 있고, 이를 통해 고품질의 UCC를 확보하기 위한 차별화된 전략을 제시할 수 있게 될 것이다.

  • PDF

Influence of the Senior Simulation Program on Aging Anxiety in Nursing Students (간호대학생이 경험한 노인유사체험이 노화불안에 미치는 영향)

  • Jeong, Hye-Sun;Han, Jong-Sook;Kim, Jung-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.832-843
    • /
    • 2011
  • This quasi-experimental study examined the effect of the a senior simulation program and following group discussion on the anxiety about aging. The senior simulation program did not raise the level of four factors of the anxiety about aging. The item of fear of losing friends when becoming old was the only significant one with increased level of anxiety. Discussion session for sharing the simulation experience revealed a positive effect of decreasing anxiety level in the factor score of fear of old people, the item of liking getting together with elders, and the item of liking to do something for elders. With the help of information technology.

Effects of Using Shot Clip on the Broadcasting Viewing Intention (방송클립동영상 이용이 방송 시청의도에 미치는 영향)

  • Cho, Sukhyun;Lee, Hyunji
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.10
    • /
    • pp.645-655
    • /
    • 2016
  • The purpose of this study is to search shot clip' using variables influencing on the VOD purchase intention and watching intention of real-time broadcasting. This research focused on usage motivation, usage experience such as use time, time of utilization, genre, utilization pattern. Controlling demographic factors, results show that personal relation, benefit against whole broadcast, education genre, watching video, video sharing and recommendation were statistically influential to VOD purchase intention. And, results show that flexibility of use, drama/movie genre, read and write comments were statistically influential to watching intention of real-time broadcasting.

A Study on the Architecture of an Electronic Governance System (전자거버넌스 시스템의 구조에 대한 연구)

  • Han Jae-Il;Jun Sung-Taeg
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.1
    • /
    • pp.209-215
    • /
    • 2005
  • The first wave of e-government projects dating from the early 1990s primarily focused on setting up national and global information infrastructure, internal organizational reform, digital procurement, and the digital delivery of government services to citizens. Most of these e-Government projects have concentrated on the development of systems focusing on strengthening the formal agencies and institutions of government. To date, despite many theoretical and empirical studies on citizen involvement in terms of governance, relatively little attention has been paid to developing e-government systems with a focus on improving citizen involvement, which we call e-governance systems. This paper discusses the characteristics of the e-governance systems, identifies core requirements for its development, and suggests an e-governance system architecture that can satisfy the core requirements.

  • PDF