• Title/Summary/Keyword: Video Platforms

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Extension of Platforms and Return of High-Teen Romance Drama (플랫폼의 확장과 하이틴 로맨스 드라마의 귀환)

  • Moon, Sun-Young
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.45-71
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    • 2019
  • Through the expansion of platforms in the media era, this paper notes the phenomenon in which 'high-teen romance drama,' a genre which had been marginalized in the past, began to re-emerge. It analyzes the 'high-teen romance drama,' which is moving from TV to the Web and being produced in various ways, while successfully returning to the TV drama format. This study sums up the latest trends in TV and web-based high-teen romance dramas, and as a case study, this paper examines the characteristics of the 'high-teen romance drama' in relation to the platform's environment through the web drama A-Teen, TV drama 18 Moment. Due to the restriction of ratings, high-teen romance dramas have been one of the largely marginalized genres on television. But in the web space, high-teen romance dramas are no longer non-mainstream. The high-teen romance drama has been solidifying its position through the Web, with absolute support from young viewers. Web dramas are gradually expanding their influence on the genre and subject of TV dramas. The high-teen romance drama is one of the most prominent examples of this trend. The popular interest and success of the high-teen romance web drama has brought the forgotten high-teen romance drama back to TV. The web drama A-Teen is a high-teen romance drama about everyday life and love of high school students, and became one of the most popular and popular web dramas, leading to a Season 2. A-Teen actively utilizes teenage culture and expression, and a strategy that leads to empathy among teenage viewers. In A-Teen, love is recreated in a way that relieves the depth of overconsumption emotions. Instead of dealing in depth with the inner conflict over love, it takes an approach ofpresenting the emotional change of love in real time and forming a consensus with the acceptor. The TV drama 18 Moment is one of the programs that has helped refocus attention to TV-hitting romance dramas. 18 Moment underlines the growth of the characters, with the main characters reaching maturity through love as fresh and innocent teenagers. The TV drama 18 Moment is a high-teen romance drama that has been transformed into a way to apply the web-fadding high-times grammar while retaining the typicality of existing TV hagwons to suit the TV broadcasting environment. As the Internet becomes more ubiquitous, video content is changing based on the newly emerging platforms. Dramas no longer mean just traditional television media. While considering the limitations of TV, this paper analyzed the background of the rebirth of the high-teen romance drama, which had been marginalized, through the web platform. This is meaningful in that it identifies and considers the increasing popularity of this genre of drama.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

Changes of Ground Reaction Forces by the Change of Club Length in Golf Swing (클럽의 길이 변화에 따른 골프 스윙의 지면반력 변화)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.17 no.2
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    • pp.31-40
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    • 2007
  • Proper weight shifting is essential for a successful shot in golf swing and this could be described by means of the ground forces between the feet and ground. It is assumed that the ground forces would different according to the club used because the length and swing weight of each club is different. But, in present, it is not clear what changes are made by the change of clubs and this affect the swing motion. Therefore this study focused on the investigation of the changes of the ground forces and ground reaction forces (GRF) by the change of club length. The subjects were three professional male golfers. Four swings (driver, iron 3, iron 5, and iron 7) for each subject were taken by two high speed video cameras and two AMTI force platforms were used to measure the GRF simultaneously. Kwon GRF 2.0 and Mathcad 13 software were used to post processing the data. Changes of the three major component of GRF (Vertical, lateral, anterior-posterior force) at 10 predefined events were analyzed including the maximum. Major findings of this study were as follows. 1. Vertical forces; - There were no significant changes until the top of backswing. - Maximum was occurred at the club horizontal position in the downswing for both feet. The shorter club produced more maximum forces than longer ones in the left foot, but reverse were true for the right foot. - Maximum forces at impact shows the same patterns. 2. Lateral forces; Maximum was occurred at the club horizontal position for both feet, but there were no lateral forces because the direction of two forces was different. Maximum force pattern by different clubs was same as the vertical component. 3. Anterior-posterior forces; - This component made a counter-clock wise moment about a vertical axis located between two foot until the club vertical position was reached during the backswing, and reverse moment were produced when the club reached horizontal at the downswing. - Also this component made a forward moment about a horizontal axis located in the CG during the fore half of the downswing, and a reverse moment until the club reached vertical at the follow through phase. Maximum was occurred at the club vertical in the downswing for both feet. The longer club produced more maximum forces than shorter ones for both feet.

Human Exposures to Various Electromagnetic Forces : Measurement of Electromagnetic Force for Future Epidemiological Study (각종 전자파에 의한 인체의 노출 : 역학조사를 위한 전자파 측정)

  • Kim, Deok-Won;Ryu, Chang-Yong;Yoon, Hyung-Ro
    • Journal of Biomedical Engineering Research
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    • v.16 no.2
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    • pp.191-200
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    • 1995
  • Although air, water, and noise pollutions have been widely recognized, electromagnetic forces (EMF) hazard has been rarely recognized as a pollution and very little studies has been done in this country. Thus, in this study electromagnetic forces radiated by various home appliances, office machines, and communication equipments were measured and so were several places radiating strong EMF such as subway stations and electric substations. Among the home appliances microwave oven radiates lots of magnetic field and microwaves, and electric mattress does strong magnetic field. In video game room strong magnetic and considerable electric fields were measured. It was observed strong magnetic field inside of electric powered train and very strong magnetic and electric fields on some platforms. Hand-phone and car-phone radiate very hazardous level of microwaves to brain and that they rapidly come into wide use. In this study data base for various electric machines and places radiating strong EMFs were constructed and could be used for future epidemiological studies.

