• Title/Summary/Keyword: Media platform

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A Study on Establishing 'Social Media Committee' Based on the Social Trust (소셜트러스트 기반의 소셜미디어 전담기구('소셜미디어위원회') 설립 방안 연구)

  • Moon, Hyung-Nam
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.41-58
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    • 2012
  • Although the social media plays leading role in the change the political, economic, social and cultural environment in all fields, it is not really understanded the overall management of social media in society. With understandings on the influence of social media, the purpose of this study is to investigate the characteristics of social media and to provide some suggestion to make use effectively of social media in society. To achieve th purpose of this study, the responsibility and the effort of government was examined. As a result, the Social Media Strategy Broad (tentative title 'Social Media Committee') suggests to protection of the users' rights and active support of the current utilization. This study is expected to show the meaningful implication of social media strategy and standard of the social media utilization in policy, education etc.

Developing the Core Modules of for Viz-Platform for Supporting Public Service in the City (도시의 공공서비스 제공을 위한 시각화 플랫폼의 핵심모듈 개발)

  • Kim, Mi-Yun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1131-1139
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    • 2015
  • The purpose of this research is creating the visualization platform of the user interface to make able to be provide the demanded service while users communication with surrounding space in a smart city environment. This comes from the latest enhanced interface technology and social media, and it uses the shares information to support the proper interface environment according to a life style and spatial properties. "EzCity" which is the user interface platform suggested in this research, can control the enormous amount of public data for the smart city. The core module of user platform is made up with Public data module, Interface module, Visualization module and Service module. The role of this platform is to be provide "Geo-Intelligent Interface Service" for space users to access the data in easier and more practical interface environment. This reinforces the visualization process for data collecting, systematization, visualization and providing service. Also this will be expected to be the base to solve the problem which complexity and rapidly increasing amount of data.

Development of Image resizing algorithm based Human Visual System using DCT block (DCT블록을 이용한 인간 시각시스템 기반의 영상 리사이징 알고리즘 개발)

  • Yang, Dae-Gyu;Jeong, Sang-Hyeon;Seo, Tae-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.199-202
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    • 2008
  • 고객의 통신 니즈가 다양해지고 통신 인프라가 대용량, 고속화 되고 단말이 지능화됨에 따라 이를 기반으로 IPTV의 셋탑, 컴퓨터 모니터, 이동통신 핸드폰이 이르기 까지 다양한 화면 사이즈의 단말을 통하여 서비스를 제공하고 있다. 이를 위해 원영상을 화면의 크기에 적합하게 크기를 변환하는 영상 리사이징 기술을 이용하게 되며, 그 방식은 DCT 방식과 공간 방식으로 나눌 수 있다. DCT방식은 원영상의 고주파 영역의 조정하여 크기를 변화하는 방식으로 열화는 최소화되나 DCT 변환을 위한 계산량이 많고 고정 크기 블록을 사용하므로 유연성이 떨어진다. 공간영역은 객관적인 평가에서 품질이 열화되더라도 시각적으로 눈에 민감한 영역의 변화를 최소화하는 것이다. 본 논문은 인간시각시스템을 기반으로 눈의 민간도가 높은 망막 이심율이 작은 영역에서는 DCT블록의 크기를 변화를 최소화시키고 망막이심율이 큰 영역에서는 블록의 변화를 크게 하는 가변 블록방식을 제안한다. 이를 통해 우수한 영상 품질을 확보하면서도 시각적으로 뛰어난 리사이징 영상을 얻을 수 있다.

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

The Effect and Impact of Multi-Platform Native Advertising Content

  • Yang, HuiYeon;Lim, Chan;Kim, Chang Jo
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.77-83
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    • 2019
  • Recently, as social media users have grown, the resulting form of advertising has emerged, and one of the types is native advertising. This advertising method appears to be 52% higher than the banner, according to a study by the IPG Media Lab (2013). Therefore, there is a positive effect on native advertising, but it is necessary to maximize the effect. In this paper, the acceptor's attitude to the native advertisement and the shared intention are verified as to how the effect of the native advertisement can be understood and the maximized effect can be obtained. When the brand phrase was in the form of direct exposure, the subjects were positive about the advertisement and the brand attitude was favorable. Share intentions were also high. These results included suggestions to produce native advertisements in consideration of the attitudes and sharing of the recipients.

