• Title/Summary/Keyword: Media platform

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A Study on the Design of a Fake News Management Platform Based on Citizen Science (시민과학 기반 가짜뉴스 관리 플랫폼 연구)

  • KIM, Ji Yeon;SHIM, Jae Chul;KIM, Gyu Tae;KIM, Yoo Hyang
    • Journal of Science and Technology Studies
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    • v.20 no.1
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    • pp.39-85
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    • 2020
  • With the development of information technology, fake news is becoming a serious social problem. Individual measures to manage the problem, such as fact-checking by the media, legal regulation, or technical solutions, have not been successful. The flood of fake news has undermined not only trust in the media but also the general credibility of social institutions, and is even threatening the foundations of democracy. This is why one cannot leave fake news unchecked, though it is certainly a difficult task to accomplish. The problem of fake news is not about simply judging its veracity, as no news is completely fake or unquestionably real and there is much uncertainty. Therefore, managing fake news does not mean removing them completely. Nor can the problem be left to individuals' capacity for rational judgment. Recurring fake news can easily disrupt individual decision making, which raises the need for socio-technical measures and multidisciplinary collaboration. In this study, we introduce a new public online platform for fake news management, which incorporates a multidimensional and multidisciplinary approach based on citizen science. Our proposed platform will fundamentally redesign the existing process for collecting and analyzing fake news and engaging with user reactions. People in various fields would be able to participate in and contribute to this platform by mobilizing their own expertise and capability.

A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
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    • v.20 no.2
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    • pp.39-49
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    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.

Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

Case Study on Application of Social Learning in Workforce Education (소셜러닝을 적용한 직업교육 성과분석 사례연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.523-534
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    • 2015
  • Social learning is a form to support learners' active engagement and participation in learning with other learners and instructors by using social media. The concept of social learning should be considered beyond the simple use of social media for learning or education. This study aims to apply the understanding of social learning based on the theoretical background of social theories of learning in designing and developing a program for workforce education. As a pilot test, the newly developed social learning program was implemented to 302 employees with the title of 'Innovative Display Strategy for POP". 138 employees successfully completed the social learning course that focuses on delivering contents in time-line based platform, supporting interactions among students, and working effectively through small smart devices in their workplace. The results were derived from three kinds of data-source: learner's log data, their final evaluation score, and the survey to measure the satisfaction about social learning. Finally the implications for social learning were discussed in terms of the program revision and directions for future application.

A Study on Relationship Factors of TV Home Shopping and Smart Media's Repurchase Intention : Focuing on Mediating Effect of Relationship Bonding (TV홈쇼핑과 스마트 미디어 재구매 의도의 관계 요인 분석 연구 - 관계결속의 매개효과를 중심으로)

  • Kim, Bog Joon;Jang, Seckjun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.127-147
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    • 2018
  • The purpose of this study is to investigate the influence of service quality factors and related ties on the repurchase intention of home shopping products and application home shopping through smart media using relation bonding according to the platform. In this study, it was confirmed that the relationship between home shopping and home shopping follows the process of establishing brand equity by mediating or partially mediating the influence relationship between specific service quality factor and repurchase intention. At this time, the mediating effect of the relationship tying is different according to the home shopping platform, but the relation of the TV + application group to the use of TV home shopping has no mediating effect. Also, according to users' usual media usage habits, service quality factors for home shopping have different influence relations on repurchase intention through relationship binding.

Analysis of the dentistry-related contents uploaded on YouTube Korea (YouTube 내의 치과 관련 한국어 컨텐츠 현황 분석 및 활용 방안)

  • Jo, Jaehyun;Kwon, Hyuckjun;Jung, Seoyeon;Hu, Kyung-Seok;Jung, Il-Young;Seo, Jeong-Taeg
    • The Journal of the Korean dental association
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    • v.57 no.12
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    • pp.728-735
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    • 2019
  • Objective: Previous studies suggested the potential influence of YouTube videos regarding dentistry on the mass population. However, there was not any clear investigation for Korean population. We aimed to systemically analyze the type of the dentistry-related videos uploaded on YouTube Korea and the accounts used for uploading, and to assess their effect on the view count of the content. Methods: Classification, type of the accounts, and view count of the videos listed by the keyword 'dentistry' were analyzed, which were uploaded on YouTube Korea platform from September 2017 to April 2019. Kruskal-Wallis test with post hoc analysis was used to assess the effect of the classification of the videos and the type of accounts on the view count. Results: 1.026 videos were enrolled to the analysis. Primary classification of the videos was information/education, advertisement, life, news, child contents, autonomous sensory meridian response, broadcast, cartoon/game, humor, and music. Secondary classification of the videos was dental experience, advertisement, role-playing, information/education., humor, cartoon/game, child contents, life, and broadcast. Type of the accounts was dentistry associates, general public, media company, and government office (sorted by frequency). Subject of the most videos (93.6%) was general public. There was statistically significance in the view count of the videos according to the primary and secondary classifications, the account used for uploading, and target subject of the videos. Conclusion: Dentists and their associates should recognize the importance of YouTube platform and try to monitor and intervene the dentistry-related contents, considering its huge impact on the general public.

