• 제목/요약/키워드: Viewers

검색결과 733건 처리시간 0.022초

다문화 TV 프로그램이 결혼이주여성에 대한 인식에 미치는 영향 : 대학생들의 '러브인 아시아' 프로그램 시청을 중심으로 한 통제집단 사후설계실험 (The Effect of Multi-cultural TV Program on the Viewers' Perception of Migrant Women : Post Test Control Group Design Centered on University Students' Viewing of the 'Love in Asia' Program)

  • 홍숙영
    • 디지털융복합연구
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    • 제11권7호
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    • pp.19-26
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    • 2013
  • 본 연구는 대학생들을 중심으로 다문화 TV 프로그램인 '러브인 아시아'에 나타난 결혼이주여성의 직업적 전문성에 따라 결혼이주여성에 대한 수용자의 인식이 어떠한 차이를 보이는지 조사하고자 하였다. 통제집단사후설계 방식을 이용하여 분석한 결과 '이주여성이 전문기술을 갖고 있다', '이주여성은 의사소통 능력이 뛰어나다', '이주여성은 독립심이 강하다'는 항목들에 대해 전문직 이주여성 TV프로그램을 시청한 응답자와 비전문직 이주여성 TV프로그램을 시청한 응답자 간에 유의미한 차이가 있는 것으로 나타났다. TV프로그램에서 드러난 직업적 전문성 유무가 결혼이주여성에 대한 수용자의 인식에 영향을 줄 수 있으므로 전문가그룹의 자문시스템 구축 및 결혼이주여성의 다양성 보장과 같은 제도 마련이 필요하다.

방송사 시청자위원회의 새로운 모델 탐색 (The Exploration of the New Model of the Committee for Viewers in PBS)

  • 홍경수
    • 한국콘텐츠학회논문지
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    • 제18권11호
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    • pp.213-221
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    • 2018
  • 수용자의 미디어 이용행태의 모바일화로 인해, 지상파 방송 중 특히 공영방송이 큰 타격을 받고 있다. 하지만 공영방송에는 표피적인 위기감이 감돌 뿐, 철저한 시청자 중심 조직으로의 변화는 미미할 뿐이다. 9년 여 간의 침체를 딛고 새롭게 시작하려는 공영 방송에게 필요한 것은 시민의 참여를 통한 철저한 시민 플랫폼화 전략이다. 실제로 방송법에서는 시청자의 권익을 보호하는 조항들을 가지고 있지만, 상호 모순되는 한계를 가지고 있다. 미국의 CSA 모델에서 유래한 일본의 잡지 다베루츠우신을 벤치마킹해서 새로운 시청자 위원회의 모델을 제시하고자 했다. 즉, 방송의 기획 편성 제작에서 시민들의 참여를 보장하기 위해 시청자 위원회 아래에 다양한 차원의 기획위원회와 평가위원회를 설치하는 제안이다. 새로운 시청자 위원회 모델은 급변하는 디지털 미디어 환경에서 공영방송이 제 역할을 할 수 있게 하는 최소한의 장치가 될 것으로 기대된다.

Is BTS Different? Shared Episodes on SNS as a Good Indicator for Celebrity Endorsed Ad Effects

  • Bu, Kyunghee;Kim, Whoe Whun
    • Asia Marketing Journal
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    • 제22권4호
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    • pp.27-45
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    • 2021
  • This study examines the effects of celebrity endorsed advertising from a new perspective of the prior research that emphasizes the matchup between the brand and the celebrity. Due to the recent sharing experiences of the celebrity and their fans on SNS, it is hypothesized that the shared stories would impact viewers' responses that are often expressed in their likes, dislikes, shares and comments on SNS. In this study, the episodic type of advertising is hypothesized to have more favorable and active responses from viewers than the typical celebrity image-focused ads would have. By crawling and analyzing viewers' responses on YouTube toward 12 BTS endorsed ads, the hypotheses are confirmed as higher ratio of likes, lower ratio of dislikes and significantly higher ratio of comments over both total views and total likes were found. For the rationale behind, total 1800 comments were categorized into 4 major content types such as attached, experiential, empathic and self-related ones that are all considered as important factors influencing the strong ad effect. The results showed that the episodic ads have marginally more emotional comments than the celeb image ads. The difference was only found in experiential and empathic responses but not in self-related responses. Contrary to the hypothesis, the comments expressing attachment were found more for the celebrity image-focused ads than the episodic ones. It does not seem to suggest that the celebrity image focused ads are better to capture viewers' attachment towards the celebrity and the ad endorsed, but that the episodic ads draw viewers into relatively deeper level of attachment such as empathy by perceiving the authenticity of the celebrity and the brand. In conclusion, the shared stories on SNS can be a factor in the match-up theory on celebrity endorsed ad effects.

일상 브이로그의 정보 속성과 출연자 유형에 따른 시청 몰입 및 자기향상 태도의 차이 (The Effects of Information Types and Players in Everyday Vlogs on Viewers' Empathy, Social Presence and Self-Enhancement)

  • 진낙;나은경
    • 문화기술의 융합
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    • 제8권4호
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    • pp.277-287
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    • 2022
  • 일상을 기록하는 동영상 브이로그가 온라인 소통의 주요한 영상 콘텐츠 양식이 되고 있는 현 시점에, 본 연구는 이러한 온라인 영상의 이용이 시청 몰입 심리 및 자기향상 태도에 어떠한 영향을 미치는지를 살펴보고자 했다. 일상 공유를 통한 온라인 플랫폼 생산자 논의 및 자기결정성 이론을 바탕으로, 유튜브 브이로그의 정보 속성별 그리고 출연자 유형별 영향의 차이를 살펴보았다. 이용자를 대상으로 설문조사를 실시한 자료의 분석 결과, 정보 속성(일과기록형 vs. 심층정보형) 및 출연자 유형(일반인 vs. 연예인)에 따른 유의미한 영향이 발견되었다. 일과기록형에 비해 심층정보형 영상을 시청할수록, 연예인 출연에 비해 일반인 출연 영상을 시청할수록, 수용자의 감정이입, 사회적 실재감 등의 시청 몰입이 높아졌으며, 자기성찰, 심리적 힘돋우기 등의 자기향상 태도 역시 높아지는 것으로 나타났다.

