• Title/Summary/Keyword: Personal media contents

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Music Source and Signature Storage Method using Blockchain and Distributed Storage System (블록체인 및 분산저장시스템을 활용한 음원 및 시그니쳐 저장 방법)

  • Lee, Kyoung-Sik;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.956-964
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    • 2019
  • In the age of personal media such as YouTube and Twitch, individual media content creation and consumption have become simpler. A huge amount of media content is created and consumed through platform services. In this regard, interest in copyright of media contents is increasing. In particular, the sound source is an indispensable element in almost all media contents production. In this paper, we propose a method to store the sound source and its signature using blockchain and distributed storage system to verify the copyright of music contents. We Identify the possibility of including the audio signature extraction result of the sound source as blockchain transaction data. Through experiments, we compare the input and output speed when the sound source and its signature are stored in the distributed storage system.

A Study on the Factors Influencing Acceptance of Social Media-based Smart Commerce Service through Personal Innovativeness (개인의 혁신성이 소셜미디어 기반 스마트커머스의 수용에 미치는 영향 요인 연구)

  • Lee, Sang-Ok;Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.547-559
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    • 2018
  • This study deals with the factors influencing acceptance of social media-based smart commerce service through personal innovativeness by quantitative empirical research method. Researchers have viewed that personal innovativeness affects the aesthetic criteria, hedonic value, economic value, and subjective norms, which are subdivided elements of emotion and characteristics. The hypothesis is that the emotional and characteristics variables affect the variables such as purchase intention and word of mouth intention of the TAM and the post acceptance model (PAM). The research model proposed in this study is a integrated model of proven models in previous studies, and it is expected that there will be a theoretical and practical contribution of research. The researchers hope that this study will make a significant contribution to the industry and policy in dealing with the acceptance of smart commerce services emerging in the area of e-commerce and social media marketing.

Effects of Media and Personal Frames on Interpreting Newspaper Articles (미디어 프레임과 개인 프레임이 신문기사의 해석에 미치는 효과)

  • Jun, Mi Youn;Jung, Taeyun
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.299-312
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    • 2019
  • This study examined the effect of media and personal frames on readers' attitude towards newspaper articles and on their perceived fairness. Study 1 examined the frame effects with the issue of the Candlelit Protest in 2008 and Study 2 did with the issue of the Four Major Rivers Restoration Project. Results indicated that in both studies two frames had main effects on readers' attitude and yet their interaction was not significant. In both studies, effects of personal frame were partially significant on the perceived fairness of the article, but main effects of media frame and interaction effects between two frames were not significant. These findings demonstrated that readers' attitude towards newspaper articles and on their perceived fairness would be influenced by their headlines and their source along with their content.

A Study on Factors Influencing Immersion and Viewing Intention of Personal Broadcasting Viewers (개인방송 시청자의 몰입 및 시청의도에 미치는 영향요인 연구)

  • Hong, Moo-Goong;Kwon, Hyeog-In
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.195-211
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    • 2019
  • Recently, as the personal broadcasting industry has grown rapidly, interest in personal braodcasting platform companies, creators, and contents is increasing. In addition to the quantitative growth of the private broadcasting industry, related research is also increasing, but there is a lack of research on the viewer side. In this study, we applied the Hedonic-Motivation System Adoption Model (HMSAM) to derive the viewing motivation factors from the intrinsic aspects of personal broadcasting users. Also, we analyzed the difference of viewing motivation factors by classifying the types of personal broadcasting contents. As a result of the analysis, extrinsic and intrinsic factors of the users except "control" has a significant influence on the viewing intention and immersion. Also, it was verified that the influences on the viewer's immersion were different according to the content type. Finally, various theoretical and practical implications are presented through the results of this study.

Analysis of Social Media Contents about Broadcast Media through Topic Modeling (토픽 모델링을 이용한 방송미디어 관련 소셜 미디어 콘텐츠 분석)

  • Park, Sangun
    • Journal of Information Technology Services
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    • v.15 no.2
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    • pp.81-92
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    • 2016
  • Numerous people share their TV experience with other viewers on social media such as personal blogs and Twitter. It means that broadcast media, especially TV, affects the responses on social media. Moreover, the responses affect broadcast media ratings back. Social TV tried to use the relationship in marketing activities such as advertisement by analyzing the TV related social behavior. However, most of them used just the quantities of social media responses. This study analyzes the subjects of the responses on social media about specific TV dramas through topic modeling, and the relationship between the changes of popular topics and viewer ratings of the drama over specified periods. Five representative Korean dramas of 2014 were selected and Blog contents including viewer ratings about the dramas were collected from naver.com which is the representative portal in South Korea. The proposed analysis framework consists of three steps which are Blogs crawling, topic modeling, and topic trend analysis. We found some implications from the results of the topic trend analysis. Firstly, there were specific topics on dramas in social media. Secondly, the topics had some meaningful relationships with viewer ratings. Lastly, there were differences between the topics of dramas with higher viewer ratings and those with lower viewer ratings.

