• Title/Summary/Keyword: OTT Video

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A Study on the Supply Competitiveness of Dramas of the Domestic OTT Platforms (국내 OTT 플랫폼 드라마 수급 경쟁력 연구)

  • Hong, Ilhan;Park, Jin-woo;Kim, Kenneth ChiHo
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.327-333
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    • 2021
  • The purpose of this study is to explore what elements and measures are necessary to grasp the content influence and competitiveness of each OTT platform, which is difficult to measure only with the existing TV broadcast ratings indicator, on the same basis. In this study, based on the RACOI, the daily Top 10 list provided by Netflix was scored to determine the correlation with the viewers' reaction to TV dramas, and a meaningful comparison criterion index was derived. Based on this, the study tried to analyze the share of content provided by the top 3 OTT platforms in Korea. Spearman's correlation analysis was performed for each indicator of RACOI and the Netflix popularity score. It was confirmed that the Netflix popularity score was correlated with the digital video views indicator of RACOI. As a result of analyzing the platforms, it was found that the popularity of the content provided by Netflix and Tving was relatively high. This study did not secure the company's sales data, and there is a limitation in that long-term tracking analysis could not be performed. However, the study extracted the viewer response indicators of TV that are correlated with popularity within Netflix. It is valuable as a basic study of an extended study that compares and confirms the long-term impact of content provided by each OTT platform in the future.

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

Transforming Text into Video: A Proposed Methodology for Video Production Using the VQGAN-CLIP Image Generative AI Model

  • SukChang Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.225-230
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    • 2023
  • With the development of AI technology, there is a growing discussion about Text-to-Image Generative AI. We presented a Generative AI video production method and delineated a methodology for the production of personalized AI-generated videos with the objective of broadening the landscape of the video domain. And we meticulously examined the procedural steps involved in AI-driven video production and directly implemented a video creation approach utilizing the VQGAN-CLIP model. The outcomes produced by the VQGAN-CLIP model exhibited a relatively moderate resolution and frame rate, and predominantly manifested as abstract images. Such characteristics indicated potential applicability in OTT-based video content or the realm of visual arts. It is anticipated that AI-driven video production techniques will see heightened utilization in forthcoming endeavors.

The Impact of Mobile Channel Adoption on Video Consumption: Are We Watching More and for Longer? (모바일 채널 수용이 고객의 동영상 소비에 미치는 영향에 관한 실증 연구)

  • SangA Choi;Minhyung Lee;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
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    • v.25 no.3
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    • pp.121-138
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    • 2023
  • The advancement in mobile technology brought disruptive innovation in media industry. The introduction of mobile devices broke spatial and temporal restrictions in media consumption. This study investigates the impact of mobile channel adoption on video viewing behavior, using real-world dataset obtained from a particular on-demand service provider in South Korea. We find that the adoption of a mobile channel significantly increases the total viewing time of video-on-demand via TV and the number of contents viewed. Our results suggest that the mobile channels act as a complement channel to conventional TV channels. We provide theoretical and practical insights on consumer usage in the emerging over-the-top market.

A Study on the Effect of Cosmetic Advertising Model Attributes on OTT Audience-Focused on Chinese Consumer (화장품 광고 모델의 속성이 OTT 시청자에 미치는 영향 연구-중국 소비자를 중심으로)

  • Wen, Xing;Seung-Ju, Bae;Sang-Ho, Lee
    • Journal of Advanced Technology Convergence
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    • v.1 no.2
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    • pp.37-48
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    • 2022
  • This research is an empirical research of Chinese OTT Audiences on the effects of advertising model attributes on consumers' advertising perception, purchase intention, Flow and addiction. Recently, as the cosmetics market in China has grown, the role of advertising models has been highlighted, and shopping addiction caused by excessive Flow is becoming a social problem. Researchers set up a research model and tried to test which characteristics of the advertising model lead consumers to purchase, Flow and ultimately lead to addiction. Results are as follows. It was confirmed that advertisement model attributes such as recognition and attractiveness had a positive effect on viewers' advertising perception and attitude, and viewers' perceived usefulness had a positive effect on purchase intention and Flow. In addition, the purchase intention of the viewers had a positive effect on the addiction to cosmetics.

