• Title/Summary/Keyword: Digital Drama

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An Investigation on Digital Humanities Research Trend by Analyzing the Papers of Digital Humanities Conferences (디지털 인문학 연구 동향 분석 - Digital Humanities 학술대회 논문을 중심으로 -)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.393-413
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    • 2021
  • Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.

A Topic Modeling-based Recommender System Considering Changes in User Preferences (고객 선호 변화를 고려한 토픽 모델링 기반 추천 시스템)

  • Kang, So Young;Kim, Jae Kyeong;Choi, Il Young;Kang, Chang Dong
    • Journal of Intelligence and Information Systems
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    • v.26 no.2
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    • pp.43-56
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    • 2020
  • Recommender systems help users make the best choice among various options. Especially, recommender systems play important roles in internet sites as digital information is generated innumerable every second. Many studies on recommender systems have focused on an accurate recommendation. However, there are some problems to overcome in order for the recommendation system to be commercially successful. First, there is a lack of transparency in the recommender system. That is, users cannot know why products are recommended. Second, the recommender system cannot immediately reflect changes in user preferences. That is, although the preference of the user's product changes over time, the recommender system must rebuild the model to reflect the user's preference. Therefore, in this study, we proposed a recommendation methodology using topic modeling and sequential association rule mining to solve these problems from review data. Product reviews provide useful information for recommendations because product reviews include not only rating of the product but also various contents such as user experiences and emotional state. So, reviews imply user preference for the product. So, topic modeling is useful for explaining why items are recommended to users. In addition, sequential association rule mining is useful for identifying changes in user preferences. The proposed methodology is largely divided into two phases. The first phase is to create user profile based on topic modeling. After extracting topics from user reviews on products, user profile on topics is created. The second phase is to recommend products using sequential rules that appear in buying behaviors of users as time passes. The buying behaviors are derived from a change in the topic of each user. A collaborative filtering-based recommendation system was developed as a benchmark system, and we compared the performance of the proposed methodology with that of the collaborative filtering-based recommendation system using Amazon's review dataset. As evaluation metrics, accuracy, recall, precision, and F1 were used. For topic modeling, collapsed Gibbs sampling was conducted. And we extracted 15 topics. Looking at the main topics, topic 1, top 3, topic 4, topic 7, topic 9, topic 13, topic 14 are related to "comedy shows", "high-teen drama series", "crime investigation drama", "horror theme", "British drama", "medical drama", "science fiction drama", respectively. As a result of comparative analysis, the proposed methodology outperformed the collaborative filtering-based recommendation system. From the results, we found that the time just prior to the recommendation was very important for inferring changes in user preference. Therefore, the proposed methodology not only can secure the transparency of the recommender system but also can reflect the user's preferences that change over time. However, the proposed methodology has some limitations. The proposed methodology cannot recommend product elaborately if the number of products included in the topic is large. In addition, the number of sequential patterns is small because the number of topics is too small. Therefore, future research needs to consider these limitations.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

A Method for Describing the Information of the Broadcasting Program's Time-Slots and Its Application to a Data Service (방송프로그램의 구간 별 부가정보 기술 방법과 이를 활용한 데이터서비스 개발 사례)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.19-25
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    • 2015
  • Although the data service of the digital broadcasting has been regarded as the representative service of the broadcasting and communication convergence, it, however, has failed to gain the popularity with the viewers due to the viewer's viewing modality of focusing only on the TV programs. Based on the experts' opinions that the data service should step up so that using a data service while watching a TV program creates a synergy effect, the paper proposes a method for allowing a data service to utilize the information of a TV program. The method has a tool for describing the information of a TV program's content, which changes as time goes on and provides a mechanism for transmitting the information in the way compatible to the digital broadcasting standard. As an application of the method, with a domestic data service developing company, we have developed a ticker data service that shows the information (e.g., actors, places, sponsors, etc.) of a drama.

The Modern Reader and The Past Literature (현대(現代)의 독자(讀者)와 과거(過去)의 문학(文學))

  • Kim, Kyun-tae
    • Journal of Korean Classical Literature and Education
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    • no.16
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    • pp.5-27
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    • 2008
  • It is not a simple topic how let the modern readers read the past literature in the these days of digital. But even though the changes of the times, we must not let 'the paper-books(the thing written with letters)' disappear because of 'the audio-visual texts(the thing made with digital media as drama-opera, animated cartoon, animated image)'. The Electronic medias should be used so as helping for us to understand contents of the paper-books. Because of them, the paper-books must not be expelled. It is no need certainly for the reading materials to be made with Paper-books. For example, the electronic-books in order to read also would not become problems. Moreover, the electronic-books to be made with various electronic media can also provide the audio-visual materials for readers well to understand contents of the books. For that reason, the electronic-books would be helped to read effectively. Besides after reading the original texts, the readers to try the 'rewriting', with using the meanings for oneself to get from the texts would be able to make a synopsis or story-telling for other art performances. These works are things positively to be stimulated, because of giving the achievement motivations to the readers. To conclude, the audio-texts reading and the visual-texts reading should be developed so that the paper-books to be revitalize. And though the modern readers dislike to read the paper-books, We should try to make the audio-visual texts base on the paper-books. Therefore the paper-books and audio-visual texts are inter-complementary relationships, not competitive relationships.

