A number of studies in recent years of have begun to look at the connection between country affinity (an interest in and admiration of a particular country) and a desire to buy the products and services of that country. Country affinity has been shown to be particularly important when consumers lack other sources of information about a good or service. However, except for direct questioning, methods to identify the affinity consumers might have for another country are lacking. This study examines the degree to which attending a movie set in a particular country will be related to an affinity for that country and possibly by extension the goods and services of that country. It is not the goal of this study to suggest that movies create the affinity, but rather that that the affinity will exist for viewers of the films. Two films set in Ireland and featuring Irish actors where shown to audiences composed of Korean students and a small number of Korean adults. As a point of comparison, students in two introductory consumer classes were also asked to complete a similar questionnaire. Four affinity factors were identified from a list of 17 items. Those who attended the historical drama showed a greater affinity for Ireland than those who attended the romantic musical. Affinity for Ireland among Koreans was also meaningful in predicting interest in purchasing Irish products.
Proceedings of the Korea Contents Association Conference
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2008.05a
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pp.494-497
/
2008
DIMPEC, Direct Interactive Motion Picture Electronic Commerce technique is not only that gain additional detail information on the entry properties and actor custom by seeing and hearing VOD and TV drama with internet but also source technology which can buy product using electronic commerce. Also, this is enable to construct in variety platform environment like internet, PDA, MOBILE, Settop box, and this is a technology where competition is very high due to application is possible to satellite DMB, and DMB for ground which is high technology IT. DIMPEC is expected that next generation business model will be formed by combining to user participation, consumption magnification of mobile contents, advancement and intelligence of internet service which is next generation internet business model which combines this technique.
Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
Journal of Korea Multimedia Society
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v.11
no.12
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pp.1765-1774
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2008
Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.
Journal of the Architectural Institute of Korea Planning & Design
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v.35
no.8
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pp.81-88
/
2019
Although small but eye-catching outdoor constructions are generally called follies in contemporary architecture, French landscape researchers found different features of the fabrique, which they called separately from the folly. Unlike the 18th-century English gardens, in which the landscape itself was emphasized more than decorative structures in it, French fabriques actively made the atmosphere of picturesque gardens. In this background, this paper, from the architectural point of view, studied the 18th-century garden theories in both Britain and France, which might influence the formation of the fabrique. Then, it tried to analyze the features of French major picturesque gardens and their fabriques, relating them to painting, drama, and culture. In conclusion, this study, focusing on the relationship between the garden and its fabriques or follies, compared the different features between the English landscape gardens and the French picturesque ones in the 18th century.
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.
Journal of the Korea Institute of Military Science and Technology
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v.27
no.2
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pp.167-176
/
2024
Lip-reading is the task of inferring the speaker's utterance from silent video based on learning of lip movements. It is very challenging due to the inherent ambiguities present in the lip movement such as different characters that produce the same lip appearances. Recent advances in deep learning models such as Transformer and Temporal Convolutional Network have led to improve the performance of lip-reading. However, most previous works deal with English lip-reading which has limitations in directly applying to Korean lip-reading, and moreover, there is no a large scale Korean lip-reading dataset. In this paper, we introduce the first large-scale Korean lip-reading dataset with more than 120 k utterances collected from TV broadcasts containing news, documentary and drama. We also present a preprocessing method which uniformly extracts a facial region of interest and propose a transformer-based model based on grapheme unit for sentence-level Korean lip-reading. We demonstrate that our dataset and model are appropriate for Korean lip-reading through statistics of the dataset and experimental results.
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.
As a contemporary exponent of Bauderillard's Simulation and Simulacra, this paper aims to reflect on the 'consumer culture' criticized by Baudrillard from the lens of Christian Education in reading the Drama, Penthouse related to the notions of the consumption-ideology, the desire and violence of image in the post-Covid 19 era. As Baudrillard begins to realize that the concept of simulation rooted from mass media in the modern society, he explains mass media as the emerging of Simulation or the process of Simulation will lead to the impulsion of reality, which ends up with vanishing the original reality. Baudrillard is explaining in his argument that the process of Simulation proceeds among various areas of the contemporary society being manipulated by mass media. While Simulation is the process of producing the hyperreality characterized by the excess of images that seems more real than the original reality, Simulation brought about Simulacra as excess reality or consequently exploding reality. Christian educators in the post-Covid 19 must know how to deal with critical theory by considering positive ways of avoiding questioning of how to articulate what the norm of universal consensus is in the specific situation. In other words, it should be noted that the nature of the ruling ideology and the ideology of consumption has been influenced or manipulated by mass media. Christian educators especially have to help young people in seeing the messages from the images of the screens, television, soap-opera, and commercial advertising making reality as Simulacre which is more real than the original reality. When the medium becomes the message, the power of medium makes the consumer not reach communication with it. This is the main reason in the controversy about the images on television drama, Penthouse and the impact of images on people's mind. As an exponent of McLuhan's belief that "the medium is the message", Baudrillard argues although the message and a subject of Simulacra(excessive reality) is unexpectedly disappearing, the medium itself is vanished through the silence of image. However, the task of Christian education has to fuel how we teach, learn, share and pass on the Word of God as the Message. Furthermore, it is worth noting that the Message of God cannot be vanished or burst with the impulsion of it, but exists forever. With Baudrillard's ideas of Simulation and Simulacra in mind, the work of Christian education as an observation platform can better engage the reflection on a consumer society of consumerism that makes Church community and a consumer irresistible against the Fake world.
Requested from the Andong MBC station to do visualization work on hahoe Pyulshin-gut (Hahoe Mask Dance Drama) of Hahoe village, the traditional cultural asset of Andong Province, as a part of specialization project for local cultural asset, this study describes the work process and result for about 3 months from June 1, 1998 to August 20, 1998. In addition, this study describes the data collection at the fundamental preliminary research stage, analysis process and full-swing artwork process among the work process as well as the final visual type. This study is concluded with the summery on the problem and point of consideration when local self-governing organization do visualization work on character business or traditional asset similar to this project.
Journal of the Korean Society for Industrial and Applied Mathematics
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v.12
no.3
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pp.171-190
/
2008
With growing applications of wireless video streaming, an efficient video traffic model featuring modern high-compression techniques is more desirable than ever, because the wireless channel bandwidths are ever limited and time-varying. We propose a modeling and analysis method for video traffic by a class of stochastic processes, which we call '$GEO^Y/G/{\infty}$ input processes'. We model video traffic by $GEO^Y/G/{\infty}$ input process with gamma-distributed batch sizes Y and Weibull-like autocorrelation function. Using four real-encoded, full-length video traces including action movies, a drama, and an animation, we evaluate our modeling performance against existing model, transformed-M/G/${\infty}$ input process, which is one of most recently proposed video modeling methods in the literature. Our proposed $GEO^Y/G/{\infty}$ model is observed to consistently provide conservative performance predictions, in terms of packet loss ratio, within acceptable error at various traffic loads of interest in practical multimedia streaming systems, while the existing transformed-M/G/${\infty}$ fails. For real-time implementation of our model, we analyze G/D/1/K queueing systems with $GEO^Y/G/{\infty}$ input process to upper estimate the packet loss probabilities.
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