Six Major Shifts and Implications of the Video Distribution Ecosystem in the Era of N-screen and OTT Services: A case of US media industry (N-/멀티스크린 및 OTT 서비스시대의 미디어 생태계 변환의 여섯 가지 특징과 함의: 미국 사례)

  • Han, Gwang Jub James
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.342-364
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    • 2014
  • The purpose of this paper is to provide an answer for the following question: What are the major shifts and implications of the unprecedently competitive and rapidly changing media ecosystem in the era of N-screen and OTT services? I've attempted to understand the complex and competitive nexus among media from an historical context by focusing on the displacement vs. complement thesis. The TPC model by Han has been employed for the analysis of the current dynamics of US media industries by triangulating three areas: Technology/industry, public policy and consumer/culture. More specifically, the US media landscape is initially divided into two competitive turfs - the competitors equipped with OTT services and the legacy media industry, and then the traditional media industry was grouped again into PayTV group(telecom service providers with IPTV and mobile TV, cable/Satellite TV networks) and Free (over-the-air) TV networks. Six major shifts were identified by the analysis: power shift in telecom carriers, power shifts in TV industry, Telecom/OTT partnership, time shifts, place shifts, and finally business model shifts.

A Case Study on Partnership Types between Network Operators & Netflix: Based on Corporate Investment Model

  • Minzheong, Song
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.14-26
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    • 2020
  • We categorize partnership types between network operators and a global video streaming or over-the-top service provider, Netflix from 2011 to the first quarter 2018. The options are based on the integration of over-the-top (OTT), Netflix with pay TV and telecommunication operators in the form of carrier billing, access to over-the-top (OTT) via devices or the development of their tariff plans. Options of the Type 3, 'cooperation' or the Type 4, 'agreement' entails a kind of the technical involvement between two partners and commercial agreement. The types of partnership are evolving from one to others. Some partnerships have characteristics of more than one type. The majority of technical or service integration cooperation of Type 3 entail bundling and marketing promotion of Type 2 and Type 1. Similarly, the 'agreement' of Type 4, co-branded or white-label service initiative entail tariff or device user interface (UI) integration of the 'cooperation' of Type 3 and joint marketing initiatives of Type 1.

A Study on the Influencing Factors on Flow & Addiction of Tiktok Service Users (Tiktok 서비스 이용자의 몰입과 중독에 미치는 영향요인 연구)

  • Zhou, Yi-Mou;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.125-132
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    • 2021
  • This study deals with the influencing factors on flow and addiction perceived by users of Tiktok service, an SFV service platform that is expanding the market in the middle area between social media and OTT. As the number of Tiktok users increases, researchers thought that research on the cause of addiction would be necessary. Since media users lack media consumption time, they produce and share SFVs rather than long videos, and are affected by exogenous variables. In addition, attachment is divided into interpersonal relationships and attachment to services, and the path of attachment was confirmed to be connected to flow and addiction. Through this study, the researchers considered that there were theoretical and practical contributions in that the path leading to addiction of video media services was set and verified as self-exposure and attachment, flow and addiction. These research results can be applied to more diversified video-centered media services, and can be expected to be used for new media emerging in the future.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

A Study on Bigdata Utilization in Cultural and Artistic Contents Production and Distribution (문화예술 콘텐츠 제작 및 유통에서의 빅데이터 활용 연구)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.384-392
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    • 2019
  • Big data-related research that deals with the amount of explosive information in the era of the Fourth Industrial Revolution is actively underway. Big data is an essential element that promotes the development of artificial intelligence with a wide range of data that become learning data for machine learning, or deep learning. The use of deep learning and big data in various fields has produced meaningful results. In this paper, we have investigated the use of Big Data in the cultural arts industry, focusing on video contents. Noteworthy is that big data is used not only in the distribution of cultural and artistic contents but also in the production stage. In particular, we first looked at what kind of achievements and changes the Netflix in the US brought to the OTT business, and analyzed the current state of the OTT business in Korea. After that, Netflix analyzed the success stories of 'House of Cards', which was produced / circulated through 'Deep Learning' cinematique, which is a prediction algorithm, through accumulated customer data. After that, FGI (Focus Group Interview) was held for cultural and artistic contents experts. In this way, the future prospects of Big Data in the domestic culture and arts industry are divided into technical aspect, creative aspect, and ethical aspect.