Customizing Ground Color to Deliver Better Viewing Experience of Soccer Video

  • Ahn, Il-Koo;Kim, Young-Woo;Kim, Chang-Ick
    • ETRI Journal
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    • 제30권1호
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    • pp.101-112
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    • 2008
  • In this paper, we present a method to customize the ground color in outdoor sports video to provide TV viewers with a better viewing experience or subjective satisfaction. This issue, related to content personalization, is becoming critical with the advent of mobile TV and interactive TV. In outdoor sports video, such as soccer video, it is sometimes observed that the ground color is not satisfactory to viewers. In this work, the proposed algorithm is focused on customizing the ground color to deliver a better viewing experience for viewers. The algorithm comprises three modules: ground detection, shot classification, and ground color customization. We customize the ground color by considering the difference between ground colors from both input video and the target ground patch. Experimental results show that the proposed scheme offers useful tools to provide a more comfortable viewing experience and that it is amenable to real-time performance, even in a software-based implementation.

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The Effects of Recording Distance and Viewing Distance on Presence, Perceptual Characteristics, and Negative Experiences in Stereoscopic 3D Video

  • Lee, Sanguk;Chung, Donghun
    • 방송공학회논문지
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    • 제24권7호
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    • pp.1189-1198
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    • 2019
  • The study explores the effects of recording and viewing distances in stereoscopic 3D on presence, perceptual characteristics, and negative experiences. Groups of 20 participants were randomly assigned to each of the three viewing distances, and all participants were exposed to five versions of the stereoscopic 3D music video that differs in recording distance. The results showed that first, viewers felt a higher experience of presence and had a better perception of objects positioned near the cameras. Second, viewers felt a greater perception of screen transmission as the viewing distance increased. Finally, viewers felt a greater negative experiences due to the joint effects of recording and viewing distance. As investigating the influence of stereoscopic 3D content and viewing environments on psychological factors, the study expects to provide a guideline of human factors in 3D.

Previous Satisfaction and Positive Word-of-Mouth Communication as Antecedents to Purchase Intention in Transmedia Storytelling

  • Park, Bong-Won;Ahn, Jae-Hyeon
    • International Journal of Contents
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    • 제6권4호
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    • pp.90-100
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    • 2010
  • As the reuse of content becomes a strategy for the entertainment industry, managerial insight on customers is needed to be cultivated in order to run a successful business. This study analyzes the impact of previous satisfaction on consumption intention for content in another medium. To do this, two data sets are collected: cases of movie-to-TV series and TV series-to-movie and analyze them using a structural equation modeling approach. The results of our analysis show that satisfied viewers of a movie tend to communicate their positive feelings via word-of-mouth communication and demonstrate repurchase intention of another medium afterward. However, satisfaction does not automatically lead to repurchase intention in another medium. While satisfied viewers of a TV series show a statistically positive repurchase intention for a movie, satisfied viewers of a movie do not show a direct repurchase intention for a TV series. This result demonstrates an asymmetric relationship between satisfaction and repurchase intention across media, and its strategic implications are further discussed.

Viewer's Affective Feedback for Video Summarization

  • Dammak, Majdi;Wali, Ali;Alimi, Adel M.
    • Journal of Information Processing Systems
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    • 제11권1호
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    • pp.76-94
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    • 2015
  • For different reasons, many viewers like to watch a summary of films without having to waste their time. Traditionally, video film was analyzed manually to provide a summary of it, but this costs an important amount of work time. Therefore, it has become urgent to propose a tool for the automatic video summarization job. The automatic video summarization aims at extracting all of the important moments in which viewers might be interested. All summarization criteria can differ from one video to another. This paper presents how the emotional dimensions issued from real viewers can be used as an important input for computing which part is the most interesting in the total time of a film. Our results, which are based on lab experiments that were carried out, are significant and promising.

A Study on Story propose model based on Machine Learning - Focused on YouTube

  • CHUN, Sanghun;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.224-230
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    • 2021
  • YouTube is an OTT service that leads the home economy, which has emerged from the 2020 Corona Pandemic. With the growth of OTT-based individual media, creators are required to establish attractive storytelling strategies that can be preferred by viewers and elected for YouTube recommendation algorithms. In this study, we conducted a study on modeling that proposes a content storyline for creators. As the ability for Creators to create content that viewers prefer, we have presented the data literacy ability to find patterns in complex and massive data. We also studied the importance of compelling storytelling configurations that viewers prefer and can be selected for YouTube recommendation algorithms. This study is of great significance in that it deviated from the viewer-oriented recommendation system method and proposed a story suggestion model for individual creaters. As a result of incorporating this story proposal model into the production of the YouTube channel Tiger Love video, it showed a certain effectiveness. This story suggestion model is a machine learning text-based story suggestion system, excluding the application of photography or video.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).