• Title/Summary/Keyword: content popularity

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Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Predicting Relative Superiority of TV Drama First Episodes based on the Quantitative Competency Index of the Cast and Crew (TV드라마 참여 인물의 계량 능력지표에 기반한 첫 회 시청률 상대적 우위 예측)

  • Ju, Sang Phil;Hong, June Seok;Kim, Wooju
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.179-191
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    • 2019
  • It is not easy to predict the return on investment in the content business, and there is no index to evaluate cast & crew. The absolute number of TV ratings is steadily declining, but there is no substitute index yet. In this study, we tried to predict the relative popularity of the drama by designing the relative superiority of the individual drama viewership as the response variable and designing the relative superiority of the drama participants as the explanatory variables. We used various machine learning algorithms and added explanatory variables that were found to be useful in previous studies. As a result, with properly combined explanatory variables, a high prediction accuracy of 84% is obtained. In this study, we intend to promote the investment efficiency of the entire contents industry by predicting the relative popularity of the contents.

Factors Contributing to the Popularity of Virtual Idol 'PLAVE' in the South Korean Entertainment Industry: The Impact of Character Realism, 2D Webtoon Design, and Real-Time Communication (국내 엔터테인먼트 산업에서의 버추얼 아이돌 '플레이브'의 인기 요인: 캐릭터 리얼리즘, 2D 웹툰 디자인, 실시간 소통의 영향)

  • Mi Ji Park;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.139-146
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    • 2024
  • This study analyzed the popularity factors of the virtual idol 'PLAVE' to provide insights for future virtual idol production and content management in the domestic entertainment industry. Three hypotheses were established and tested through an online survey conducted from May 7 to May 20, 2024, with 73 participants. After excluding insincere responses, 67 responses were regression-analyzed. All three hypotheses, regarding character realism, 2D webtoon design, and real-time communication, were validated with P-values below 0.05. These findings offer strategic insights for the domestic entertainment industry and suggest a new paradigm for the virtual idol sector.

Development of Personalized Media Contents Curation System based on Emotional Information (감성 정보 기반 맞춤형 미디어콘텐츠 큐레이션 시스템 개발)

  • Im, Ji-Hui;Chang, Du-Seong;Choe, Ho-Seop;Ock, Cheol-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.181-191
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    • 2016
  • We analyzed the search word of the media content in the IPTV service, and as a result we found that an important factor is general meta information as well as content(material, plot, etc.) and emotion information in the media content selection criteria of customers. Therefore, in this research, in order to efficiently provide various media contents of IPTV to users, we designed the emotion classification system for utilizing the emotion information of the media content. Next, we proposed 'personalized media contents curation system based on emotion information' for organizing the media contents, through the various processing steps. Finally, to demonstrate the effectiveness of this system, we conducted a user satisfaction survey(72.0 points). In addition, the results of comparing the results based on popularity and the results of the proposed system showed that the ratio leading to the actual users' viewing behavior was 10 times higher.

VR Image Shooting Considering Post-Production based Raw Format (원규격 기반 후반작업을 고려한 실사 VR 영상 촬영)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.866-875
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    • 2018
  • With the popularity of VR content, actual image based VR 360-degree video production using various shooting devices has attracted attention in recent years. Requiring a lot of work, the existing VR content production was possible only at the level of the research institute, but the recent miniaturization of cameras has made the VR actual image shooting more common to the content creators. In this paper, we compare and study various VR contents distribute in today's context and analyze the strengths and weaknesses of robust actual image-based 360 video production in terms of cost. We are to point out the disadvantages that make it difficult for existing video shooting experts to use and suggest a solution for this. The experiment shooting proved that it can be operated more manually than action cam or integrated camera and 360-degree shooting on a raw format support camera is more suitable for film type post-production.

Cold Boot Attack on Encrypted Containers for Forensic Investigations

  • Twum, Frimpong;Lagoh, Emmanuel Mawuli;Missah, Yaw;Ussiph, Najim;Ahene, Emmanuel
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.9
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    • pp.3068-3086
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    • 2022
  • Digital Forensics is gaining popularity in adjudication of criminal cases as use of electronic gadgets in committing crime has risen. Traditional approach to collecting digital evidence falls short when the disk is encrypted. Encryption keys are often stored in RAM when computer is running. An approach to acquire forensic data from RAM when the computer is shut down is proposed. The approach requires that the investigator immediately cools the RAM and transplant it into a host computer provisioned with a tool developed based on cold boot concept to acquire the RAM image. Observation of data obtained from the acquired image compared to the data loaded into memory shows the RAM chips exhibit some level of remanence which allows their content to persist after shutdown which is contrary to accepted knowledge that RAM loses its content immediately there is power cut. Results from experimental setups conducted with three different RAM chips labeled System A, B and C showed at a reduced temperature of -25C, the content suffered decay of 2.125% in 240 seconds, 0.975% in 120 seconds and 1.225% in 300 seconds respectively. Whereas at operating temperature of 25℃, there was decay of 82.33% in 60 seconds, 80.31% in 60 seconds and 95.27% in 120 seconds respectively. The content of RAM suffered significant decay within two minutes without power supply at operating temperature while at a reduced temperature less than 5% decay was observed. The findings show data can be recovered for forensic evidence even if the culprit shuts down the computer.

