• Title/Summary/Keyword: Internet media industry

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A Study on the Meaning of The First Slam Dunk Based on Text Mining and Semantic Network Analysis

  • Kyung-Won Byun
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.164-172
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    • 2023
  • In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.

Change in Market Issues on HMR (Home Meal Replacements) Using Local Foods after the COVID-19 Outbreak: Text Mining of Online Big Data (코로나19 발생 후 지역농산물 이용 간편식에 대한 시장 이슈 변화: 온라인 빅데이터의 텍스트마이닝)

  • Yoojeong, Joo;Woojin, Byeon;Jihyun, Yoon
    • Journal of the Korean Society of Food Culture
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    • v.38 no.1
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    • pp.1-14
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    • 2023
  • This study was conducted to explore the change in the market issues on HMR (Home Meal Replacements) using local foods after the COVID-19 outbreak. Online text data were collected from internet news, social media posts, and web documents before (from January 2016 to December 2019) and after (from January 2020 to November 2022) the COVID-19 outbreak. TF-IDF analysis showed that 'Trend', 'Market', 'Consumption', and 'Food service industry' were the major keywords before the COVID-19 outbreak, whereas 'Wanju-gun', 'Distribution', 'Development', and 'Meal-kit' were main keywords after the COVID-19 outbreak. The results of topic modeling analysis and categorization showed that after the COVID-19 outbreak, the 'Market' category included 'Non-face-to-face market' instead of 'Event,' and 'Delivery' instead of 'Distribution'. In the 'Product' category, 'Marketing' was included instead of 'Trend'. Additionally, in the 'Support' category, 'Start-up' and 'School food service' appeared as new topics after the COVID-19 outbreak. In conclusion, this study showed that meaningful change had occurred in market issues on HMR using local foods after the COVID-19 outbreak. Therefore, governments should take advantage of such market opportunity by implementing policy and programs to promote the development and marketing of HMR using local foods.

A OTT content data analysis technique on a PC environment (PC 환경에서의 OTT 콘텐츠 데이터 분석 방법)

  • Chanwoo Lee;Junyoung Heo
    • Smart Media Journal
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    • v.13 no.2
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    • pp.62-67
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    • 2024
  • Due to technological advancements in viewing devices and the COVID-19 pandemic, a lot of OTT-only content is being produced and distributed as people shift from traditional movie theater viewing and broadcasters' fixed TV viewing to free-form OTT viewing using wired and wireless internet. As a result, the ability to leverage data from OTT audiences has become critical to the competitiveness of the industry. However, third parties other than OTT content providers are facing difficulties in acquiring OTT viewer data. In this paper, as a way to overcome the shortcomings of existing viewer data acquisition, we propose a method to extract audio and video data by developing an OTT viewing data acquisition agent using Web APIs by adopting a web browser environment that does not affect the performance of OS and viewing devices, so that third-party companies that need viewing data can utilize it.

Evaluation Method of Big Data Efficiency (빅 데이터의 효율성 시험 평가 방법)

  • Yang, Hyeong-Sik;Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.31-39
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    • 2013
  • Recently, integration between social media and the industry has been expended, and as the usage of Internet through various smart devices of not only the existing PC but also smart phone, tablet PC and so on, a lot of unstructured data has occurred, leading to increased interest on big data system. According to the institutes which specialize in market research, the data amount is predicted to increase by 9 folds in the next 5 years when compared to the present, and the big data market is also expected to grow bigger. This dissertation evaluates the efficiency test of big data through analysis on the requirements by identifying and fragmenting the items of efficiency quality evaluation that big data should be equipped with.

The Influence of Popular Culture in the Fashion Politics Phenomenon of Leader (리더의 스타일에 표현된 패션 폴리틱스 현상이 대중문화에 미치는 영향)

  • Kim, Mikyung
    • Journal of Fashion Business
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    • v.16 no.5
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    • pp.88-105
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    • 2012
  • The purpose of this study is to examine the influence of popular culture in fashion politics phenomenon of leader. As study methods the literature study concerning fashion phenomenon and nature of popular culture were used for theoretical background and visual data from magazine, news paper, and internet were used for exploratory study. The results of this study are as follows. First, fashion politics phenomenon of leader in fashion merchandising through the marketing strategy is characterized as commercial profit. These characteristics enable the fashion industry and popular culture affect the formation to provide opportunity. Second, the fashion politics phenomenon of leader projected through mass media are the fashion icons and strong role models that are copied by consumers, conformity the popular, set a powerful fashion trend. The conformity by the mechanism of the interaction of the public will contribute to the formation of popular culture. Third, Semotics symbolism expressed in the fashion politics phenomenon of the leader, the intended message is communicated to the public by creating a positive image. Positive image of the leader of the public support and acceptance is the power to create.

