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Human Embryo Research and Tort Liability (배아연구와 불법행위책임)

  • Seo, Jong-Hee
    • The Korean Society of Law and Medicine
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    • v.12 no.1
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    • pp.227-255
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    • 2011
  • Recently, many nations said "yes" to human embryonic stem cell research, signing an executive order to permit funding for the research in the mame of achieving health and life of humankind. Human Embryo Research is permitted by our Bioethics & Biosafety Act. But, illegal research cannot be divorced from civil liability since it requires the destruction of eggs of fertilized eggs and personal rights of embryo-creator. After all, though we allow to do research embryo, we should control the capacity of abuse of embryo research for embryo-creator. If research violate the law(Bioethics & Biosafety Act or Civil Law, etc), it comes to a delict by pecuniary loss and non-pecuniary loss. When it comes to pecuniary loss, Human Embryo is not body but special property. Supreme Court maintained a stance that mental suffering is generally deemed as compensable for damages for the loss of property where a person's property right is invaded by a tort or non-performance of obligation. Thus, where mental suffering occurs, which cannot be compensated by recovery of property losses, the situation must be a special circumstance and the injured could claim consolation money for such losses only if the offender knew or would have known of such special circumstances(Supreme Court Decision 96Da31574 delivered on Nov, 26, 1996, etc.). That is to say, Supreme Court regards mental suffering through person's property right invaded by a tort as damages that have arisen through special circumstances. According to Civil law article 393 (2), the injured could claim consolation money for such losses only if only if the offender had foreseen or could have foreseen such circumstances. Also our court will solve through damages for non-pecuniary loss by complementary function of consolation money in that pecuniary loss could be difficult to valuate.

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An Empirical Analysis on the Success Factors of Crowdfunding: Focusing on the Movie Category Project (크라우드펀딩 성공요인 실증분석: 영화 분야 프로젝트를 중심으로)

  • Lee, Do-Yeon;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.13-22
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    • 2020
  • This study aims to find out success factors of crowdfunding on movie projects. For empirical analysis, we collected 583 data of the movie projects from the crowdfunding platform 'Tumblbug'. To figure out the success factors, we examined effects of 10 independent variables on 1 dependent variable. The independent variable includes target amount, project information, reward options, creator funding power, editor recommendation, creator contents power, movie type, number of comments, number of replies, and number of SNS information. The final achievement rate of crowdfunding was set as dependent variable. This study found that the target amount, number of text information, number of video information, editor recommendation, number of backers' reply, and number of SNS information had a significant impact on the achievement rate of the movie crowdfunding project. This study has implications in that it has discovered a variable of editor recommendation and the number of SNS information, and both of them have a positive effect on crowdfunding achievement.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.562-582
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    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.

How to Prove the Identity of Artist When Creating Non-fungible Tokens (대체불가능 토큰을 생성할 때 어떻게 예술가의 신원을 증명할까?)

  • Kim, Taekyung;Yang, Ji Yeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.669-676
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    • 2022
  • Non-fungible tokens (NFTs) have the advantage of being able to reliably manage details after minting, but how can ideas be protected before being converted to NFTs? The use of NFTs to increase the value of digital assets is increasing, but the problem of creating and selling NFTs without the consent of the creator is also increasing. Existing methods for protecting creators include a method of using a traditional authentication system and a method of using a social network, but each has limitations. Therefore, in this study, an identity token utilization method is proposed as a way to supplement the existing limitations. When an identity token is used, a certified NFT is issued through an existing identity authentication authority, so the verification of the authenticity of the token becomes clear. In addition, in inheritance and transfer, it becomes possible to respond to legal problems related to the transfer of creative rights.

Comparison of Characteristics of Meta-Fashion and Real Fashion to Predict the Expansion and Direction of the Meta-Fashion Market -Focused on Gen Z Creators' ZEPETO Studios and Online Shops- (메타패션 시장 확장을 위한 메타패션과 실제패션 특성 비교와 그 방향성 예측 -Z세대 크리에이터의 제페토 스튜디오와 온라인 쇼핑몰을 중심으로-)

  • Yoojeong Park;Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.50-65
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    • 2024
  • By analyzing the style of creator avatars in the world of Metaverse, which is emerging as a fourth-generation social media platform, this study aims to identify the meta-fashion tastes of Generation Z (Gen Z) creators (born in the late 2010s and early 2020s) and to analyze the extent to which current trends in the fashion market are influencing meta-fashion. The research method uses a case study to compare meta-fashion and current fashion trends. First, five Gen Z fashion creators on ZEPETO were selected to analyze the meta-fashion styles presented by this group. In the end, a total of 100 fashion styles were analyzed by combining 50 items each from the current meta-fashion and real fashion trends. The fashion styles were found to be hip-hop, easy-casual, punk, lovely feminine, and sexy, and the main fashion items were analyzed as jeans, hip-hop style pants, sneakers, tight crop tops, dresses, tattoos, chain accessories, and dyeing. Meta-fashion is the emergence of items similar in shape to those popular in the current fashion market, but are more exaggerated or show off the human body than actual fashion items.

