• Title/Summary/Keyword: Internet media industry

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Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

Machine-to-Machine (M2M) Communications in Vehicular Networks

  • Booysen, M.J.;Gilmore, J.S.;Zeadally, S.;Rooyen, G.J. Van
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.2
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    • pp.529-546
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    • 2012
  • To address the need for autonomous control of remote and distributed mobile systems, Machine-to-Machine (M2M) communications are rapidly gaining attention from both academia and industry. M2M communications have recently been deployed in smart grid, home networking, health care, and vehicular networking environments. This paper focuses on M2M communications in the vehicular networking context and investigates areas where M2M principles can improve vehicular networking. Since connected vehicles are essentially a network of machines that are communicating, preferably autonomously, vehicular networks can benefit a lot from M2M communications support. The M2M paradigm enhances vehicular networking by supporting large-scale deployment of devices, cross-platform networking, autonomous monitoring and control, visualization of the system and measurements, and security. We also present some of the challenges that still need to be addressed to fully enable M2M support in the vehicular networking environment. Of these, component standardization and data security management are considered to be the most significant challenges.

The Emergence of New Media and Its Effects on the Popular Music Industry (뉴미디어의 출현이 대중음악산업에 미치는 영향)

  • Choi, Hwanho;Chung, Jaekwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4769-4783
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    • 2013
  • The Internet has had a significant impact on the operations of record companies and has transformed the role of music consumers. Active music consumers are regarded as not just consumers but also co-creators and innovators who create value; therefore, firms need to create environments in which they can learn from consumers. Prior studies exist on the effects of the Internet on the music business, including its structure and culture. However, these studies did not focus on exploring how the relationship between record labels and consumers changed, how networked music consumers influence value creation and how record labels are responding, and the difficulties from using and the drawbacks of interactive media and new business models in the music market. This study investigates these issues through interviews.

A Study on the Regulatory Standards and Rationale of OTT Adoption (OTT 도입의 규제 기준과 근거에 대한 연구)

  • Kim, Hee-Kyung;Do, Joonho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.141-148
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    • 2022
  • New services such as OTT have appeared, and the value chain of the media industry has formed a complex terrain, and new problems have arisen in terms of fair competition between operators and user protection. However, the problem of introducing OTT under the existing law that classifies services by physical characteristics and technical elements of the network has been criticized in terms of hindering industrial activation due to excessive regulation. The introduction of the new regulatory system has been delayed for a long time despite the dissatisfaction of stakeholders and attempts to legislate

Studies on the Demands of Development Program of Silver Industrial Professionals in the Northern Gyeonggi-do Area (경기 북부 실버관리인력 양성 과정에 관한 수요도 조사)

  • Choi, Byung-Bum;Kim, Sung-Hoo;Lee, Young-Joo;Yu, Jin-Hyun
    • The Korean Journal of Food And Nutrition
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    • v.21 no.4
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    • pp.583-591
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    • 2008
  • The principal objective of this study was to assess the demands of the development program of silver health care professionals for elderly individuals residing in the Northern Gyeonggi-do area. To this end, a survey was conducted to investigate college students and employees related with elderly individuals in the area regarding their recognition, interest, and involvement in the labor training program. In the case of college students, the health education they had received was only 1 to 2 hours, from a school lecture(35%). The content of health education they desired was exercise(34%) and stress management skills(28%). The sources of health information they received included mass media(77%) and the internet(12%), and they trusted the information they received from health professionals(45%), and the mass media(34%). In the case of health professionals who were working at silver care facilities, the sources of health information to which they had access were mass media(51%), internet(14%), reliable health professionals(56%), mass media(22%), and books related to health (18%). The principal issues they reported as being relevant to the elderly were dementia(39%), hypertension(14%), arthritis (11%), and they reported that the most important personnel for elderly in the future would be care managers(44%), and care helpers(21%). 88% of subjects believed that there was a need for a silver welfare integrated information system. 43% of subjects used the internet, 77% of them required in-service training programs for the welfare of the elderly. Via this developmental program of silver health care professionals, a variety of new job opportunities can be provided in the future, and a program related to the silver service industry must be established as soon as possible.

