• 제목/요약/키워드: Online Video Distribution

검색결과 16건 처리시간 0.022초

Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권2호
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

숏폼 애니메이션의 특성과 발전방향에 관한 연구 (The Characteristics and Future Trends of Short-Form Animation)

  • 이선주;한제성
    • 만화애니메이션 연구
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    • 통권38호
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    • pp.29-51
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    • 2015
  • 초고속 인터넷 망과 모바일 디바이스의 발달, 그리고 그를 통한 소셜 네트워크의 확산으로 대중 미디어 생태계는 생산자가 소비자에게 콘텐츠를 제공하는 일방성에서 벗어나 소비자가 직접 콘텐츠를 생산하고 소비하는 미디어 프로슈머 문화로 확대되고 있다. 그러한 시대적 경향에 더불어 유튜브를 위시한 다양한 동영상 공유 플랫폼은 콘텐츠 생산자에게 광고수익을 배분하는 방식으로 콘텐츠 프로슈머들과 윈-윈(win-win)하는 모델의 플랫폼을 제공함으로써 개인의 동영상 콘텐츠 배급 채널이 수천만 명의 구독자를 확보하고 연간 100억 원 이상의 수익을 얻는 등 콘텐츠 산업에 일대 변혁이 일어나고 있다. 본 논문은 꾸준한 성장세를 보이고 있는 동영상 배급 채널과 숏폼 미디어 콘텐츠들 그리고 숏폼 미디어에서의 애니메이션 콘텐츠의 특성들을 다각도로 분석하여 온라인 동영상 미디어 플랫폼의 시대에 애니메이션 콘텐츠가 뻗어나갈 수 있는 새로운 시장을 모색하고자한다. 나아가 기존 애니메이션 콘텐츠와 구별되는 숏폼 미디어에서의 애니메이션 콘텐츠의 특징적 요소들과 성공사례를 제시함으로써 1인 창작자 또는 소규모 팀 애니메이션 창작자들에게 창작 애니메이션을 통한 자생의 방향성을 제시하는데 본 연구의 목적이 있다.

컬러 정보를 이용한 실시간 표정 데이터 추적 시스템 (Realtime Facial Expression Data Tracking System using Color Information)

  • 이윤정;김영봉
    • 한국콘텐츠학회논문지
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    • 제9권7호
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    • pp.159-170
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    • 2009
  • 온라인 기반의 3차원 얼굴 애니메이션을 위해서 실시간으로 얼굴을 캡처하고 표정 데이터를 추출하는 것은 매우 중요한 작업이다. 최근 동영상 입력을 통해 연기자의 표정을 캡처하고 그것을 그대로 3차원 얼굴 모델에 표현하는 비전 기반(vision-based) 방법들에 대한 연구가 활발히 이루어지고 있다. 본 논문 에서는 실시간으로 입력되는 동영상으로부터 얼굴과 얼굴 특징점들을 자동으로 검출하고 이를 추적하는 시스템을 제안한다. 제안 시스템은 얼굴 검출과 얼굴 특징점 추출 및 추적과정으로 구성된다. 얼굴 검출은 3차원 YCbCr 피부 색상 모델을 이용하여 피부 영역을 분리하고 Harr 기반 검출기를 이용해 얼굴 여부를 판단한다. 얼굴 표정에 영향을 주는 눈과 입 영역의 검출은 밝기 정보와 특정 영역의 고유한 색상 정보를 이용한다. 검출된 눈과 입 영역에서 MPEG-4에서 정의한 FAP를 기준으로 10개의 특징점을 추출하고, 컬러 확률 분포의 추적을 통해 연속 프레임에서 특징점들의 변위를 구한다 실험 결과 제안 시스템 은 약 초당 8 프레임으로 표정 데이터를 추적하였다.