Remediation of fashion shows through social media (소셜 미디어에 의한 패션쇼의 재매개)

  • Kim, Sejin
    • The Research Journal of the Costume Culture
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    • v.29 no.5
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    • pp.694-705
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    • 2021
  • Forming perceptions and having experiences through digital media is becoming more common than having in-person relationships in digital media environment. This study, which was conducted when Fashion Week transitioned to a digital platform in 2020, focuses on fashion shows that are announced through social media. The purpose of the study is to explore how traditional fashion media change through social media and what their media characteristics are from the perspective of remediation, which has been suggested by Bolter and Grusin (1999) as the logic of change in the new media. The results of the case analysis in this study, based on the definition and logic of remediation outlined through a literature review, are that social media fashion shows are remediated from traditional fashion shows in the manner that they are represented, improved, refashioned, and absorbed. The characteristics of remediation expressed in social-media-based fashion shows were derived from repurposed video content, improved the elements of fashion shows to express the shows in various ways, expanded places within the fashion shows, and decontextualized and visually flattened spatial discontinuity, and from genre transitions and perceptual shifts. Social-media-based fashion shows are becoming a tool to renew the fashion experience and views of fashion and strengthen the authenticity of the brand by interacting with the audience, improving on the spatial limitations of traditional fashion shows, and diversifying fashion presentation methods.

A Research of Active Media Storage Platform (능동형 미디어 스토리지 플로폼 연구)

  • Park Sang-Hyun;Son Jae-Gi;Park Chang-Won
    • 한국정보통신설비학회:학술대회논문집
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    • 2004.08a
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    • pp.132-136
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    • 2004
  • 본 논문은 SDP(Software Define Platform)와 연동하여 홈 네트워킹에 필요한 정보를 저장하고 검색하는 홈 네트워크 저장장치인 능동형 미디어 스토리지 플랫폼 연구에 관해 기술한다. 능동형 미디어 스토리지 플랫폼은 단순한 데이터 저장 뿐만 아니라 SDP가 요구하는 정보를 어플리케이션에 따라 다르게 처리할 수 있다. 또한 멀티미디어 스트림을 로컬 네트워크상에 최적화하여 어플리케이션에 제공한다.

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A Study on the Expressional Characteristics of Placeness by Information-platformization of Urban space (도시공간의 정보플랫폼화에 의한 장소성 표현 특성 연구)

  • Baek, Hyun-Hee;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.135-144
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    • 2011
  • This study starts from the question if the characteristic of existing conventional site-specificity can be applied to the modern city space in information media era as it is. The evolution and spread of media technology acted as the catalyst which establishes the identity of an individual and promotes the social sense of belonging as the new type of community member as well as expanded the communication territory of man. Moreover, as the perfect merge of third dimensional space with second dimensional media was accomplished, the meaning of city as the place is getting changed and extended to city space as the information platform which integrates and intermediates the various information composing city. Hereupon, this study is willing to analyze the limits which the characteristics of physical, active and meaningful elements which are the forming primary factors in the existing place theory have and establish the new meaning of city as the place through the case studies which are applied by the characteristics of hyper spacio-temporal, mobility and polysemy as the characteristics transformed by information platformization of city space.

Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.

Design and Implementation of Generation and Transmission Platform for Integrated ECG between Home Platform and Mobile Device (홈 플랫폼과 모바일 단말간 통합 ECG 생성 및 전송 플랫폼의 설계 및 구현)

  • Park, Sung-Joo;Jang, Se-Jin;Lee, Seok-Pil
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.58-60
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    • 2012
  • 스마트 TV 및 스마트 셋톱박스와 같은 가정내의 고정형 스마트 기기에 대한 관심이 증가하고 있으며, 이러한 기기는 가정의 미디어 서비스를 제어하는 콘텐츠 허브로 발전하고 있으며, 홈 플랫폼의 포괄적 개념으로 정의할 수 있다. 이러한 홈 플랫폼은 IPTV, 지상파, 케이블, 및 위성 등의 다양한 방송 콘텐츠를 수용할 수 있으며, 모바일 단말 등의 외부 기기와의 연동을 통해 다양한 형태의 콘텐츠에 대해서 접근이 가능하다. 이와 관련하여 실제 서비스 제공이 가능한 기술은 방송 콘텐츠와 시간적으로 연계된 부가정보를 사용자의 모바일 단말에서 제공해 주는 서비스 기술이다. 또, 가정내의 홈 플랫폼을 통해 접근 가능한 다양한 방송 및 콘텐츠 부가정보를 통합적으로 취합하여 하나의 콘텐츠 가이드를 생성하고, 이를 개인 모바일 단말로 전송하여 사용자의 콘텐츠 소비 만족도를 보다 향상할 수 있는 기술에 대한 관심 역시 증가하고 있다. 본 논문에서는 홈 플랫폼에서 방송 수신 정보, 로컬 콘텐츠 및 모바일 단말의 저장 콘텐츠 정보를 기반으로 부가정보를 정합하여 ECG를 생성하고, 이를 모바일 단말에 전송하여 콘텐츠 서비스를 제공하는 플랫폼을 설계하고, 구현하였다. 통합 ECG 생성을 위한 콘텐츠의 메타데이터는 TV-Anytime 표준을 기반으로 적용되어 플랫폼간 상호 연동성이 확보되도록 하였다.