The Influence of Digital Content Reflected in Social Media (소셜 미디어로 본 디지털 콘텐츠의 영향)

  • Lee, Suhyun;Kim, JeongYeon
    • The Journal of Society for e-Business Studies
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    • v.23 no.4
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    • pp.127-136
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    • 2018
  • With the increased value in digital contents, the influence of social media has increased exponentially over the past years. Focused around those in their teens and twenties, social media has spread its influence to people regardless of one's age or gender. This increased attention is reflected by the public's interest in pets, especially those dealt with in the personal media sector. This paper will focus on the two most popular Korean cat youtube channels called "CreamHeroes" and "SuriNoel." By analyzing the top thirty most viewed videos on each channel, real time streaming, goods based on the cats starring on the channel, and comments left by the channels' subscribers, it can be concluded that people watching videos categorized as "Viewnimal" derive surrogate pleasure from their viewings. The following creates the potential for increased conversation regarding the subject of shelter animals and animal abuse.

Highlight Detection in Personal Broadcasting by Analysing Chat Traffic : Game Contests as a Test Case (채팅 트래픽 분석을 통한 개인방송 하이라이트 검출 : 게임 콘텐츠를 중심으로)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.218-226
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    • 2018
  • As the number of personal broadcasting contents is rapidly increasing, the demand for a service that provides highlights is growing. A highlight, a collection of interesting scenes, can improve the quality of viewing experience. In this paper, we propose a method to automatically detect highlights using only chat traffic information. We also propose evaluation methods the effectiveness of using chat traffic in highlight detection. We apply the detection algorithm to game broadcasting, which has larger audience, and demonstrate its performance.

Development of Extracting System for Meaning·Subject Related Social Topic using Deep Learning (딥러닝을 통한 의미·주제 연관성 기반의 소셜 토픽 추출 시스템 개발)

  • Cho, Eunsook;Min, Soyeon;Kim, Sehoon;Kim, Bonggil
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.35-45
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    • 2018
  • Users are sharing many of contents such as text, image, video, and so on in SNS. There are various information as like as personal interesting, opinion, and relationship in social media contents. Therefore, many of recommendation systems or search systems are being developed through analysis of social media contents. In order to extract subject-related topics of social context being collected from social media channels in developing those system, it is necessary to develop ontologies for semantic analysis. However, it is difficult to develop formal ontology because social media contents have the characteristics of non-formal data. Therefore, we develop a social topic system based on semantic and subject correlation. First of all, an extracting system of social topic based on semantic relationship analyzes semantic correlation and then extracts topics expressing semantic information of corresponding social context. Because the possibility of developing formal ontology expressing fully semantic information of various areas is limited, we develop a self-extensible architecture of ontology for semantic correlation. And then, a classifier of social contents and feed back classifies equivalent subject's social contents and feedbacks for extracting social topics according semantic correlation. The result of analyzing social contents and feedbacks extracts subject keyword, and index by measuring the degree of association based on social topic's semantic correlation. Deep Learning is applied into the process of indexing for improving accuracy and performance of mapping analysis of subject's extracting and semantic correlation. We expect that proposed system provides customized contents for users as well as optimized searching results because of analyzing semantic and subject correlation.

A study on the subjectivity of college students' participation in media education

  • Lee, Jei-Young;Park, Chang-Woo;Kim, Ji-Eun
    • International Journal of Contents
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    • v.7 no.2
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    • pp.42-48
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    • 2011
  • The aim of this study is to investigate college students' opinion on participation in media education. The research question is as follows: first, what is the college students' perceptions who participated in media education? Second, what are the differences among the perceptions of college students who participated in media education? To answer these research questions, we used Q-methodology, which is more useful in organizing subjectivity types and opinions of students, both in explaining and sorting of data by characteristic and personal opinion. As a result, two types were found; type 1 is the active participation type that focuses on the active participation in media education as a productive tool and teaching method, as well as diminishing the current controls and restrictions on its use in education. On the other hand, type 2 is the growing adaptive type and is positive for the future development of media education in a transitional role, while they think that current media education for college students is not qualitative yet, a productive tool and the quality of the information message is lacking, and so on.

A Negative Understanding about Digital Contents in the Multimedia Circumstance (디지털 콘텐츠에 대한 비판적 접근 - 멀티미디어에 의해 형성되는 환경을 중심으로 -)

  • Kim, Kyung-Il
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.133-137
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    • 2006
  • The advent of multimedia as the new media was caused popularization of personal computer and evolution of technology. The age of multimedia instigated the coming of new paradigm. The computer have been changed reality as a human culture to simulation culture. And it have been developed as a connector between real world and cyber space. As a result, a man who have used a computer has a possibility of danger of immersion or addiction. Therefore we must have the media competence.

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