• Title/Summary/Keyword: entertainment technology

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A Study on Keywords Extraction from Entertainment News using Bigdata Processing (빅데이터 처리를 통한 연예 뉴스에서의 키워드 추출에 관한 연구)

  • Yoo, Sang-Hyun;Lee, Sang-Jun
    • Jounal of The Korea Society of Information Technology Policy & Management
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    • v.11 no.6
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    • pp.1503-1507
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    • 2019
  • With the softness of online entertainment news articles and the increasing number of quick-reporting articles in the entertainment sector, many people have access to entertainment front-page articles and are now able to make reviews of celebrities. It is not easy to systematically analyze which news articles are about which celebrities in a real-time environment, although their reputation is a key factor in the entertainment agency's business strategy, which should make the most of its affiliated celebrity resources. Based on the amount of celebrity references mentioned in entertainment news data, this paper proposes an entertainment news keyword analysis system, which extracts celebrities that are the subject of the article and associates them with the celebrity entertainment agency in question. Through the system proposed in this paper, advertisers or entertainment agencies can judge the value of the celebrity as reference material for the business. In addition, it can lay the groundwork for an investment strategy by predicting the outlook for the entertainment company for brokerages and investors.

The Semiotics and the Spectacles of Everyday Life in the Reality Entertainment (리얼리티 예능의 일상 스펙터클과 의미작용)

  • Oh, So Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.171-176
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    • 2021
  • This article analyze that the everyday life shown in reality entertainment, and examine the semiotics of reality entertainment and the everyday life. With the perspectives of Guy Debord and Olivier Razac, the everyday life in the reality entertainment be concluded the Spectacles of everyday life. And it brings to Barthes's structure of Myth, designs the stricture of reality entertainment. Unlike Debord and Razac, who only refer to the public as passive audience, today's consumers are capable of active interpretation and consumption-the active audience. Instead of criticizing only the media's adverse function, Spectacle, I would like to suggest that the everyday life story-telling of reality entertainment can be interpreted as the recovery of the audience.

An Exploratory Study on the Influence of Imports of Korean Entertainment Program Formats on the Chinese Broadcasting Industry: Focused on In-depth Interviews with the Production Staff of HUNAN TV and ZHEJIANG TV Stations in China (한국 예능 프로그램 포맷 수입이 중국 방송 산업에 미친 영향에 관한 탐색적 연구: 중국 후난 방송국과 저장 방송국 제작진에 대한 심층인터뷰를 중심으로)

  • Gao, Menglu;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.27-32
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    • 2020
  • This study analyzed the influence of the format import of Korean entertainment programs on the Chinese broadcasting industry. To this end, an in-depth interview was conducted with the production staff of Chinese broadcasting stations. As a result of the analysis of this study, it was found that the format and production method of Chinese entertainment programs began to change from the time the format of Korean entertainment programs was imported.

Development and Control of a Small BLDC Motor for Entertainment Robots

  • Lee, Jong-Bae;Park, Chang-Woo;Rhyu, Sae-Hyun;Choi, Jun-Hyuk;Chung, Joong-Ki;Sung, Ha-Gyeong
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1500-1505
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    • 2004
  • This paper presents the design and control of a small Brushless DC (BLDC) Motor for entertainment robots. In order to control the developed BLDC motor, Adaptive Fuzzy Control (AFC) scheme via Parallel distributed Compensation(PDC) is developed for the multi- input/multi-output plant model represented by the Takagi-Sugeno(TS) model. The alternative AFC scheme is proposed to provide asymptotic tracking of a reference signal for the systems with uncertain or slowly time-varying parameters. The developed control law and adaptive law guarantee the boundedness of all signals in the closed-loop system. In addition, the plant state tracks the state of the reference model asymptotically with time for any bounded reference input signal. The suggested design technique is applied to the velocity control of a developed small BLDC motor for entertainment robots.

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An Extracted Communication and Amusement from the Convergence of Information Technology and Modern Poet (정보기술과 현대시와의 융합에서 추출한 '소통과 유희')

  • Choi, Sunyoul
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.27-36
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    • 2015
  • The purpose of this research is to try to enrich human life by applying the convergence energy of humanities and science to modern poetry. "Communication and entertainment", as modern poetry with modernist aesthetics, must indulge people's lives, which is simply to live happy lives. Entertainment is especially crucial because it is a method through which people can lead humane and satisfactory lives. The prerequisites for achieving this are true liberty and happiness. If these two prerequisites derive from humanity's consciousness, "communication and entertainment" can be born from "convergence of information technology and modern poetry", as the author insisted.

