• Title/Summary/Keyword: Core Contents

Search Result 1,305, Processing Time 0.029 seconds

A Study on the Development Policy of Contents Industry in the Convergence Era: Focusing on the Evaluation of Status and Importance (융합시대 국내 콘텐츠 산업의 진흥정책 방향성 연구: 현황 및 중요도 평가를 중심으로)

  • Chung, Yoon-Kyung;Kim, Mi-Sun
    • Korean journal of communication and information
    • /
    • v.57
    • /
    • pp.227-249
    • /
    • 2012
  • In the media convergence era, contents industry is raising core area in the government level. This study explores directions of development policy of national contents industry. So this study performs depth interview with 10 experts and investigates delphi research with 30 experts who are specialists in digital convergence area. Following the depth interview, there are three categories in the convergence contents - technical area, human resource area, and political area. The result shows that there is discordance between importance and present status each area. This finding suggests that there is political delay in the convergence media industry. In conclusion, it is necessary to look over the current limits and inspect defects. This study implicates further directions of national contents industry.

  • PDF

Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
    • /
    • v.37 no.3
    • /
    • pp.113-123
    • /
    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

Contents of 'true education' in the Era of New Media and the Consciousness Structure of Modern People (뉴미디어 시대 속 '참교육' 콘텐츠와 현대인의 의식구조)

  • Kim, Se-Yeon
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.4
    • /
    • pp.468-478
    • /
    • 2022
  • 'True education', which was the core ideology of 'the Korean Teachers & Educational Workers Union', is re-appropriated in the new media era. This word, which is actively used by young people, means 'punishment against the object of social condemnation'. One of the characteristics of 'true education contents' commonly seen on the Internet is that it shows a tendency to 'fragmentation'. True educational contents are short in length, and the contents are very local. This reflects the characteristics of a postmodern society where totality disappears and small stories are consumed. Second, the standard for dividing good and evil is extremely 'arbitrary'. Whereas the existing stories of rewarding virtue and punishing vice had universal values such as love, consideration, and peace, the content of true education distinguishes good and evil with an extremely narrow perspective. The way to justify arbitrary standard is to incite public outrage. Third, 'humour' is added. Here, humor is combined with the emotion of hatred, causing the problem of weakening people's critical consciousness.

Big Hit Entertainment's Contents Innovation : Focusing on Entrepreneurial Leadership and Platform Strategy (빅히트 엔터테인먼트의 콘텐츠 혁신 : 기업가적 리더십과 플랫폼 전략을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.1
    • /
    • pp.1-12
    • /
    • 2021
  • Big Hit entertainment corporation has been well known for value creation since it became the contents innovator in Korea to develop global artist musician BTS. By introducing sustainable innovations, as well as a mainstream of successive music entertainment growth, Big Hit entertainment corporation has became a global leader in highly competitive entertainment industry. To explain the Big Hit's contents innovation story, this study suggests a innovation momentum with two core elements: CEO's entrepreneurial leadership and platform strategy. Based on in-depth case study, this study proposes that CEO's entrepreneurial leadership allowed the Big Hit entertainment corporation to take advantage of its existing key resources and execute sustainable contents innovations. Also, creating diverse music and entertainment contents from the Weverse digital platform produce Big Hit's value creation. Based on these research results, both the contributions and implication to entertainment industry and academic field are presented.

A Study on Correlation Analysis of One-Person Housing Space Design Convergence Contents by Using Social Network Analysis (소셜 네트워크 분석 방법론을 활용한 1인 주거공간디자인 융합콘텐츠 상관관계 분석)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
    • /
    • v.34
    • /
    • pp.133-148
    • /
    • 2018
  • Korea's housing structure is predicted that one-person housing will be the most common type of housing in Korea. Therefore, this study intends to derive contents for designing a one-person housing space considering the life of a rapidly increasing one-person householder. For this purpose, this study objectively derives the social, economic and cultural influencing factors of one-person households through big data analysis, and analyzed the correlation between contents using social network analysis methodology. In this paper, 60 core contents related to one person housing space were derived by applying big data analysis methodology. And through social network analysis, the most influential contents were derived from the space editing and space composition categories. This means that the residential space is an important part of the design idea that can flexibly respond to changes in the user's life. Based on this study, future research will focus on the concept and design methodology of one-person housing space.