Vivienne Westwood in Context and Englishness in Her Work

  • Choi, Kyung-Hee
    • The International Journal of Costume Culture
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    • v.8 no.2
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    • pp.61-70
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    • 2005
  • A representative British designer, Vivienne Westwood's work. world from radical punk style to aristocratic historical dress is explored in context in terms of Englishness. National identity opens up into the process of mobilization of collective sentiment in the national context, unlike nationalism, and Englishness signifies the idea or emotion of England in contrast with Britishness, the political constructor influenced by geographical aspects. There is no doubt that Vivienne Westwood is central to ideas about creativity and originality in English design on subculture. However, in evaluating a designer and her work we should consider the entire context surrounding her from a broader view, rather than arguing only her own ingenuity. In this article, through reconsidering her originality in the historical reference as well as the resistant punk style in aspect of fluid national identity, I show a case of a constituted Englishness, forged by Vivienne Westwood as a cultural creator of national identity. Vivienne Westwood's case hints the complexities of national culture, which constantly shifts, translating her understandings of history and culture into fashion in her contemporary insight and glamorous ways.

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Design of Digital Item Management Model for Interactive Video based on SOA (SOA 기반의 양방향 동영상을 위한 디지털 아이템 운용 모델 설계)

  • Oh, Jung-Min;Kim, Kyung-Rok;Choi, Wan;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.274-275
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    • 2010
  • 디지털 기술의 발달로 콘텐츠 서비스 방식에 대한 융복합화 현상이 두드러진다. 플랫폼, 네트워크, 디바이스 등의 발달과 함께 이루어지는 서비스 방식의 다양화는 콘텐츠 제작 및 소비에 있어 사용자의 참여를 가속화시킨다. 최근 들어 동영상 콘텐츠에 양방향성의 특징을 반영하는 서비스가 주목받고 있으며, 이에 따라 양방향 동영상의 확장된 비즈니스 모델을 고려한 신규 서비스 운용 모델이 요구된다. 이에 본 논문은 전자상거래를 지원하기 위한 기본 비즈니스 모델인 Imprimatur Business Model을 기반으로 양방향성이 반영된 동영상 비즈니스 모델을 재정의하고 그 운용에 필요한 구성 요소를 도출하였다. 서비스 운용 모델은 생성, 처리, 소비의 단계를 갖는다. 각 단계별로 세부 운용 요소를 설계하여 운용 시스템과의 연결성을 고려하였다. 이는 XML 다이어그램으로 표현되었으며 디지털 아이템의 생성, 처리, 소비에 필요한 기능을 제어하고 처리할 수 있도록 하기 위해 각 단계별 생성자(creator)와 핸들러(handler)를 정의하였다.

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Anatomizing Popular YouTube Channels of English-speaking Countries

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.42-47
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    • 2020
  • YouTube, the online video streaming platform, has become popular and influential around the globe. Due to the development of science and technology, people without expertise in filming can now easily produce their videos with unique content. Many people are more eager to become a popular YouTube creator because they can earn money by placing commercials or Products in Placement (PPL) in their video clips. However, it is yet unknown what genres of YouTube videos are popular. YouTube creators have their channels where they upload videos of a certain type of genre. This study investigates video genres of the top 250 YouTube channels in English-speaking countries (United States, Canada, United Kingdom, and Australia) using Social Blade, which is a research website. The ranking is set based on the number of times people watched a video ("Video Views"). We handsomely analyze popular genres of the channels and also the YouTube ecosystem, and it will be meaningful for today's new media era.

Children's Concept of Buddha in the Concrete Operational stage (구체적 조작기 아동의 부처님 개념에 관한 조사연구)

  • Baik, Kyung Im
    • Korean Journal of Child Studies
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    • v.11 no.1
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    • pp.29-44
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    • 1990
  • The present study investigated the concept of Buddha in 9- 12- year-old children who were in the concrete operational stage. The concept of Buddha was investigated in the following dimensions:form, competence and role of Buddha, feelings toward Buddha, and prayer to Buddha. Questionaire data were gathered from 143 children attending the Bulkwang Sunday School Statistical analysis was by Chi square. The children perceived Buddha as (1) a statue or a monk living in their mind and in heaven; and (2) unrestricted and superhuman but different from the creator, keeping an eye on them all the time and everywhere. The role of Buddha was perceived as one of giving blessing with good things to those who pray. The children had diverse feelings of awe, thankfulness, fear and anger toward Buddha. Most of the children were confident that Buddha would respond to their prayers but a few showed some doubt. Children in the concrete operational stage were less credulous than those in the pre-operational stage. More than half of the childen reported that they experience the fulfilment of their prayers. The children had deep faith in attaining Buddhahood.

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Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.