• Title/Summary/Keyword: entertainment contents

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A Study on Split Screen according to the Form Classification of Visual Media (영상미디어 형태 분류에 따른 화면 분할에 관한 연구)

  • Joo, Heonsik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.131-139
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    • 2015
  • This study suggests that the application of split screen as visual media can attain the effect of diversity through providing rich information and accepting diverse contents as gorgeous aesthetics. Single images are analyzed as appropriate to a demanded concentration genre such as news and dramas, entertainment. In contrast, images with natural images and ads images those are more appropriate and analyzed as the genre of the split-screen which is highly efficiency to the contents and also highly efficiency to the spatial diversification. In introducing various genres of digital contents into split screen, the synergy of contents is induced by placement in consideration of the characteristics of split screen position. In order to increase the concentration of the split-screen image, using the left area and right area above it, can increase the effectiveness of the content.

A Study on Star-Contents to Entertainment Management Industry (연예매니지먼트 산업의 스타콘텐츠 분석)

  • Oh, sang-baek;Kim, sang-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.407-408
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    • 2011
  • 문화산업 내 연예매니지먼트 산업은 콘텐츠의 활용 가능성이 매우 높은 고부가가치 산업으로 대중문화 및 미디어의 시대가 도래 하면서 나타난 주요한 현상 중 하나로 스타를 들 수 있다. 스타는 대중 매체에 반복적으로 등장하면서 수많은 수용자가 미디어를 소비하며 발생한 21세기의 중심적인 문화현상으로 문화 상품으로의 스타, 스타와 팬덤의 소통현상, 이러한 현상은 연예매니지먼트사의 스타의 콘텐츠화로 이어지고 있으며 다양한 마케팅으로 이익을 창출하고 있다. 하지만 이러한 마케팅이 아직까지 급변하는 기술 및 미디어의 발전에 발맞추어 나가지 못하고 있는 실정으로 앞으로의 스타콘텐츠 마케팅은 어떤 정보전달 매개체보다 강력한 수단인 휴대전화, 즉 스마트폰의 떠오르는 고부가가치 산업인 애플리케이션을 활용하여야 할 것이다. 이러한 측면에서 애플리케이션을 활용한 마케팅이 미치는 영향을 사례로 연예매니지먼트 산업의 스타콘텐츠 마케팅의 방향이 애플리케이션을 활용한다면 더욱 효과를 이룰 것이다.

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Analysis of Personal Messenger Contents Design as Digital Contents (디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

Data Mining Approach to Predicting Serial Publication Periods and Mobile Gamification Likelihood for Webtoon Contents

  • Jang, Hyun Seok;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.17-24
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    • 2018
  • This paper proposes data mining models relevant to the serial publication periods and mobile gamification likelihood of webtoon contents which were either serialized or completed in platform. The size of the cartoon industry including webtoon takes merely 1% of the total entertainment contents industry in Korea. However, the significance of webtoon business is rapidly growing because its intellectual property can be easily used as an effective OSMU (One Source Multi-Use) vehicle for multiple types of contents such as movie, drama, game, and character-related merchandising. We suggested a set of data mining classifiers that are deemed suitable to provide prediction models for serial publication periods and mobile gamification likelihood for the sake of webtoon contents. As a result, the balanced accuracies are respectively recorded as 85.0% and 59.0%, from the two models.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

Influences of Entertainment Programs on the Formation of Public Opinion in Twitter (예능프로그램이 트위터 여론형성에 미치는 영향: SBS '힐링캠프, 기쁘지 아니한가' 안철수 후보 편을 중심으로)

  • Lee, Seung-Hee;Kim, Kyun-Soo
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.329-340
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    • 2015
  • In the age of media convergence, this study intended to empirically examine the influences of entertainment programs on the formation of public opinion in Twitter using the case of the Healing Camp, an entertainment program of SBS, featured Cheol Soo Ahn, who was a presidential candidate. Through a content analysis this study was able to directly test how public opinion was developed in Twitter and also examine the dynamics in which the messages of traditional media influence the formation of public opinion in twitter by combining Twitter and actual contents of the TV program. The study is expected to contribute to expanding a scope of scholarly attention of social media.

The Background and Present Situation of the Chinese Broadcasting Content (중국 방송 콘텐츠의 발전 배경과 현황)

  • You, Wenjing
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.149-155
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    • 2019
  • In order to let the world know a real China, China has been strengthening the cultural pursuit of radio and TV programs and accelerating the development of cultural TV programs. By developing cultural TV programs, we can maintain the characteristics of national culture, publicize Chinese traditional culture and introduce the time-honored Chinese civilization to the world. Television can not only keep people informed of current events and social issues, but also provide people with colorful cultural life and entertainment. It is an innovation to spread cultural programs by means of entertainment. TV programs convey relevant cultural contents to the audience through various forms so as to improve the audience's cultural literacy and social influence. This paper summarizes the development background and current situation of Chinese TV culture, and gives some thoughts on the development of current cultural programs, which can provide some references for the communication and development of Chinese cultural TV programs.

Intelligence Robot Contents for Early Childhood Education Settings (유아교육 기관용 지능형 로봇의 '우리반' 콘텐츠 개발)

  • Hyun, Eun-Ja;Jang, Sie-Kyung;Park, Hyun-Kyung;Yeon, Hye-Min;Kim, Su-Mi;Park, Sam
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.482-491
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    • 2009
  • The purpose of this research is to design and develop teacher assistant contents 'My Class' for an intelligent robot iRobiQ, using in early childhood educational setting. After observing daily activities and correspondence role of teachers in educational settings, we selected the robots' target contents as 6 main functions (Attendance, Activity, Gallery, Learning, Role Calling, and Timer). We designed the contents according to the PLU (Player-Learner-User) model which suggests importance of entertainment, education, and enabling features to meet player, learner, and user requirements. We also considered 'emotional' features to satisfy 'companion' requirements. The developed contents in this study was deployed in kindergarten classrooms consisting of five-years-old for 4 weeks to see how they response and use the contents. We found that both teachers and children were likely to show positive responses to the contents. Especially, young children responded to the entertainment and emotional features more actively than to the other features. And they continually explored for something new inside the contents. Finally, this paper discusses what should be considered to develop more useful teacher assistant contents for iRobiQ.