High Resolution Elements Analysis in N-E Pacific Sediments using XRF Core Scanner (XRF 코어스캐너를 이용한 북동태평양 퇴적물 내 원소의 고해상분석)

  • Um, In-Kwon;Kim, Ji-Hoon;Nam, Seung-Il;Choi, Hun-Soo;Park, Ok-Boon
    • Journal of the Mineralogical Society of Korea
    • /
    • v.22 no.2
    • /
    • pp.129-138
    • /
    • 2009
  • The XRF core scanner was used, to analyze high resolution chemical elements in deep sea sediment cores from Clarion-Clipperton fracture zone of the northeastern Pacific. Comparison of data estimated by the XRF core scanner with ICP-AES showed relatively weak correlation coefficients between elements (especially Ba, Pb, Sr, Zr) except for Mn contents ($r^2$ > 0.89). However down-core variations of most elements seemed to be well matched each other and furthermore, XRF core scanner data reflected changes of sedimentary facies characterized by sediment colors. Mn/Al ratio dramatically changed at boundaries of facies in BC08-02-05 and BC08-02-13 but progressive changes occured in BC08-02-02, BC08-02-09 and BC08-02-10 where the sediments have been affected by bioturbations. The difference of Mn/Al ratio in each facies (Facies I, Facies II, Facies III) has been caused by redox condition of depositional environment. Vertical change of Mn/Al ratio were divided into two types probably affected by activities of benthic organisms in the study area.

Effects of Mentoring Senior Core Fundamental Nursing Skills Education on Clinical Competence and Critical Thinking Disposition in Nursing Students (핵심기본간호술 선배멘토링교육이 간호대학생의 임상수행능력과 비판적 사고성향에 미치는 효과)

  • Lee, Yeong-Ran;Kang, Hyun-Lim
    • Journal of Digital Convergence
    • /
    • v.14 no.11
    • /
    • pp.441-448
    • /
    • 2016
  • The purpose of this study was to identify the effects of mentoring senior core fundamental nursing skills education on clinical competence and critical thinking disposition in nursing students. The research design was a one group pre-posttest design and the participants were 57 nursing students. The contents consisted of 3 core fundamental nursing skills of vital sign, nelaton catheterization and subcutaneous injection and total duration of 6 hours. Mentoring seniors conducted to rapport forming & education and evaluated them after exercise and evaluation under the guidance of professor. Data were collected using self-administered questionnaires in pre-test and post-test, the collected data were analyzed using paired t-tests. The result shows the scores of clinical competence and critical thinking disposition were increased significantly after mentoring senior core fundamental nursing skills education in nursing students. The results indicate that this study was effective in improving nursing students clinical competence and critical thinking disposition in core fundamental nursing skills and is expected to be utilized in nusing practice education. Additional studies including those on control groups are recommended to compare difference between the experimental group and control group.

Adult Certification System on Mobile RFID Service Environments (모바일 RFID 서비스 환경에서의 성인 인증 시스템)

  • Kim, Young-Soo;Park, Nam-Je;Hong, Do-Won;Won, Dong-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.1
    • /
    • pp.131-138
    • /
    • 2009
  • This paper is about adult certification on Mobile RFID Service Environments coming through the combination of RFID(Radio Frequency IDentification) technology, as the core technology of ubiquitous environments, and mobile telecommunication technology. To overcome the shortcoming of simple adult certification on current internet, we suggest a framework for content-based classification and propose an adult certification system using it. At first, we explain conventional methods for adult certification, and show a criteria of content-based classification for preventing an exposure of adult contents from minors. Additionally, we describe data structure and system for the proposed adult certification on mobile RFID environment, and finish it with concluding remarks.

Innovation of Neighborhood Community Center through ICTs Aided Intelligent Space Design Contents (지역커뮤니티를 위한 ICT 기반의 커뮤니티센터 디자인에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon;Kim, Ho;Fan, Qiangqiang
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.270-282
    • /
    • 2016
  • A community center is situated near the residential areas and is the public facility that acts as the core of local cultural activities. A community center, as the general cultural activities increases, is transforming into a facility that promotes the community restoration and living convenience such as welfare, sports, art activities, and education etc. beyond location of simple leisurely activities. This study considers local residents' accessibility through the renovation of preexisting community center.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2004.11a
    • /
    • pp.91-100
    • /
    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

  • PDF