• Title/Summary/Keyword: Media player

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Factors Influencing Intension to Use PMP : a combination of Ubiquitousness, Community, Image, and Perceived Enjoyment into the Technology Acceptance Model (PMP 활용에 관한 영향요인 분석 : 유비쿼터스적 특성, 커뮤니티, 이미지, 인지된 즐거움을 중심으로)

  • Um, Myoung-Yong;Kim, Mi-Ryang;Kim, Tae-Ung
    • Korean Management Science Review
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    • v.24 no.2
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    • pp.95-114
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    • 2007
  • The main attractant of portable multimedia player(PMP), is often their versatility : being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage the PMP, based on the extended version of the Technology Acceptance Model. Using the data collected from online survey, we show that perceived usefulness, perceived ease of use, and perceived enjoyment are the major determinants for using PMP. Factors, including ubiquitousness, community, and image are shown to directly or indirectly determine the level of perceived usefulness and ease of uses. In addition, we classify PMP users into two groups, users seeking hedonic value and utilitarian value, and examine the differences in path coefficients. Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how two groups differ in their decision-making processes regarding the PMP usage.

A Study on Possible Effective Application of CRM in Games (CRM의 게임으로의 효율적 접목 가능성에 관한 연구)

  • Chee, Myung-Koo
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.71-77
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    • 2006
  • Many computer game developers and marketers have adopted diverse internet technologies to raise customers' interest in their websites and communities in order to take fragmentary customers' information. In this paper, we suggest why and how CRM(customer relationship management) could be effectively applied to game industry. CRM system is a systematic management model which properly manages the interactive information drawn between customers and the games. This study on CRM system in games covers 1) components of CRM, 2) customers' features in games, 3) CRM's application in games.

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Mechanism of Permanent Death in Rogue-like Games (로그라이크 게임에 나타난 영속적 죽음의 매커니즘 연구)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.33-42
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    • 2016
  • The Purpose of this study is to analyze the mechanism of permanent death and playing aspects in Rogue-like games. The death in digital game is not only punishment of failure, but reward for player's growth. However the mechanism of permanent death which does not allow to resurrect is critical penalty for players and causes play-cycle with high anxiety. In the mechanism of permanent death, players do critical play to evade the death. But when they replay the game they modify their unethical choices to build alternative game world. Through the mechanism of permanent death which demands critical and alternative play, it could be possible to find the way to design games with serious choice.

Korean Movie Users' Media Usages and Motivation in N-screen Ages: The Comparison Among Koreans, Japanese and Chinese ('N스크린 시대 한국영화콘텐츠 이용자의 이용매체 및 이용동기 차이 분석: 한·중·일 이용자 비교)

  • Park, Seung Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.655-664
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    • 2013
  • The Korean film has not been on the board of Korean waves due to the limitation of the media accessibility. However, N-screen gives Korean films the chance of being on the board of Korean waves, especially in Asian country which have shared cultural codes. This study aims to demonstrate the possibility of Korean films in asia based on the analysis of Korean film viewers' motivation and media usage. For this purpose the 330 data were collected among Korean, Japanese and Chinese from Feb, 23rd through April, 5th in 2013. The results show the followings; 1) Korean viewers have the strong preference of cinema theater to other media such as PC, VCR/DVD player, tablet PC and mobile phones. Whereas, Japanese viewers prefer VCR or DVD players and Chinese viewers prefer PC and mobile phones. 2) In terms of viewing motivation, social utility is most important to Korean viewers while diversion to Japanese and Chinese viewers.

Limitations and Challenges of Game Regulatory Law and Policy in Korea (현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항)

  • Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.

A Rhetoric of Naming in Korean Newspapers: A Socio-Constructive Meaning of the 'Split of National Opinion' As an Ultimate Term (한국 신문 속 명명하기의 수사학: 승부수 언어(ultimate term)로서의 '국론 분열'의 사회구성적 의미)

  • NamGung, Eun-Jeong;Shin, Seong-Gene;Lee, In-Hee
    • Korean journal of communication and information
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    • v.43
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    • pp.314-358
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    • 2008
  • This study examined how the meaning of news stories covering the split of national opinion was constructed in the media to represent social conflicts. To clarify the function of the term 'split of national opinion' as an ultimate term, this study examined the meaning of the term in the context of both text and society. Ten newspapers were included in the content analysis. The frequency of words used for the purpose of metaphor and equivalent in describing the split of national opinion was calculated to determine their meaning in the textual context. The frequency of incidents and subjects involved in allegedly causing the split of national opinion was calculated to determine their meaning in the social context. The results of this study are summarized as follows: First, the term 'split of national opinion' was coined by the newspapers as a metaphor of disease, disaster, and cost. The attitudes or the ways in which the split of national opinion was dealt with were generally negative and passive. Second, the term 'split of national opinion' was dealt with an equivalent status of such terms as national policy, national loss, societal problems, and ideology. Third, each newspaper reported that the split of national opinion had been caused by certain subjects, which indicates that each newspaper had its own position of viewing who was the key player in splitting the national opinion. The implication was also discussed that the use of the ultimate term would incur the unbalance of power between participants and the existing players, which would make individuals or groups who were involved in the social actions excluded and make the newspapers exercise the rhetorical power as news media.