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The Technical Suggestion for Implementing Animated PSD Ads : Focused on Seoul Metro Line2 (동적 PSD광고 구현을 위한 기술적 제안 : 수도권 지하철 2호선을 중심으로)

  • Kim, Kyoung-Joo;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.381-391
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    • 2018
  • The purpose of this research is to propose a new method of PSD(Platform Screen Door) ads using animated image for efficiency, based on the theoretical background that moving objects have a stronger visual attractiveness effect than static objects. For this, we analyze the relationship between the screen door and the train, then derive the positional and visual elements which help to create efficient animated images. Based on this analysis, we made an example and applied into 3D program to confirm the implementation process of the animated PSD ads. As the result, the research shows that it is possible to produce a new type of PSD ads that can show dynamic visual effects and can give diversity to the PSD advertising media through the combination of the images using time difference.

Study on Justification of the Legislation of Multimedia -Literacy Education to Solve Side Effects of Improving Social Functions of SNS in the knowledge Information Society (Based on Ajzen's Theory of Planned Behavior) (지식정보화사회에서 SNS의 사회적 기능 향상에 따른 부작용 해결방안을 위한 멀티미디어 -리터러시 교육 법제화의 당위성에 관한 연구(Ajzen의 계획된 행위 이론을 기반으로))

  • Shin, Seungyong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.89-94
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    • 2021
  • Recently, the boundaries between people who produce and consume digital contents disappears due to the massive developments in information and communications technology (ICT) and the rapidly increasing spread of smartphones unlike in the traditional mass media (e.g., newspapers, radios, and TVs). Through the open service platform, the problem perception for each individual remains the same, but the problem solving methods varies as the service types have been diversified. The creation of added value through the growth of the new media platform industry is expected to enrich our lives, but it can also cause severe social side effects. For example, communication problems between social classes due to the information gap have led to generational conflict, and if such problems persist, it can cause national and social losses. Therefore, this paper analyzes the policy efforts to resolve the information gap and the necessity of the legalization of multimedia literary education to maximize the synergy effect through psychological model.

A Study on the Curation Factors through Reverse Engineering Design of YouTube Algorithm - Focusing on Gender Keyword Search (유튜브 알고리즘의 역공학설계를 통한 큐레이션 요인 연구 - 성별 키워드 검색을 중심으로)

  • Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.133-146
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    • 2022
  • Despite the fact that Internet users around the world watch YouTube every day, very few users accurately recognize the recommendation algorithm for search results, and Google and YouTube are not disclosing it. Researchers tried to explore the undisclosed algorithm of YouTube in a reverse engineering design method, find key factors, and check the logical structure in which media platform operators recommend keyword search results and arrange them on the screen. Therefore, researchers studied the basic content priority factors through several months of discussion and data collection, and tried to reverse engineer the influencing factors based on the recommendation results according to male and female gender among the collected keyword search results. Although researchers' design only analyzed some of the almost infinite level of data uploaded and viewed for more than hundreds of hours every hour, these exploratory attempts will study media platform algorithms in the future, understand the intentions of operators, and protect users. thought it could be done.

A Case Study on the Seven Bridge Brand Campaign in Busan - Focus on Digital Storytelling (부산시 세븐브리지 브랜드 캠페인 사례연구 - 디지털 스토리텔링을 중심으로)

  • Chung, Hae Won;Yu, Hyun Joong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.449-454
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    • 2022
  • This study was conducted as a case study to examine the characteristics and differences from the storytelling defined in the previous research through an analysis of the storytelling of brand campaigns appearing on the digital platform and to explore them. The results of the Seven Bridges brand campaign conducted by Busan City for eight months from September 2021 to May 2022 were as follows. First, storytelling that can be interpreted in various ways for individual users was conducted. Second, storytelling was composed of four stages based on social media marketing. Third, it was possible to establish a storytelling hierarchy that exposes the story in consideration of the marketing funnel. Through the case, it was possible to examine the recent brand campaign's storytelling as a framework that can be interpreted in various ways, focusing on social media.