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

  • Son, Jung-Min;Lee, Jun-Seop
    • Journal of Distribution Science
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    • v.13 no.8
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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.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

Analysis of School Space for Students' Customized Classes: Focused on Vittra Telefonplan School in Sweden (학생 맞춤형 수업을 위한 학교 공간 분석: 스웨덴 비트라 텔레폰플랜(Vittra Telefonplan) 학교를 중심으로)

  • Shin, Jin-Su;Jo, Hyang-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.10
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    • pp.433-445
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    • 2019
  • This study was designed to create an innovative Korean school space plan. This was done by performing an analysis of cases of student-tailored class operations and the composition of school space in Sweden's Vittra Telefonplan School. To this end, the research team analyzed prior studies, the Vittra school space and the student-tailored classes through an analysis of the literature, documents and video images. First, the OpenSpace was operating classes tailored to each student's academic growth and needs. Second, the open-space school space played a role as the space for student life. Third, the teacher played a role as an active guide and facilitator of students. Forth, the students' individual learning management team actively conducted coding classes by utilizing IT-based learning platforms. The implications of the Vittra School are as follows. When designing a new school, it is recommended to design a small school as small as possible, organize an open space according to the grade and not by the class, and operate the curriculum around the students' grade. When reorganizing existing schools, it is proposed that standardized classrooms be modified for schools with spare classrooms to create learning spaces that can vary for large to small and to practice project-oriented classes at the grade level.

A Flow of Generative Change and Ideological Convergence in Chinese Media Policies (중국 미디어 관리의 생성적 변화와 이데올로기적 수렴)

  • Ko, Yoon-sil
    • Cross-Cultural Studies
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    • v.44
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    • pp.123-145
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    • 2016
  • A flow of generative change has existed in the Chinese media following political, economic, and institutional changes. Since a market system was introduced to the field of drama production, people called 'zhipianren' who act as government agents as well as market administrators have spontaneously emerged. The government, by granting legal qualifications and authority to these 'zhipianren', have institutionalized and absorbed them within the system. Through this process, the 'drama zhipianren system', under the unique environment of a socialist market economy, demonstrates a Chinese administrative model that effectively reveals the changing process from a direct administration by the government to indirect administration and self-censorship. Furthermore, with the widespread adoption of the internet, various types of media including grassroots media have emerged, and the participation and production activities of netizens has enabled the development of a new genre of literature called internet literature. Furthermore, some websites that functioned as platforms for video and grassroots media came to self-produce contents so as to function as media in and of themselves. Originally, the internet was cultivated as a portion of the IT industry, but when it began to function as media, forming a new media landscape, regulations and institutions were gradually established and subsequently advanced in the direction of supervision and regulation over all internet media contents. A flow of generative change in the field of media has emerged, and the pattern of generation-convergence repeats itself as the official media policies converge.

A Study on the Influence Factors on Intention to Continuous Use of Untact Performance Service in Concert Hall (공연장의 언택트 공연서비스의 지속사용의도에 미치는 영향요인 연구)

  • Bang, Sung-Teak;Baek, Jin-Hyoun;Moon, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.283-291
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    • 2022
  • Due to the impact of COVID-19, untact performances where performance videos are recorded, edited and distributed have begun to be activated in a non-face-to-face environment. Performance halls are supporting untact performance services such as video production and broadcasting so that performances can be viewed through online platforms. Therefore, this study intends to study the satisfaction and continued use intention of the untact performance service in the concert hall for experts who have experience using the untact performance service in the concert hall. A total of 9 hypotheses were rejected and 10 hypotheses were adopted as a result of developing and analyzing a research model suitable for the untact performance service of the concert hall by fusion of the information system success model and the expectation inconsistency model. Excluding content quality, it was found that in both system quality and service quality, inconsistency occurs through the comparison of expectations and performance after expectations arise. This positive discrepancy affects satisfaction, and the higher the satisfaction, the higher the intention to continue using it. This study is a basic study on the untact performance service and is expected to provide a new perspective for quality improvement.

Construction of an Audio Steganography Botnet Based on Telegram Messenger (텔레그램 메신저 기반의 오디오 스테가노그래피 봇넷 구축)

  • Jeon, Jin;Cho, Youngho
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.127-134
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    • 2022
  • Steganography is a hidden technique in which secret messages are hidden in various multimedia files, and it is widely exploited for cyber crime and attacks because it is very difficult for third parties other than senders and receivers to identify the presence of hidden information in communication messages. Botnet typically consists of botmasters, bots, and C&C (Command & Control) servers, and is a botmasters-controlled network with various structures such as centralized, distributed (P2P), and hybrid. Recently, in order to enhance the concealment of botnets, research on Stego Botnet, which uses SNS platforms instead of C&C servers and performs C&C communication by applying steganography techniques, has been actively conducted, but image or video media-oriented stego botnet techniques have been studied. On the other hand, audio files such as various sound sources and recording files are also actively shared on SNS, so research on stego botnet based on audio steganography is needed. Therefore, in this study, we present the results of comparative analysis on hidden capacity by file type and tool through experiments, using a stego botnet that performs C&C hidden communication using audio files as a cover medium in Telegram Messenger.