• Title/Summary/Keyword: YouTube use

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Seismic behavior of SFRC shear wall with CFST columns

  • Gao, Dan-Ying;You, Pei-Bo;Zhang, Li-Juan;Yan, Huan-Huan
    • Steel and Composite Structures
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    • v.28 no.5
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    • pp.527-539
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    • 2018
  • The use of reinforced concrete (RC) shear wall with concrete filled steel tube (CFST) columns and steel fiber reinforced concrete (SFRC) shear wall has aroused widespread attention in recent years. A new shear wall, named SFRC shear wall with CFST columns, is proposed in this paper, which makes use of CFST column and SFRC shear wall. Six SFRC shear wall with CFST columns specimens were tested under cyclic loading. The effects of test parameters including steel fiber volume fraction and concrete strength on the failure mode, strength, ductility, rigidity and dissipated energy of shear wall specimens were investigated. The results showed that all tested shear wall specimens exhibited a distinct shear failure mode. Steel fibers could effectively control the crack width and improve the distribution of cracks. The load carrying and energy dissipation capacities of specimens increased with the increase of steel fiber volume fraction and concrete strength, whilst the ductility of specimens increased with the increase of steel fiber volume fraction and the decrease of concrete strength.

A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

Suggestions on ASMR Hazardous Controversy Study by Sample Survey

  • Jeong, Gyoung Youl
    • International Journal of Advanced Culture Technology
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    • v.9 no.2
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    • pp.118-122
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    • 2021
  • Recently we have a lot of Youtube contents and their influence. ASMR content is in vogue through YouTube recently But Just a few Studies have announced Youtube content's effect. The purpose of this paper is to examine whether ASMR helps improve mental stability and learning skills of teenagers who enjoy using it. To this end, a sample comparison of teenagers showed that the sample group that played ASMR had an advantage in psychological stability and learning effects over the comparison group that did not. As a result, half of the respondents felt positive differences in learning and psychological stability. Therefore, rather than unilaterally banning the use of ASMR content at school or at home, it is educationally effective to create an atmosphere where teenagers are understood and joined together. So We suggest that positive use of ASMR would be proposed as alternatives rather than unilateral measures such as banning ASMR content to teenagers.

A Study on Content Characteristics of Hyperrealism Web Drama (하이퍼리얼리즘형 웹드라마 <좋좋소>의 콘텐츠 특성 연구)

  • Lee, Jun Seok;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.114-123
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    • 2022
  • Korean web drama are undergoing changes before and after the popularization of the OTT platform. The previous web drama were mainly aimed at teenagers, with school content as a genre feature, and the active casting of new idols and the use of B-grade emotions as production characteristics. After the popularization of OTT represented by YouTube and Netflix, there are signs of significant change. This study examined the hyperrealistic content characteristics of the web drama , which can be the center of the change. Through this, it was considered that has a greatly changed aspect from previous web dramas through stereoscopic typification, emphasis on detailed expression, active use of experiential narrative characteristics, and a new media creator-centered production method.

Analysis on Filter Bubble reinforcement of SNS recommendation algorithm identified in the Russia-Ukraine war (러시아-우크라이나 전쟁에서 파악된 SNS 추천알고리즘의 필터버블 강화현상 분석)

  • CHUN, Sang-Hun;CHOI, Seo-Yeon;SHIN, Seong-Joong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.25-30
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    • 2022
  • This study is a study on the filter bubble reinforcement phenomenon of SNS recommendation algorithm such as YouTube, which is a characteristic of the Russian-Ukraine war (2022), and the victory or defeat factors of the hybrid war. This war is identified as a hybrid war, and the use of New Media based on the SNS recommendation algorithm is emerging as a factor that determines the outcome of the war beyond political leverage. For this reason, the filter bubble phenomenon goes beyond the dictionary meaning of confirmation bias that limits information exposed to viewers. A YouTube video of Ukrainian President Zelensky encouraging protests in Kyiv garnered 7.02 million views, but Putin's speech only 800,000, which is a evidence that his speech was not exposed to the recommendation algorithm. The war of these SNS recommendation algorithms tends to develop into an algorithm war between the US (YouTube, Twitter, Facebook) and China (TikTok) big tech companies. Influenced by US companies, Ukraine is now able to receive international support, and in Russia, under the influence of Chinese companies, Putin's approval rating is over 80%, resulting in conflicting results. Since this algorithmic empowerment is based on the confirmation bias of public opinion by 'filter bubble', the justification that a new guideline setting for this distortion phenomenon should be presented shortly is drawing attention through this Russia-Ukraine war.