지능을 이용한 디지털 콘텐츠 응용 (Digital Contents Application using Intelligence)

  • 김만기;홍유식
    • 한국인터넷방송통신학회논문지
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    • 제9권2호
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    • pp.65-71
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    • 2009
  • 1990년대 말부터 인터넷의 급속한 발전으로 인해서 쌍방향 커뮤니케이션 광고, 홍보, 온라인 음악, 동영상 영화, e-Book 등 디지털 콘텐츠의 유통이 활발하게 이루어지고 있다. 뿐만 아니라 인터넷과 TV 의 결합으로 탄생한 IP TV 가 등장하면서 쌍방향 디지털 콘텐츠 산업이 미래의 핵심 산업으로 각광을 받고 있다. 그러나, 이러한 쌍방향이 가져다준 불법 성인광고사이트, 불법 게시판, 불법 광고의 쇼핑몰, 불법 음악 복제, 동영상 복제 등 IPTV 등장으로 인한 부정적이 측면도 항시 우리 주변에 있다는 인식도 해야한다. 예를 들면 인터넷에서 운영되던 소리바다에 대한 음악저작권 문제가 검찰로부터 기소 결정으로 인해서 디지털 문화 콘텐츠 저작권 문제가 중요한 문제로 부각되고 있다. 본 논문에서는 디지털 콘텐츠의 현황 및 문제점을 알아보고, 이러한 문제점을 해결하기위해서 지능을 이용한 쌍방향 커뮤니케이션, 광고, 홍보 등 디지털 콘텐츠의 실무사례와 학생들의 취약과목 분석을 위한 모의실험을 제안한다.

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컨텐츠 유통 플랫폼에서 이용자 참여와 생산자 반응의 적합성 효과에 관한 연구 (The Effect of Congruency between User Participation and Producer Response on User Generated Content)

  • 손정민;이준섭
    • 유통과학연구
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    • 제13권8호
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    • pp.73-80
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    • 2015
  • Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.

모바일 복합 단말기 사용자 만족: 기대-불일치 접근 (User Satisfaction of Mobile Convergence Device: The Expectation and Disconfirmation Approach)

  • 이승창;서응교
    • 유통과학연구
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    • 제10권11호
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    • pp.89-99
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    • 2012
  • Purpose - Mobile devices, especially mobile terminals capable of telecommunication and wireless connectivity, are leading the advancements in consumer electronics. Digital convergence drives the functions of various devices, such as cellular phones, MP3 players, personal digital assistants, and gaming, into a single device. This trend would continue and applications such as digital audio and video streaming (including personalized content delivery mechanisms) would soon be on a handheld device. As customers want mobile convergence devices, manufacturers are driving new initiatives in the emerging mobile device market. Given the roles played by device design and service content in user satisfaction of a mobile convergence device, this study focuses on identifying and measuring the constructs for the process by which user satisfaction is achieved. This study synthesizes the expectation-disconfirmation paradigm with empirical theories in user satisfaction. Device and service levels are separated, and nine key constructs for user satisfaction of mobile convergence devices are proposed. Insight into this process could help web-based businesses to improve user satisfaction, thus enhancing the effectiveness of e-commerce for sellers and buyers. Research design, data, methodology - This study draws on three users of mobile convergence devices as examples. To test there search model and hypotheses, survey questionnaires were sent to 607 mobile device users. Mobile device users were initially identified from several members, and subjects were randomly drawn. Data from 577 survey responses were finally analyzed. The unit of measurement and analysis in this research study is at a personal level. Results - The measurements for the constructs were developed and tested in a two-phase study. In the first phase, the device and service dimensions were identified, and instruments for measuring them were developed and tested. In the second phase, using the salient dimensions of the device and service as the formulating first-order factors, instruments were developed and empirically tested to measure satisfaction of the device and service. In measuring satisfaction of mobile convergence devices, the critical tasks are to identify the key constructs of such user satisfaction and to develop validated instruments to measure them. Hence, the results of this study have immediate implications for businesses and for research in user satisfaction of mobile convergence devices. Conclusions - This study provides reliable instruments for operationalizing key constructs in the analysis of user satisfaction of mobile convergence devices within the expectation-disconfirmation paradigm. Hence, convergence device makers will be able to examine whether their websites meet their customers' expectations by examining the device aspect of the mobile convergence device customers, and the service aspect expectations and disconfirmation. Moreover, the introduction of expectation and disconfirmation constructs brings the marketing aspect of convergence devices into focus for such retailers, an aspect crucial to the effective design of websites for online businesses. In addition,this study provides the metrics required to initiate future studies on user satisfaction of mobile convergence devices.

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