• Title/Summary/Keyword: UCC 제작

Search Result 114, Processing Time 0.025 seconds

An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
    • /
    • v.20 no.1
    • /
    • pp.141-170
    • /
    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

A development of web-based automated video production system (웹 기반 자동 영상 제작 시스템 개발)

  • Park, Min Kyu;Kim, Yong Han;Park, Jong Bin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2014.11a
    • /
    • pp.271-274
    • /
    • 2014
  • 첨단 정보통신과 모바일 산업의 성장으로 블로그, 소설네트워크 서비스와 같은 사람과 사람, 또는 사람과 정보를 연결, 공유하고 상호 작용할 수 있는 웹 기반의 소셜미디어 산업이 성장하고 있다. 이에 따라 활발히 공유되고 있는 콘텐츠들의 형식도 단순 텍스트에서 위주에서 이미지나 동영상과 같은 멀티미디어 콘텐츠로 변화되고 있다. 이전에는 멀티미디어 콘텐츠 제작이 전문가만의 영역으로 간주되었지만, 최근에는 방대한 양의 콘텐츠들이 UCC 형태로 제작되어 일반 사용자들의 강한 창조적 열의를 느낄 수 있다. 하지만 일반 사용자가 멀티미디어 콘텐츠를 제작하기 위해서는 여전히 콘텐츠 제작 도구 기술 습득 및 제작에 많은 시간이 필요하다. 또한 제작된 콘텐츠들의 품질도 전문가들의 결과물에 비해 만족스럽지 않은 것이 사실이다. 그래서 본 논문에서는 언제 어디에서 누구나 쉽게 멀티미디어 콘텐츠를 제작할 수 있고 그 콘텐츠의 품질도 고려한 웹 기반 자동 영상 제작 시스템을 개발하였다.

  • PDF

A Study on the Implementation of Robust Automatic Adaptative Chroma-key Method (자동 적응성 동적 크로마키 구현에 관한 연구)

  • Lee, Sang-Yeob;Joo, Heon-Sik
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.1
    • /
    • pp.21-27
    • /
    • 2008
  • The man who wants to create advance user created contents Is in need of using chroma-key method in a certain environment. Recently. pavilion that is painted with mono-color is used for the application of chroma-key. This paper aims to introduce a robust automatic adaptive chroma-key method without using pavilion. In this research. a new chroma-key method is applied to the separation of high frequency and low frequency using Wavelet is done in order that the noise can be eliminated. As a result, a chroma-key method with good capacity is shown from the research.

  • PDF

A Study about Data Broadcasting Sub-Content Architecture Model in Bi-directional Broadcasting Environment (양방향 데이터 방송 환경에서의 부가 영상 콘텐츠 제작 모델 연구)

  • Oh, Jung-Min;Moon, Nam-Mee
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
    • /
    • v.8 no.2
    • /
    • pp.57-63
    • /
    • 2009
  • The demand of digital broadcasting via networks has increased slowly in spite of the development of bidirectional broadcasting service technology and the effort of revitalization are actively performed nowadays. There are some reasons that the content differentiation is necessary. First, bidirectional digital broadcasting has no special content that attracts public attention. Second, bidirectional video content such as UCC is expected to revitalize economy due to simplification of authoring tool and user's desire to communicate interactively. So this paper proposes the data broadcasting sub-content architecture model by scenario using original data broadcasting content. At the same time, we design the content object metadata schema from the analysis of original data broadcasting content. It is restricted by 25 metadata in order to make it more smoothly working contents under the ubiquitous environment. This proposal is expected to affect the revitalization of content development and find out new sub-content model by rework original content.

