• Title/Summary/Keyword: Creators

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A Study on the Concept and Characteristics of Metaverse based NFT Art - Focused on <Hybrid Nature> (메타버스 기반 NFT 아트 작품 사례 연구 - <하이브리드 네이처>를 중심으로)

  • Bosul Kim;Min Ji Kim
    • Trans-
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    • v.14
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    • pp.1-33
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    • 2023
  • In the Web 3.0 era, the third generation of web technologies that uses blockchain technology to give creators ownership of data, metaverse is a crucial trend for developing a creator economy. Web 3.0 aims for a value in which content creators are compensated from participation without being dependent on the platform. Blockchain NFT technology is crucial in metaverse, a vital component of Web 3.0, to ensure the ownership of digital assets. Based on the theory that investigates the concept and characteristics of metaverse, this study identifies five features of the metaverse based NFT art ①'Continuity', ②'Presence', ③ 'Concurrency', ④'Economy', ⑤ 'Application of technology'. By focusing on metaverse based NFT art <Hybrid Nature> case study, we analyzed how the concepts and characteristics of the metaverse and NFT art were reflected in the work. This study focuses on the concept of NFT art, which is emerging at the intersection of art, technology and industry, and emphasizes the importance of finding creative, aesthetic, and cultural values rather than the NFT art's potential for financial gain. It is still in its early stage for academic studies to focus on the aesthetic qualities of NFT art. Future academics and researchers can find this study to gain deeper understanding of the traits and artistic, creative aspects of metaverse based NFT art.

Local Creators and Local Entrepreneurship in Perspective of Creation Process of Local Contents with Focus on H University (로컬콘텐츠 탄생과정 측면에서 살펴본 로컬크리에이터와 로컬기업가정신: H대학 사례)

  • Junghee Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.2
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    • pp.13-25
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    • 2024
  • Local decline can be caused by business closures or the departure of the youth. Most countries have been striving to overcome regional inequality through local or community entrepreneurship using assets or contents obtained from differentiated and original embedded resources. The purpose of this study is to conceptualize local contents and local entrepreneurship. To reach the research goals, this paper utilizes the grounded theory as qualitative methodology. From the main findings, this paper suggests that entrepreneurship in the local is influenced by informal alley or specific location (regions) institution outputs so called as local contents which are local norm, culture, local identities. This paper conceptualizes local contents as 'product of creative scenario'. And this work also suggests the liner model for local content innovation. The contribution of this work are two: 1) showing how the local content creation process; 2) analyzing the how local entrepreneurship configures. It can be inclusive potential startups items rooted at the unique resources and assets of the locals and reflecting the originality of locality. In terms of local institutional perspectives, local development takes pace when advancing application of local entrepreneurship. In order for that, practical challenging is more needed by using informal local institutions. Also 'three step linear model' will be applied to educate the new creators. Local contents and local entrepreneurship can definitely rehabilitate locality.

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An Empirical Investigation of the Impact of Customer Learning on Customer Experience in the Context of Knowledge Product Use

  • KIM, Yong Jin;YIM, Myung-Seong
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.12
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    • pp.969-976
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    • 2020
  • The role of customers has changed from that of passive users to value co-creators. Therefore, it is important to understand how customer learning takes place and how it affects customer experiences with services and products. However, while past studies insist on the importance of the issues in designing customer experiences, they do not empirically address these issues. This study investigates the support processes for customer learning, and their impact on customer learning, which in turn influences customer experience. To test the hypotheses, we employed the survey method. Target informants were the actual users of Apple iPods. A total of 200 survey questionnaires were distributed and 146 were collected. Among these, seven erroneous responses were excluded, leaving 139 usable ones. The proposed model was empirically analyzed using the Covariance-based SEM (Structural Equation Modelling) technique. The findings of this study suggest that, among the three support processes in customer learning, learning-by-doing support and learning-by-investment support positively affect customer learning, which influences customer experience. This study contributes to the literature by identifying different types of support for different kinds of customer learning processes and by empirically testing the impact of the support for the process on customer learning, and in turn, its impact on customer experience.