Penetration Strategies of SM Entertainment in Global Market (SM 엔터테인먼트의 글로벌 시장 진출 특성)

  • Lee, Moon Haeng
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.77-92
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    • 2014
  • Korean entertainment companies like SM entertainment, YG and JYP contribute enormously to the recent K-pop fever. They expand their businesses aggressively to foreign markets which has been successful. This paper seeks to find out their precise strategies to succeed in the global market. Our study focus on SM entertainment which manages successively in the Asian market. As a result, one of their successful strategies on the global market is localization. They rearrange a group with in the members to suit into the local market : for instance, Super Junior, representative boy group, has rearranged and reformed to Super Junior M (mandarin), Super Junior happy (for Japan market), etc. Coopration with SNS (Social Network Service) is another successful strategies of SM Entertainment : page views of K-pop on Youtube achieved more than 0.8 billion in 2013. Furthermore, for marketing, many members play an advertizing model for global products.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

The Structure of Compatibility Beliefs In Mobile Entertainment Service Adoption

  • Kim, Gyeung-Min;Kim, Kihyun;Lee, Hyunjung
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.217-240
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    • 2013
  • Noting that compatibility beliefs are important antecedents of technology adoption, the objective of this study was to assess compatibility beliefs that affect users' intention to adopt a mobile entertainment service (MES). We developed a set of key compatibility beliefs: compatibility with life-style, compatibility with social meaning, and compatibility with past flow experiences. We then defined the key dimensions of each construct and developed operational measures for those dimensions. We tested the theorized effects of each of the compatibility constructs on MES adoption. The results support the effects of compatibility beliefs on users' intentions to adopt MES.

Analysis on the Spectacles of K-POP Hologram Concerts -Focus on Contents of SM Entertainment- (K-POP 홀로그램 콘서트에 나타난 스펙터클 분석 -SM Entertainment 콘텐츠를 중심으로-)

  • Han, Hye-Won;Jeong, A-Ram
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.740-749
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    • 2016
  • Hologram technology is widely applied in entertainment contents for public, no more remained in specific technological area for minority experts. Expecially, K-POP entertainment contents increasingly adopt hologram images. These contents use hologram technology as a part to arouse spectacles or represent idols as hologram characters. In this study, spectacles and aura of K-POP hologram concerts of SM Entertainment which runs stably in certain period were analyzed, so that it could recognized the differentiation strategy distinguished only in hologram concerts. Thus, the setting of hologram concerts alienates seats from the stage so that maximize distance, and the aura of idol characters strengthens through fantasy of escape from reality. Hologram concerts maximize fantasy through exposing tricks rather than concealing it. Hologram concerts enhance image of Korea as ICT leader, overcome physical and geological limitation of 'Korean Wave' to globalize, and propose examples of popularization of convergence contents.

Improved Deep Biaffine Attention for Korean Dependency Parsing (한국어 의존 구문 분석을 위한 개선된 Deep Biaffine Attention)

  • O, Dongsuk;Woo, Jongseong;Lee, Byungwoo;Kim, Kyungsun
    • Annual Conference on Human and Language Technology
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    • 2018.10a
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    • pp.608-610
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    • 2018
  • 한국어 의존 구문 분석(Dependency Parsing)은 문장 어절의 중심어(head)와 수식어(modifier)의 의존관계를 표현하는 자연어 분석 방법이다. 최근에는 이러한 의존 관계를 표현하기 위해 주의 집중 메커니즘(Attention Mechanism)과 LSTM(Long Short Term Memory)을 결합한 모델들이 높은 성능을 보이고 있다. 본 논문에서는 개선된 Biaffine Attention 의존 구문 분석 모델을 제안한다. 제안된 모델은 기존의 Biaffine Attention에서 의존성과 의존 관계를 결정하는 방법을 개선하였고, 한국어 의존 구문 분석을 위한 입력 열의 형태소 표상을 확장함으로써 기존의 모델보다 UAS(Unlabeled Attachment Score)가 0.15%p 더 높은 성능을 보였다.

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