• Title/Summary/Keyword: Live Video

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A Study on the Effects of Caregivers' YouTube Food Content Viewing on their Children's Health Status (주 양육자의 유튜브 음식 콘텐츠 시청이 자녀의 건강 상태에 미치는 영향 연구)

  • Seojeong Yim;Mi Sook Cho;Jieun Oh
    • Journal of the Korean Society of Food Culture
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    • v.38 no.4
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    • pp.217-223
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    • 2023
  • There has been an increase in the viewing of YouTube content among children and adolescents. This, coupled with the popularity of live-streamed video content such as mukbang, where viewers watch the host eat, has raised concerns about media addiction and the indiscriminate imitation of eating behavior. Therefore, there is a need for guidance on the appropriate behavior for viewing YouTube food content to promote healthy eating habits among children. In this study, we aimed to compare the patterns of the main caregivers and their children while viewing media and investigate the impact of viewing YouTube food content on the physical and mental health of the children. The findings suggest that active YouTube food content viewing by the main caregivers may reduce imitative behaviors due to passive media consumption by their children. This study provides valuable insights by comparing and analyzing the YouTube content viewing of the main caregivers and their children. The results can be used as a basis for the development of lifestyle-centered guidelines for children. However, it is important to note that this study was conducted during the coronavirus disease (COVID-19) pandemic when there was a significant increase in the use of media, which is limitation of the study.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.1-15
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    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.

A Study on the Relation Characteristics between Bubble Size Distribution and Floating Time (버블의 크기별 입도분포와 부상시간과의 상관특성에 관한 연구)

  • Jeon, Gun;Park, Chul-Hwi
    • Journal of Korean Society of Environmental Engineers
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    • v.39 no.5
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    • pp.277-281
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    • 2017
  • Lately rainfall characteristics that it rains a lot in a short space of time often occurs. Because of this meteorological phenomena, the flow rate and concentration of initial rainfall for runoff and combined sewer overflows are changed. In the case of this inlet fluctuation, the flotation method at high surface loading rate is suitable for water quality management. the flotation method is able to meet the removal rate requirements of water public zone in 5 to 10 min which is irelatively short period. For assessment and diagonision of flotation method, A/S ratio is applied until now. But unfortunately, this has some limits for evaluation standard for certification and assessment of technical diagnosis and operation. This is why there is different efficiency in the bubble distribution at the same A/S ratio. The velocity and time of floating is changed by the different bubble distributions. The floating time affects the plant volume because the time factor make size dicision. Therefore the charateristics of bubble distribution and floating time at the same A/S ratio is necessary to apply to evaluation standard for certification and assessment of technical diagnosis and operation. For generalization of the method in certification and assessment, the characteristics of bubble distribution was studied. Until recently, using the optical device and shooting live video, there are some analysis technology of the floating factors. But this kind of technology is influenced by the equipment. with this level of confidence about the results, it is difficult to apply to generalize. According this reasons, this study should be applied on experiment generalization of method about measurement of relation between bubble distribution and floating time.

A Study on Dilemma in Internet Addiction Prevention and Solution Policy for Adolescent (청소년 인터넷중독 예방 및 해소 정책의 딜레마 연구)

  • Kim, Ju-Kyoung
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.23-34
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    • 2014
  • The objective for this research is to analyze the origin of the outbreak of a policy dilemma in the government's pursuance of policy aimed at tackling internet addiction among teenagers, as well as analyzing responsive strategy. Therefore, within this research and as the model of the dilemma being the analytical frame, the aspect of the dilemma has been analyzed through the transformation of contexts, conditions, policy values, alternatives, policy actors and policy decision makers. The major research results are as follows. First, each and every dilemma of 'transformation of context and condition', 'policy value and alternatives', 'policy actors' and 'policy decision makers' in processes of policy in preventing and resolving adolescent internet addiction, it acted as a decisive cause in forming the general dilemma of the policy. Second, the government's strategy in policy response within the policy dilemma conditions turned out to be a duplication of policy, occurrence of contradictions, typical response strategy and cyclical choices. Given these factors, the following characteristics have shown up as a result. First, as the problems in duplication of policy and contradictions occurred within a single policy, the government responded to this dilemma in a typical way, which brought about an even more serious dilemma. Second, the government put in effort to re-regulate two values (protection of adolescents and promotion of the video game industry), which are included in the response policy of adolescent Internet addiction. As a result, the policy dilemma has weakened with respect to the past. However, it has not solved the fundamental problems. This research, taking the results as a background, strives to provide implications for establishing a self-consistent groundwork, which combines policy values and vision for the government to pursue effective responsive policy on adolescent internet addiction, which is becoming more and more severe in the information society in which we live.

Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Pandemics Era, A Study one the Viewers' Responses of Medical Drama through Text Mining. -Focused on - (팬데믹 시대, 텍스트 마이닝을 통한 의학드라마의 시청자 반응 연구-<슬기로운 의사생활>을 중심으로-)

  • Ahn, Sunghun;Oh, SeJong;Jeong, Dalyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.385-389
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    • 2020
  • The medical drama has developed into a story centered on 'people', raising viewers' sympathy. The story of the drama is the true life story of doctors, patients and families. It is also a story that reminds me of 'a little special day of our ordinary people'. And the song played and sung by five characters in the drama became a factor that stimulates nostalgia and increases immersion. The highest viewer rating was 14.1%, and 51,584 blogs alone were registered. According to the big data analysis, the related words were 'Wise OST', 'Album Name', 'Artist Name', 'Two Hours in a row', 'Record', 'Remake', 'OST Revealed', 'Advertisement Revenue', 'Playlist', 'Aroha' and 'Cho Jung-seok'. The commercialization of medical dramas includes 'Sales of Drama OST Albums', 'Organizing Online Live Concerts (PPL in Advertising)', 'Publishing Piano Music', 'Picture of People-Oriented Photography', 'Making Music Video Editing Drama Highlight', 'YouTube Upload Profits', 'Mask' and 'Disinfectant'. it is predicted that the touching story of Corona 19 and the charming humanity will unfold. The limitations of the research will require analysis of various works by genre and attempts to analyze consumer values by industry.

A Study on the Possibility of Domestic Dance Film's Development - Focusing on 'Seoul Dance Film Festival' and 'Dance Film Project' (국내 무용영화의 발전 가능성 연구 - '서울무용영화제'와 '댄스필름 프로젝트'를 중심으로)

  • LEE, Eunjoo;CHUNG, Euisook
    • Trans-
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    • v.4
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    • pp.37-63
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    • 2018
  • Dance films, which started together as a combination of dance and video technology, have evolved into a new genre. Overseas, from early 1950s, experimental dance films have been produced and the dance film association is organized along with many dance film festivals are being held. However, it has not been long since the perception and creativity of the genre of dance films in Korea. Under these circumstances, holding of the 'Seoul Dance Film Festival' and experimental approaches by 'Dance Film Project' are important for the development of domestic dance films. Therefore, this paper explores the concept and development of dance films, the status and features of various overseas dance film festivals and the 'Seoul Dance Film Festival'. This paper also explores the roll and function of 'Seoul Dance Film Festival' and 'Dance Film Project', and their expected benefit along with possibilities of prosperity of domestic dance film. 'Dance Film Project' is the educational and experimental venue for producing of dance films, and the 'Seoul Dance Film Festival' is a platform for producing dance film makers, show of works, dialogue with audiences, international exchanges, and distributions. The dance film festival embodies the value of the past and current flow of the dance film and is intrinsic to the existence of a live content that can be predicted the future aspect of its roll. The two groups mutual growth and development are expected to play a positive role in the development of domestic dance films.

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A Case Study on the Local Culture Festival in the Contact-free Era (비대면 시대의 지역문화축제 사례연구)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.425-438
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    • 2021
  • The purpose of this study is to analyze local cultural festivals hosted contact-free in the corona era and to suggest the direction for sustainable festivals in the post-corona era. To this end, by analyzing the cases of well-known festivals held contact-free in 2020 and 2021, we tried to get implications for the festivals in the post-corona era from there. As a result of this study, contact-free festivals had the following characteristics. First, the on-tact method, which produces and transmits a video or allows interaction through real-time participation, was prominent. Second, in order to compensate for the shortcomings of the contact-free method, various efforts have been made to enable on-tact experience by making and delivering experience kits in the case of experiential elements of the festival in advance. Third, communication was secured through real-time comments, and fourth, products were sold through the Internet and live commerce channels, and a certain effect was obtained. In particular, in the case of online festivals, there is a problem of loss of the sense of place of the festival, but there are cases of online festivals with more participation than offline festivals. It is judged that the problem of how to achieve this will become a reference material for the future development of contact-free festival contents.

National and Patriotic Education of Young Students by Means of Digital Technologies in Distance Learning Environment

  • Bezliudniy, Oleksandr;Kravchenko, Oksana;Kondur, Oksana;Reznichenko, Iryna;Kyrsta, Nataliia;Kuzmenko, Yulia;Tkachuk, Larysa
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.451-458
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    • 2022
  • This article is devoted to the problem of national and patriotic education of young students by means of digital technologies in the conditions of distance learning environment. It is emphasized that national and patriotic education is a powerful means of strengthening the unity and integrity of Ukraine. It is proved that national and patriotic education will be effective under the condition of systematic and purposeful activity on formation of patriotic consciousness in youth, sense of national dignity, necessity of service of ideals and values of the country. Various forms of educational work of national and patriotic orientation at Pavlo Tychyna Uman State Pedagogical University, which were conducted by digital technologies: online thematic lectures, educational classes, round tables, workshops, guest online meetings with famous researchers of historical heritage of Ukraine, online tours of historical places, virtual exhibitions of art, participation in the national-patriotic student camp "Diia" (Action) and etc. The activity of the University Library and V. O. Sukhomlinsky State Scientific and Pedagogical Library of Ukraine of the National Academy of Pedagogical Sciences of Ukraine, which has a significant impact on the formation of national consciousness and social and political activity of students by modern means of information and communication technologies. It is determined that the project "Inclusive 3D map" helps to broaden the horizons and deepen the knowledge of young students, education of a true citizen, the formation of cognitive interest in the subjects studied, motivation to study, raising awareness of Ukrainians on historical and cultural heritage. The study showed that young students take an active social attitude: they speak Ukrainian, want to live and work in Ukraine, respect their homeland, its traditions, cultural and historical past, love to travel and they are tolerant of people with special needs. Promising areas of educational work with students based on the use of a wide range of information and communication technologies, namely 3D games, TV tandems, podcasts, social networks, video resources in national and patriotic education of youth.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.