Research on the OASIS, a Web Archive in Korea (웹 아카이브 OASIS에 관한 고찰)

  • Yoon, Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.2
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    • pp.5-27
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    • 2010
  • The purpose of this research is to examine the characteristics and problems of OASIS, a web archive, developed and operated by the National Library of Korea, and then to propose how to improve the quality of its contents. An analysis of the contents in 'Literature' and 'Social Sciences' in the OASIS website shows problems, including low quality of some contents, lack of balance in subjects and creators/publishers, duplicate collections of web documents and web sites, lack of currency and evidence of unique or scholarly value of collected web resources, etc. Suggested are the use of 'real-name' of subject specialists to ensure their responsibilities in selection process and the addition of metadata elements to evidence the appropriate application of selection criteria.

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

A study on the Development of Ubiquitous Performance (유비쿼터스 퍼포먼스의 발전과정에 대한 고찰)

  • Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.123-127
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    • 2010
  • Innovation in technology has changed the form and meaning of performance work and its appreciation in its long history. Applied to performance art, the concept of digital media and ubiquitous also created new implications in aesthetics and technology. As a matter of fact, new elements of ubiquitous performance- new relationship between creators and the audience and the extension of the notion of 'audience'- are not newly introduced. These elements have been tried throughout hundreds years of performance history and is far more developed thanks to digital communication. In this study, we will discuss how these elements have been developed from the earlier text-based ubiquitous performance to 3D virtual world and contributed to the construction of the virtual culture.

Digital Curation Strategy for University Library Service (대학도서관 서비스의 디지털 큐레이션 전략)

  • Ahn, Young-Hee;Park, Ok-Wha
    • Journal of Korean Library and Information Science Society
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    • v.40 no.4
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    • pp.311-326
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    • 2009
  • This study is to identify the concept of the digital curation, archiving and preservation resulted in the development of digital information resources, and is to suggest the roles and strategies of the digital curation in university library based on the lifecycle information process of the digital information resources and the examples of the digital curation from domestic and aborad. I have designed a curation model and the preservation of the digital resources in university library by using creators, curators, and users who stand on the basis of the lifecycle. As a result, I have built up a system that is to be a basis to share resources and cooperation among universities.

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An Analysis of the Contents of OASIS, the National Web Archive in Korea (웹 아카이브 OASIS 수집 콘텐츠의 분석)

  • Yoon, Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.45 no.4
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    • pp.45-65
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    • 2014
  • The purpose of this research is to examine the characteristics and current status of OASIS, a web archive, developed and operated by the National Library of Korea. From December 2013 to November 2014, an analysis of a numerical growth and subject distribution of 55,581 websites archived at OASIS shows many problems in quality, including an overwhelming proportion of 'Social Science' and its subclass 'Politics', consequential lack of balance in subject distribution, lack of authority or scholarly value of some contents, unclear application of selection criteria for personal creators/publishers, and inaccurate and overlapping statistics. Despite an impressive growth in quantity, immediate improvement of selection policies and quality control is needed.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

Protecting Copyright Owners in Nigeria: A Panacea for Intellectual Development

  • Owushi, Emmanuel
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.1
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    • pp.21-34
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    • 2020
  • The paper looks at protecting copyright owners in Nigeria: a panacea for intellectual development. A descriptive survey design was adopted in carrying out the study. The sample size for the study was 112. Three research objectives guided the study. The study utilized a self-developed questionnaire for data collection. A total of 112 copies of the questionnaire were distributed to librarian and lecturers, out of which 108 copies were duly filled and returned, representing 96.4%. The collected data was arranged in frequency and analyzed using percentage and mean score. The findings revealed that protection of copyright will encourage creators of intellectual works, and that if authors are well remunerated there is likelihood of adequate availability of various publications to meet information needs of Nigerians. The result showed that the right to intellectual properties is one of the ways to encourage intellectual development. The finding revealed that copyright protection provides security for intellectual product and does not negatively affect the availability of intellectual materials. Based on the research findings, it was recommended that owners of intellectual property deserve good earnings for their intellectual works in order to promote Knowledge proliferation and availability so as to meet the reading needs of the citizens at the various levels. The study also recommended that all cases relating to copyright violation in our courts should be summarily dealt with. The study advocated that the provision on the punishment should be reviewed such that it could deter people from infringing on authors rights.