An Analysis on the UCC Media for STEAM Integrated Education (STEAM 융합교육을 위한 UCC 매체 활용 분석)

  • Woo, Hee-Sun;Yeom, Mi-Ryeong;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.43-48
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    • 2016
  • The purpose of this study was to perform oral health education using UCC media in consideration of middle school students' characteristics, and to investigate the intelligence area related to knowledge conveyance, affective area related to attitude change, and psychomotor area related to behavioral change. As a result, it tried to develop further the strengths of UCC media based oral health education and overcome its weaknesses in order to increase learners' interest and have any behavioral changes. By letting learners have the education at YouTube at any time, rather than use one-time educational medium material it is possible to keep educating learners. In the future, by applying the education to health education programs and health education, it will be possible to convey education contents to learners accurately, give motivation to learners, and thereby increase educational results.

A Qualitative Study on Social Relationship among Social Media Users : Focusing on the Weak-tie Formation of Social Network Theory (소셜미디어 사용자의 사회적 관계에 대한 연구 : 사회 연결망 이론의 약한 관계 형성 중심으로)

  • Park, Cha-La;Lim, Seong-Taek;Cha, Sang-Yun;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1321-1329
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    • 2009
  • Web technology has allowed the rise of services such as blogs or YouTube that make possible the sharing of opinions, perspectives, and experiences with other users through contents. Online services that promote such sharing of information and communication are known as social media. Recently, the explosive growth of these services displays the carry-over of the natural sociality that all humans possess as social creatures. This study took an exploratory approach in investigating what influential relationships are involved in forming new relationships through sharing and participation, as sharing and participation are core keywords of social media. In order to do this, relationship formations were observed in actual usage environments with the use of the diary study method and in-depth interviews. This study sought to deduce necessary elements in relationship formations and examine the influences of weak ties on participation and sharing.

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Utilization of Mobile New Media based on Video Curation (동영상 큐레이션 기반 모바일 뉴미디어의 활용)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.51-56
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    • 2020
  • In this paper, we developed a mobile new media solution that enables e-commerce shopping mall operators, band operators, and YouTube creators to create synergies in online and offline promotion by posting related video contents on the media in addition to their own videos. By providing videos in the field of the platform without directly searching for them, it is possible to provide users with a new type of marketing means that can promote their platform while providing interest and information. Prospective creators at home and abroad who produce video can upload their own video in addition to YouTube and afreeca TV, such as the open market for video, and use independent and free charging systems to manage independent customer relationship management(CRM), self-branding, and content management. It will be possible to utilize mobile-based new media equipped with a system.

A Study of Network Forensics related to Internet Criminal at UCC (UCC와 관련된 인터넷 범죄에 대한 네트워크 포렌식 연구)

  • Lee, Gyu-An;Park, Dea-Woo;Shin, Young-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.143-151
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    • 2008
  • 74% of Internet users use the UCC, and You Tube using firearms in a crime occurred. Internet crime occurred in the online, non-face transaction, anonymous, encapsulation. In this paper, we are studied a Network Forensic Way and a technique analyze an aspect criminal the Internet haying appeared at Internet UCC, and to chase. Study ID, IP back-tracking and position chase through corroborative facts collections of the UCC which used UCC search way study of the police and a public prosecutor and storage way and network forensic related to crimes of Internet UCC. Proof data encrypt, and store, and study through approach control and user authentication so that they are adopted to legal proof data through integrity verification after transmission and storages. This research via the Internet and criminal conspiracy to block the advance promotion, and for the criminal investigative agencies of the Internet will contribute to the advancement forensics research.

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A Study on Video Content Application Based on Mobile Device Platform in China (중국의 Mobile Device Platform 기반 영상콘텐츠 Application 연구)

  • ShI, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.433-438
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    • 2019
  • In this paper, the write analysis the application of basic video content of Mobil Device Platform in China and studies the future development scheme. According to the survey, as of 2019, 78% of Chinese total population is the Internet service users and application software users. Mobile Device Platform is independently developed to provide video content application services, which already have 640 million video application users from 2013 to the present. 65% of users install and use more than two video content applications. In China TikTok, Kuai Shou, MeiPai and other video content applications, not only can easily achieve simple user interface and users can directly shoot video content. These production functions is different from YouTube, a famous video platform in the United States. In the video platform market, the core competitiveness is content creation. In the future, the integration of video content of VR, AR and other video projects will expecte to further activate the video platform market.