  • PDF

A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
    • /
    • v.19 no.2
    • /
    • pp.43-72
    • /
    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Building a Satellite Image Rinsed Blog System Using PPGIS (People Participatory GIS) (국민참여형 위성영상 블로그 시스템 구축)

  • Lee, Ki-Hwan;Lee, Dong-Cheon;Park, Seok-Ho;Kim, Il;Shin, Sang-Hee
    • Korean Journal of Remote Sensing
    • /
    • v.23 no.2
    • /
    • pp.125-130
    • /
    • 2007
  • This paper introduce a satellite image based blog system built by JeonNam local province. Main goals of this system are as follows : (1)Overcome the static aspect of traditional Web-GIS, (2)Providing a geoUCC generating platform by combining multimedia technology and GIS in a single web environment, (3)Building a two-way Web-GIS through user's participation, (4)Creating a new communicative way between government and citizen by using this system. As a result of the system building, this system enables users to create his/her own UCC(User Created Contents) on high-resolution satellite image and enables users to share his/her own UCC with other system using Web2.0 technology.

A Study about UCC Video Authoring Tool Enhancement Methods for Revitalization of Learning Contents (러닝콘텐츠의 활성화를 위한 UCC동영상 저작도구 개선방안 연구)

  • Lee, Ju-Ho;Kim, Kyung-A;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.11a
    • /
    • pp.391-394
    • /
    • 2009
  • 본 논문에서는 러닝 콘텐츠의 생산성을 높이기 위해 초보자도 쉽게 사용 할 수 있는 UCC동영상 저작도구의 개선방안을 제시한다. 분석 방법으로 첫째, 초보자들이 사용하는 UCC동영상 저작도구와 고급동영상 저작 도구를 사용자 인터페이스 측면, 기능적 측면으로 분석 요소를 한정하여 분석하고, 러닝콘텐츠의 특성인 학습활동을 목적으로 한 학습 관련자원의 활용 정도를 UCC동영상 저작도구와 러닝저작도구를 분석 대상으로 하여 비교 분석 하였다. 이 두 분석결과를 종합하여 인터페이스 측면, 기능적 측면에서 개선방안을 제시 하였다. 인터페이스 측면에서는 복합타임라인을 통해 타임라인, 스토리보드, 블록기능을 하나의 메뉴로 구성하여 러닝콘텐츠 제작 시 혼동을 줄여 주며 기능적 측면에서는 자동 스토리보드 블록, 기능 편집, 클릭제작 3가지의 개선사항을 도출하여 초보자도 쉽게 러닝 콘텐츠를 제작할 수 있도록 제안하였다. UCC동영상 저작도구의 사용성 개선을 바탕으로 향후 UCC동영상 중심의 러닝콘텐츠가 활성화 될 것으로 기대한다.

  • PDF

Standardization Strategy on 3D Animation Contents (3D 애니메이션 콘텐츠의 SCORM 기반 표준화 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hye;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.218-222
    • /
    • 2006
  • In making 3D animation with digital technology, it is necessary to increase productivity and reusability by managing production pipeline systematically through standardization of animation content. For this purpose, we try to develop the animation content management system that can manage all kind of information on the production pipeline, based on SCORM of e-teaming by considering production, publication and re-editing. A scene as the unit of visual semantics is standardize into an object that contains meta-data of place, cast, weather, season, time and viewpoint about the scene. The meta-data of content includes a lot of information of copyright, publication, description, etc, so that it plays an important role on the management and the publication. If an effective management system of meta-data such as ontology will be implemented, it is possible to search multimedia contents powerfully. Hence, it will bring on production and publication of UCC. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative animation by reorganizing and packaging the selected objects.

  • PDF

Design and Implementation of Game Scenario Editor (게임 시나리오 편집기의 설계와 구현)

  • Park, Won-Sub;Hong, Hyun-Ki;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.115-125
    • /
    • 2010
  • In the field of game design, scenarios are essential part. But general-purpose tools for production of game scenarios have not been developed yet. In order to solve these problems, we studied the difference between game scenarios and other scenarios and analyzed scenario UCC(User Created Contents) and created suitable forms of game scenarios. To make OSMU(One Source Multi Use) easier, we use XML-based format of game scenario. To verify the possibility for practical application of XML-based format, we wrote a game scenario with scenario editor that we made and applied it to scenario-based game 'FEEL Online'.