• Title/Summary/Keyword: Media platform

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A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

Embedded System Design of Automotive Media Server Platform with the MOST Interface (MOST 인터페이스를 갖는 차량용 미디어 서버 플랫폼에 대한 임베디드 시스템 설계)

  • Kwak, Jae-Min;Park, Pu-Sik
    • Journal of Advanced Navigation Technology
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    • v.10 no.3
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    • pp.262-267
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    • 2006
  • For growing need for the multimedia application in the vehicles, the MOST protocol has been focused on. The MOST protocol supports three kinds of communication modes; short control message, asynchronous packets, and reserved synchronous stream data. Because of a variety of transportation, the MOST is suitable for various applications in vehicle environment. In this paper, we implemented embedded system which is MOST-enabled AMS platform and tested the network communication operation through the control port and the synchronous channel of the source port. We implemented the prototype platforms which communicate each other on the MOST's POF network. Moreover we implemented the DivX decoder attached AMS platform and verified the operation by transferring the video stream and the control messages through the MOST network.

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SHVC-based V-PCC Content ISOBMFF Encapsulation and DASH Configuration Method (SHVC 기반 V-PCC 콘텐츠 ISOBMFF 캡슐화 및 DASH 구성 방안)

  • Nam, Kwijung;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.27 no.4
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    • pp.548-560
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    • 2022
  • Video based Point Cloud Compression (V-PCC) is one of the compression methods for compressing point clouds, and shows high efficiency in dynamic point cloud compression with movement due to the feature of compressing point cloud data using an existing video codec. Accordingly, V-PCC is drawing attention as a core technology for immersive content services such as AR/VR. In order to effectively service these V-PCC contents through a media streaming platform, it is necessary to encapsulate them in the existing media file format, ISO based Media File Format (ISOBMFF). However, in order to service through an adaptive streaming platform such as Dynamic Adaptive Streaming over HTTP (DASH), it is necessary to encode V-PCC contents of various qualities and store them in the server. Due to the size of the 2D media, it causes a great burden on the encoder and the server compared to the existing 2D media. As a method to solve such a problem, it may be considered to configure a streaming platform based on content obtained through V-PCC content encoding based on SHVC. Therefore, this paper encapsulates the SHVC-based V-PCC bitstream into ISOBMFF suitable for DASH service and proposes a configuration method to service it. In addition, in this paper, we propose ISOBMFF encapsulation and DASH configuration method to effectively service SHVC-based V-PCC contents, and confirm them through verification experiments.

The analysis of demand and supply in contents for platform differentiation (플랫폼 차별화를 위한 콘텐츠 수요와 공급량 분석)

  • Park, Sang-Eun;Choi, Seong-Jhin;Lee, Young-Ju
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.783-795
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    • 2009
  • We analyze the demand and supply in contents for platform differentiation in this paper. The contents provided by new platforms such DMB, IPTV which are introduced by the digital techniques and broadband network are almost same, so it is definitely necessary to differentiate the broadcasting contents for the development of telecommunication industry. To forecast the contents demand needed for each media, we assume 3 scenarios such as maximum, medium and minimum demand for contents considering deregulation of media policy. Also, we include the expected number of channels according to the changeover of policies as a variable for scenario. To predict the supply of contents of each media, we analyze 3 scenarios according to operating rates of production facilities as 100%, 70%, 50% and first-run ratio/rerun ratio of both terrestrial broadcastings and major program providers. The result shows that in case of scenario A, new contents for 453,484 hours are required every year and maximum contents that can be produced in present production facilities are just for 72,852 hours even in condition of 100% operating rate. This means that the unbalance of demand and supply of contents is extremely big and implies that the policies of focusing only on the development of platform and network industry are inadequate. It is time to foster contents business for differentiation of multiplatforms.

Competing-Complementarity of Social Media on News Organizations

  • Palekar, Shailesh;Sedera, Darshana
    • Asia pacific journal of information systems
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    • v.25 no.2
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    • pp.370-402
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    • 2015
  • The dynamic capabilities of social media are changing the nature of contemporary news by allowing users to communicate and create content, deliver and share newsworthy information, and consume news. News organizations engage with social media because this computer-mediated tool provides an alternative platform for delivering news and connecting with global audiences. This role of social media is conceptualized as its complementarity. However, when mass user-generated-content is constantly shared with other users, more users are attracted to indulge in news-seeking activities on social media. This phenomenon potentially fulfills users' news requirements on social media, which is contrary to what news companies envisioned when they began engaging with social media. This dichotomous role of social media, providing complementarity and showing the potential for becoming a superior news medium, is conceptualized as its competing-complementarity. This paper offers preliminary evidence of competing-complementarity by analyzing the news consumption of individuals. Such consumption is explained through the theoretical perspective of punctuated equilibrium by conceptualizing news consumption as a deep structure radically impacted by a disruptive technology. Although social media benefit news organizations, its competing potential poses serious challenges to their monopolistic controls on news production, distribution, readership, and revenue generation.