Suggested social media big data consulting chatbot service for restaurant start-ups

  • Jong-Hyun Park;Jun-Ho Park;Ki-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.68-74
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    • 2023
  • The food industry has been hit hard since the first outbreak of COVID-19 in 2019. However, as of April 2022, social distancing has been resolved and the restaurant industry has gradually recovered, interest in restaurant start-ups is increasing. Therefore, in this paper, 'restaurant start-up' was cited as a key keyword through social media big data analysis using TexTom, and word frequency and cone analysis were conducted for big data analysis. The keyword collection period was selected from May 1, 2022, when social distancing due to COVID-19 was lifted, to May 23, 2023, and based on this, a plan to develop chatbot services for restaurant start-ups was proposed. This paper was prepared in consideration of what to consider when starting a restaurant and a chatbot service that allows prospective restaurant founders to receive information more conveniently. Based on these analysis results, we expected to contribute to the process of developing chatbots for prospective restaurant founders in the future

Changes in the marketing direction and form of exhibitions using social media

  • Im-yeoreum Kim;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.268-272
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    • 2023
  • With the development of SNS, companies and individuals are actively marketing through social media to develop their own products. It is also important to post posts promoting on simple SNS or to show a lot of exposure using algorithms, but customers upload reviews or proof shots of the product on their own, naturally increasing the exposure of the product and increasing the purchasing power of potential customers. As the number of products that users want to purchase through SNS is increasing, they want to access and purchase not only tangible products such as goods and food, but also intangible services through SNS. In this paper, we would like to study exhibitions that have both tangible and intangible characteristics. SNS accounts that mainly introduce these products by searching for reviews have been created while spending leisure time such as exhibitions and fairs, reducing the hassle of searching for personal interests on search engines, and providing prices and reviews from the exhibition's schedule, lowering entry barriers and increasing purchasing power. Using this point, many exhibitions not only display works, but also open various experience centers, and create a photo zone or a unique exhibition hall atmosphere to attract many customers. In this study, we study the impact of SNS on the leisure culture of exhibition. The marketing direction in the situation where SNS marketing is becoming the mainstream is presented, and the change in the form of exhibition is described and presented as an academic approach.

Digital Technology Facilitating the Fusion of Video Games and Films (디지털 기술의 발전 아래 전자 게임과 영화의 융합 연구)

  • Li, Juan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.71-82
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    • 2019
  • Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.

Differences in Advertising Responses and WOM Communication by Consumption Orientation (소비 성향 척도 개발 및 소비성향 집단의 마케팅 커뮤니케이션 반응의 차이)

  • Kim, Seon-Sook
    • Fashion & Textile Research Journal
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    • v.14 no.3
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    • pp.381-389
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    • 2012
  • This study presents a marketing communication strategy from the aspect of new consumption orientation. Consumer preference on ads media, on-line ads media, and WOM usage were examined for new consumption orientation groups. This study was executed in a question survey format. A total of 182 questionnaires were obtained and data were analyzed by PASW 18.0 and AMOS 7. The results were as follows. First, 8 types of consumption orientation factors were revealed; 'impulsive purchase', 'promotion oriented', 'social contribution', 'passive conformity', 'innovative', 'conspicuous', 'rational', and 'environmental conservation'. Then 4 groups were formed, 'Rational & Positive', 'Conspicuous Conforming', 'Positive Social Interested' and 'Low Price Oriented'. Second, communication responses were analyzed through consumption orientation groups. The 'Rational & Positive' group responded positively to every type of advertising media (especially new media). The 'Conspicuous Conforming' and 'Positive Social Interested' groups preferred traditional media such as TV, radio, and magazines; in addition, the 'Low Price Oriented' group liked only online banner ads. For WOM preference, the 'Rational & Positive' and 'Positive Social Interested' group preferred verbal consumer information like WOM. In distribution types, the just 'Positive Social Interested' group revealed a significant result for internet shopping malls. The results from this study will help establish marketing communication strategies based on the features of consumption orientation.

A Study of the Mimesis in Media Costume Design (미디어의상 디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.309-320
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    • 2011
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in media costume design. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for media costume design. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and media DVD, video, fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the external representation mimesis, the internal symbol mimesis and the multiful meta mimesis. In media costume, the representation mimesis included design historical point of view, a period that of 1900s and ancient representation mimesis. The internal mimesis included symbol of religion, character, riches, psychology and fear mimesis. The multiful meta mimesis included hybrid and distortion mimesis. Analysis on the mimesis expressed in media costume design fashion may provide an excellent method for understanding human aesthetic in costume.