Evaluation of online video content related to reverse shoulder arthroplasty: a YouTube-based study

  • Mohamad Y. Fares;Jonathan Koa;Peter Boufadel;Jaspal Singh;Amar S. Vadhera;Joseph A. Abboud
    • Clinics in Shoulder and Elbow
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    • v.26 no.2
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    • pp.162-168
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    • 2023
  • Background: Reverse shoulder arthroplasty (RSA) has evolved continuously over recent years, with expanded indications and better outcomes. YouTube is one of the most popular sources globally for health-related information available to patients. Evaluating the reliability of YouTube videos concerning RSA is important to ensure proper patient education. Methods: YouTube was queried for the term "reverse shoulder replacement." The first 50 videos were evaluated using three different scores: Journal of the American Medical Association (JAMA) benchmark criteria, the global quality score (GQS), and the reverse shoulder arthroplasty-specific score (RSAS). Multivariate linear regression analyses were conducted to determine the presence of a relationship between video characteristics and quality scores. Results: The average number of views was 64,645.78±264,160.9 per video, and the average number of likes was 414 per video. Mean JAMA, GQS, and RSAS scores were 2.32±0.64, 2.31±0.82, and 5.53±2.43, respectively. Academic centers uploaded the highest number of videos, and surgical techniques/approach videos was the most common video content. Videos with lecture content predicted higher JAMA scores whereas videos uploaded by industry predicted lower RSAS scores. Conclusions: Despite its massive popularity, YouTube videos provide a low quality of information on RSA. Introducing a new editorial review process or developing a new platform for patients' medical education may be necessary. Level of evidence: Not applicable.

What Influences YouTube Viewers' Job Engagement? The Role of Vlog Content Characteristics, Vlogger Characteristics, and Educational Value

  • Minhee Son;Moon-Yong Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.1-13
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    • 2023
  • YouTube has become a popular platform for vlogs. Among various forms of vlogs, office worker vlogs, in which a person engaged in a specific job shows his/her work environment and daily routine, are gaining popularity. Thus, focusing on office worker vlogs, the present research investigates the effects of office worker vlogs' characteristics (i.e., vlog content characteristics, vlogger characteristics) on the YouTube viewers' educational value of the vlog and their job engagement. Specifically, this research examines whether(1) vlog content characteristics (i.e., usefulness, accessibility, and vividness) and (2) vlogger characteristics (i.e., job similarity, credibility, and expertise) influence the YouTube viewers' educational value of the vlog. Moreover, this research examines how the YouTube viewers' educational value of the vlog affects their job engagement. With a sample of YouTube viewers of office worker vlogs (N = 215), structural equation modelling was implemented to investigate the relationships in the proposed model. The results indicate that (1) perceived usefulness of the office worker vlog is positively associated with the educational value of the vlog; (2) perceived accessibility of the office worker vlog is positively associated with the educational value of the vlog, albeit marginally significant; (3) perceived vividness of the office worker vlog is positively associated with the educational value of the vlog; (4) perceived job similarity to the office worker vlogger is positively associated with the educational value of the vlog; (5) perceived credibility of the office worker vlogger is positively associated with the educational value of the vlog; (6) perceived expertise of the office worker vlogger is positively associated with the educational value of the vlog; and (7) the educational value of the office worker vlog is positively associated with the YouTube viewers' job engagement. The findings provide important implications for the production and use of office worker vlog contents.

Design and Evaluation of a Dynamic Continuous Media Streaming Supporting Method on the basis of Logical Grid Hierarchy for MANETs

  • Bae, Ihn-Han
    • Journal of the Korean Data and Information Science Society
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    • v.19 no.2
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    • pp.645-655
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    • 2008
  • As wireless connectivity is integrated into many handheld devices, streaming multimedia content among mobile ad-hoc peers is becoming a popular application. In this paper, we propose a dynamic service replication algorithm for providing guaranteed continuous streaming services to all nodes in mobile ad-hoc networks (MANETs). First, a MANET is comprised of logical grid hierarchy, and a streaming service is replicated to a lower server region of the logical grid hierarchy by considering the link availability between a mobile node and the streaming server within a server region or the popularity of the streaming service. We evaluate analytically the performance of the proposed algorithm, and compared with that of existing Qin's algorithm. Evaluation results show that our algorithm can achieve better streaming performance than Qin's algorithm. Therefore, the proposed algorithm not only improves the sharing availability of replicated streaming services but also controls efficiently the number of streaming service replications.

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Anatomizing Popular YouTube Channels of English-speaking Countries

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.42-47
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    • 2020
  • YouTube, the online video streaming platform, has become popular and influential around the globe. Due to the development of science and technology, people without expertise in filming can now easily produce their videos with unique content. Many people are more eager to become a popular YouTube creator because they can earn money by placing commercials or Products in Placement (PPL) in their video clips. However, it is yet unknown what genres of YouTube videos are popular. YouTube creators have their channels where they upload videos of a certain type of genre. This study investigates video genres of the top 250 YouTube channels in English-speaking countries (United States, Canada, United Kingdom, and Australia) using Social Blade, which is a research website. The ranking is set based on the number of times people watched a video ("Video Views"). We handsomely analyze popular genres of the channels and also the YouTube ecosystem, and it will be meaningful for today's new media era.