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Analyses of the Relationships among Soccer Media Involvement Experience, Purchase Intent and Continued Participation intent in Soccer Clubs (축구 동호회들의 축구 미디어 관여 경험에 관한 연구)

  • Choi, Eui-Yul;Kim, Kyoung-Hyun;Lim, Ki-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.207-216
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    • 2019
  • The purpose of this study was to analyze the relationships among soccer media involvement experience(SMIE), purchase intent(PI) and continued participation intent(CPI) in soccer clubs and provide basic data necessary for the sustainable growth of soccer clubs and related goods companies. In order to accomplish such study purposes, the study employed a survey method with a total of 327 amateur soccer players residing in G metropolitan city. The data from the survey questionnaires were validated through exploratory factor analysis and reliability test. The data were analyzed through descriptive statistics, correlation analysis and multiple regression analysis at the significance level of .05. Accordingly, following findings were derived from the current study. First, the level of interest was the highest among SMIE factors, followed by challenge and technology. Second, the level of alternative evaluation was the highest among PI factors, followed by purchase recognition, problem recognition, and information search. Third, technology factor in SMIE had a negative effect on PI. Fourth, technology factor in SMIE had a positive effect on CPI. Lastly, among PI factors, problem recognition had a negative effect and alternative evaluation had a positive effect on CPI.

Power Conscious Disk Scheduling for Multimedia Data Retrieval (저전력 환경에서 멀티미디어 자료 재생을 위한 디스크 스케줄링 기법)

  • Choi, Jung-Wan;Won, Yoo-Jip;Jung, Won-Min
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.242-255
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    • 2006
  • In the recent years, Popularization of mobile devices such as Smart Phones, PDAs and MP3 Players causes rapid increasing necessity of Power management technology because it is most essential factor of mobile devices. On the other hand, despite low price, hard disk has large capacity and high speed. Even it can be made small enough today, too. So it appropriates mobile devices. but it consumes too much power to embed In mobile devices. Due to these motivations, in this paper we had suggested methods of minimizing Power consumption while playing multimedia data in the disk media for real-time and we evaluated what we had suggested. Strict limitation of power consumption of mobile devices has a big impact on designing both hardware and software. One difference between real-time multimedia streaming data and legacy text based data is requirement about continuity of data supply. This fact is why disk drive must persist in active state for the entire playback duration, from power management point of view; it nay be a great burden. A legacy power management function of mobile disk drive affects quality of multimedia playback negatively because of excessive I/O requests when the disk is in standby state. Therefore, in this paper, we analyze power consumption profile of disk drive in detail, and we develop the algorithm which can play multimedia data effectively using less power. This algorithm calculates number of data block to be read and time duration of active/standby state. From this, the algorithm suggested in this paper does optimal scheduling that is ensuring continual playback of data blocks stored in mobile disk drive. And we implement our algorithms in publicly available MPEG player software. This MPEG player software saves up to 60% of power consumption as compared with full-time active stated disk drive, and 38% of power consumption by comparison with disk drive controlled by native power management method.

Implementation of NTSC TV Transmitter Module (NTSC TV Transmitter Module의 구현)

  • Kim Kwang-Tae;Sim Myoung-Su
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.2 s.308
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    • pp.28-32
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    • 2006
  • In this paper, NTSC TV Transmitter Modulo will be designed and produced which make possible playing the motion picture not only on TV but also on portable TV. NTSC TV Transmitter Module modulates signals that received Video and Audio signals from a mobile on NTSC TV CH4 mechanism. so it has an advantage of convenience that watching the motion picture of mobile on TV without any other cable through transmitting signals by wireless. But it has some demerits of long size antenna and noise sensitiveness. In the future, if some problems like a size of antenna distortion of signal and noise can be solved through continuous researching about Radio Frequency part, it is possible to play mobile motion pictures on the more media like a camcorder, DVD player and so on.

Contents Business of Korean Terrestrial TV (국내 지상파 방송사의 콘텐츠 사업 특성)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.140-151
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    • 2010
  • In the era of the rapid change of broadcasting industry, Korean terrestrial TV, dominant player, face also to severe competition with the new media platforms. To survive in the traditional market and to be winner in the new market, they tend to diverse their activities. Particularly, they expand the activities to the content business. Therefore, this study focus on the diversification of 3 major free TV, KBS, MBC, SBS. As a result, Korean terrestrial TV still dominate content industry with their enormous library and their distribution networks : they conflict with the independent companies and do the contents business exclusively. There are no rooms for the independent distributor. Among 3 players, the strategies of SBS have been oriented to the business and in the field of MPP(Multiple program Provider), the performance of MBC has been remarkable.