Acceptance of Social Media as a Marketing Tool : A Quantitative Study

  • Hooda, Apeksha;Ankur, Ankur
    • Asian Journal of Business Environment
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    • v.8 no.3
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    • pp.5-12
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    • 2018
  • Purpose - The purpose of current paper is to identify features of advertisements at social media that generate the ad-click and to further identify if these advertisements lead to purchase. If no purchase is made, then reasons for not making purchase are identified. Users' purchase experience after users clicked at advertisements are also studied. Research design, data, and methodology - Research design followed is exploratory research, where various factors leading to ad-clicks and generating purchase at social media platform were explored. Raw data was gathered by means of survey among a sample of 185 respondents in India using online structured questionnaire. GLM model and multinomial regression were used to analyze the data. Results - Several factors including endorsement by friends, advertisement aesthetics, product reviews, and aggressive pricing played major role in generating ad-clicks. Major impediment to purchase on were product misrepresentation in advertisement, false discounts, and site security. Female users clicked more on social media advertisements and made more purchases compared to their male counterpart. Conclusions - Social media advertisements have significant positive effect on buying behavior of online customers. Transactions culminating from social media ad-click generated significant positive experience for social media users. Thus, social media can be effective marketing tool.

Social Media Stickiness in the Z Generation: A Study Based on the Uses and Gratifications Theory

  • Saiful Hoque;Md. Alamgir Hossain
    • Journal of Information Science Theory and Practice
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    • v.11 no.4
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    • pp.90-108
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    • 2023
  • The purpose of this study is to investigate how uses and gratifications motivations increase social media stickiness, with a special focus on media engagement as a key mediator. Data were gathered via a survey questionnaire from Bangladeshi Z Generation social media users, which was quantitative in nature. For the analysis of 258 survey samples, structural equation modeling methodology was used. The results show that social media engagement and social media stickiness are positively impacted by uses and gratifications motivations such as social interaction, information, convenience, and entertainment. The study also found evidence of a relationship between uses and gratification motivations and social media stickiness, which is also mediated by emotional attachment. Understanding the motivations and gratifications sought by Z Generation users on social media platforms can help design strategies to enhance engagement and loyalty, ultimately leading to improved user retention and platform success. By identifying and addressing the specific needs and desires of the Z Generation, social media platforms can tailor their features, content, and user experiences to foster a stronger sense of connection and satisfaction, resulting in increased user engagement and prolonged usage.

Cloud-IP based Broadcasting Media Production Technology (클라우드-IP 기반의 방송 미디어 제작 기술 동향)

  • H.J., Oh;J.Y., Lee;S.C., Kim;D.J., Choi
    • Electronics and Telecommunications Trends
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    • v.37 no.6
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    • pp.64-73
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    • 2022
  • This document describes the technologies related to internet protocol (IP)-based media production systems. As high-capacity, high-quality data transmission increases, broadcast production platforms are shifting to IP. The IP-based production system uses the network by sharing resources and is easy to control centrally. It also facilitates software-based cloud production. A cloud IP-based media production platform can work regardless of dedicated hardware and can easily collaborate. Associations and industrial groups have created common standards related to production, and manufacturers are developing solutions with their technologies based on their product competitiveness. This study investigates the open standard technologies used for IP-based media production and technology trends in the ProAV industry and describes the production in the cloud environment and cloud AI-based production technology trends.

Real-time noncontact performance platform development in the Metaverse (메타버스 속 실시간 비대면 공연 플랫폼 개발)

  • Lee, Sue-Bin;Cho, Yoon-Kyeong;Kim, Na-Yeoung;Lee, Da-Un;Na, Jeong-Jo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.1028-1030
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    • 2022
  • 실시간 보이스 채팅과 텍스트 채팅을 활용하여 양방향 비대면 행사 및 공연을 진행할 수 있다. 사용자의 개성을 나타낼 수 있는 캐릭터를 선택하여 덕성여자대학교 메타버스 캠퍼스를 탐방할 수 있다.

Utilization of Mobile New Media based on Video Curation (동영상 큐레이션 기반 모바일 뉴미디어의 활용)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.51-56
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    • 2020
  • In this paper, we developed a mobile new media solution that enables e-commerce shopping mall operators, band operators, and YouTube creators to create synergies in online and offline promotion by posting related video contents on the media in addition to their own videos. By providing videos in the field of the platform without directly searching for them, it is possible to provide users with a new type of marketing means that can promote their platform while providing interest and information. Prospective creators at home and abroad who produce video can upload their own video in addition to YouTube and afreeca TV, such as the open market for video, and use independent and free charging systems to manage independent customer relationship management(CRM), self-branding, and content management. It will be possible to utilize mobile-based new media equipped with a system.