The Digital & Glocal Strategy of CJ E&M for the Growth of Hallyu (한류 확산을 위한 CJ E&M의 디지털 및 글로컬 콘텐츠 전략)

  • Kwon, Sang-Jib
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.78-90
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    • 2016
  • The contents industry is usually divided into the movie industry, music industry, drama industry and the online digital industry. In Korean contents industry, since mid-1990s CJ E&M (Entertainment and Media) has implemented and continued experimental attempts in order to expand the hallyu contents. On basis of a theoretical background, I designed a case study to investigate the mechanism how the CJ E&M's strategy influences on hallyu growth. This study categorized the strategic direction into two key factors: digital business and glocal (global + local) contents production. Those attempts have made positive effect to the expansion of hallyu contents and creation of growth in CJ E&M. CJ E&M have increased experimental movement through digital platform augmentation, digital contents enhancement, and contents creator promotion strategies. In addition, utilization of local contents expert who provide production services for joint production at overseas markets should also be organized to expand the hallyu contents and growth of CJ E&M. This study suggests that the quality of digital business and glocal contents production have a positive relationship with hallyu contents growth and corporate performance.

Analysis on Determinants of OTT Service Experience and AVOD/SVOD Service Use (OTT 서비스 이용경험 및 유·무료서비스 이용 결정 요인 분석)

  • Lee, Jae Ho;Lee, Sang Un
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.583-591
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    • 2021
  • This paper explores variables that influence the prediction of OTT service experience and free(AVOD)/ paid(SVOD) service use. Research results showed that five variables such as gender, age, personal income, household composition, and e-commerce use experience had a significant impact on identifying OTT service experience and whether to use free or paid services. Also, it was found that the probability of using SVOD increases as they prefer news and drama genres and use OTT services for more time. In summary, those who are relatively young, have a high personal income, and are more adapted to digital environments such as e-commerce are more likely to use SVOD.

The Study on the Efficiency of Smart Learning in the COVID-19

  • Kim, Seong-Kyu;Lee, Mi-Jung;Jang, Eun-Sill;Lee, Young-Eun
    • Journal of Multimedia Information System
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    • v.9 no.1
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    • pp.51-60
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    • 2022
  • This paper raised the need to examine how the online education environment triggered by COVID-19 and the smart learning environment can be established in consideration of the improvement of education and learning through learning analysis. Many studies are being conducted in Korea, and the Ministry of Education is continuously striving to build a smart school by promoting strategies for promoting smart education on the way to a talent powerhouse. Nevertheless, there is no unified definition of smart learning, and it can be seen as customized (individualized) learning using smart devices. However, most of the discussions on the construction of smart schools so far have limitations in that they are limited to physical spaces. Accordingly, the opinions of teachers and learners were not sufficiently reflected in the establishment of the facility. This study intends to study smart learning in various departments. In addition, the subjects students in charge of the co-researcher of this study were analyzed. The total number of subjects was 951, and 434 responded to this study survey. In addition, students were well accepting the online environment, and in the future, regardless of COVID-19, research will be presented to improve mutual communication between professors and students in smart learning.

Case Study of Video Work Connecting with Fans : the TV series Making Full Use of Convention (팬과 소통하는 영상작품의 사례 연구 : 컨벤션(convention)을 적극적으로 이용하는 TV 시리즈 <수퍼내추럴(Supernatural)>)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.145-155
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    • 2015
  • Into the 1990s, there have been changes in perception of pop culture consumers by making a distinction between groups that are active, critical and creative. This study aims to establish a theoretical reasoning for conventions organized and participated voluntarily by fans, which has been especially noticeable in the American subculture for a long time, while investigating how fans and all the parties concerned interact at conventions then to expand the imaginary world. To this end, an analysis has been carried out on the conventions for the particular American TV series of Supernatural. The results show that the reason for this drama series maintaining such enduring vitality as if a living thing is attributable to the special bond of sympathy developed between fans and actors and the following interactions between them. Furthermore, in the aspect of cultural sociology, a piece of work can only be completed through unconstrained interpretation of the work and the resultant recreation by the creator and the receiver, which has been ascertained by this study.

Effect of the VOD Holdback Strategy Change on IPTV and Cable TV VOD Usage (VOD 홀드백 정책 변화가 IPTV와 케이블TV VOD 이용에 미치는 영향)

  • Cho, Sukhyun;Chung, Donghun
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.142-150
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    • 2015
  • This study examines the effect of changes in the content distribution strategy on VOD usage by comparing the VOD usage pattern following the changes in the IPTV and Digital Cable SVOD holdback policy. The result of this study shows that after changing the SVOD holdback from one week to three weeks, the VOD usage decreased up to 50 percent while paid VOD revenue increased as a result of the rise in PPM. The time series analysis shows statistical decrease in the number of SVOD usage, SVOD usage per user, and PPV revenue per user while VOD revenue per user increased significantly. Moreover, SVOD usage within the drama genres such as mini-series, weekend series, weekend special series, and sitcom decreased significantly. This research provides a case study on the effect of the broadcaster's content distribution policy on the VOD user behavior thus proposing broadcasters and platform operators the ways of establishing distribution strategy as well as invigorating the VOD usage.