The Expression Characteristics of the Fantastic Reflected on the Contemporary Fashion (현대패션에 반영된 판타스틱(The Fantastic)의 표현특성)

  • Kim, Dong-Ok;Choi, Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.4
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    • pp.396-407
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    • 2011
  • Various media are expanding the fantastic expression methods and sphere wider than now. As an intermediate for expressing fully self-desires, fashion of the day has surfacing an important concept called fantastic that does not exist and surpasses reality in expressing the ideal body of a desiring body. Goth and cospre are personal expressions of movie costumes that visualize virtual reality as representative of fantastic fashions. The fantastic is a modem concept putting together SF, fantasy, magical realism, fable, and surrealism. Studies in fashion fields related to fantastic have treated fantastic illiberally and peripherally owing to the centering on the SF genre or fantasy. The thesis that dealt with an important fashion as an external favorite as well as the socio-cultural contents of the expressed body in genre expression remains inadequate. In research methods, this study carried out theoretical reviews on the concept and characteristic of the fantastic through literature data that includes local and international theoretical books, monographs, and dissertations that are related to the fantastic. The experimental analysis was executed by collecting fashion works shown after 2000 and included in special fashion editions, collection magazines, Internet materials, and monographs. The results show that the categorization of expression characteristic (according to fantastic spheres) appeared as 5 kinds such as uncanny borderline, cyborg grotesque, heroic superman, myth allegory, and unconscious meaninglessness.

A Study on the e-Business Marketing Strategy of Digital Age (디지털 시대의 효율적인 e비지니스 마케팅 전략에 관한 연구)

  • 조원길
    • The Journal of Information Technology
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    • v.3 no.4
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    • pp.89-105
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    • 2000
  • Electronic commerce includes the tasks that support the buying and selling of goods and services, and interactions among those tasks. Electronic commerce enables companies to close stores, reduce inventory requirements, and distribute products over the internet. Electronic commerce can simplify communication and change relationships The expanding global e-marketplace has triggered an evolution with powerful implications. The introduction of interactive media and the online environment has made real-time, customized one-to-one advertising, marketing and commerce possible. I-marketing is the most rapidly growing channel being explored today. Users of this expanding medium include a range of service providers, publishers, marketers of music, s/w, other products that cross an increasing number of industry lines. Thus, the opportunities for e-business marketing strategy, and new businesses based on interactivity and sophisticated database technology are vast. This study explores the e-business marketing strategy of digital age. Strategic e-marketing can harness the power of today's technology to propel a company of any size farther into the worldwide market than ay any other time in history, increasing potential profits and productivity.

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Method of Related Document Recommendation with Similarity and Weight of Keyword (키워드의 유사도와 가중치를 적용한 연관 문서 추천 방법)

  • Lim, Myung Jin;Kim, Jae Hyun;Shin, Ju Hyun
    • Journal of Korea Multimedia Society
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    • v.22 no.11
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    • pp.1313-1323
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    • 2019
  • With the development of the Internet and the increase of smart phones, various services considering user convenience are increasing, so that users can check news in real time anytime and anywhere. However, online news is categorized by media and category, and it provides only a few related search terms, making it difficult to find related news related to keywords. In order to solve this problem, we propose a method to recommend related documents more accurately by applying Doc2Vec similarity to the specific keywords of news articles and weighting the title and contents of news articles. We collect news articles from Naver politics category by web crawling in Java environment, preprocess them, extract topics using LDA modeling, and find similarities using Doc2Vec. To supplement Doc2Vec, we apply TF-IDF to obtain TC(Title Contents) weights for the title and contents of news articles. Then we combine Doc2Vec similarity and TC weight to generate TC weight-similarity and evaluate the similarity between words using PMI technique to confirm the keyword association.

Development of Web Pages for Consumer Education on Health Claims on Health/Functional Food

  • Kang, Eun-Jin;Kim, Gun-Hee
    • Food Quality and Culture
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    • v.3 no.2
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    • pp.82-88
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    • 2009
  • This study developed learning content and web pages providing information on Health/Functional Food (HFF) for consumers who come across information indiscriminately from a variety of advertising media such as the Internet and TV. After coming to an understanding of the current situation through literature review and fact-finding, we collected information and commercials on HFF that are exposed to consumers. Focusing on advanced countries such as the U.S. and Japan, we examined the current status of consumer education programs, especially in terms of HFF industry. Further, we referred to the guidelines for consumer education provided by the U.S. Food and Drug Administration and monitored the information from a web site that sells dietary supplementary products in the U.S. In addition, we surveyed consumer information on foods for special health use provided by the Japanese National Institute of Health & Nutrition, and investigated a DB of raw materials of function food (functionality/safety documents). Upon a literature review, the 13 functions of HFF were classified. As a result of conducting interviews with consumers, we developed content that was fit for consumers' perspectives. Through this research, we established a web page to enable people to search for information by function and then by raw material. After searching for information by raw materials, searching products by raw materials can be done in cooperation with E-marketplace. Subsequently developed content and education programs were offered on an HFF web page, which has been in operation since 2005. Therefore, it is expected that appropriate information on HFF will be available.

A Study on Possible Effective Application of CRM in Games (CRM의 게임으로의 효율적 접목 가능성에 관한 연구)

  • Chee, Myung-Koo
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.71-77
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    • 2006
  • Many computer game developers and marketers have adopted diverse internet technologies to raise customers' interest in their websites and communities in order to take fragmentary customers' information. In this paper, we suggest why and how CRM(customer relationship management) could be effectively applied to game industry. CRM system is a systematic management model which properly manages the interactive information drawn between customers and the games. This study on CRM system in games covers 1) components of CRM, 2) customers' features in games, 3) CRM's application in games.

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