• Title/Summary/Keyword: media and entertainment

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A study on the effectiveness of video advertisements Generated by social media users: Centered on Information and Entertainment Video Comparison (소셜 미디어 사용자가 제작한 광고 효과: 정보형과 오락형 동영상 비교를 중심으로)

  • Zhang, Ning;Zou, Chang-Yun;KIM, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.628-639
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    • 2022
  • Starting from the content types of video advertisements produced by social media users, this paper conducts a comparative study on the information and entertainment video advertising effects of the same product, to help video producers achieve better advertising effects when facing different products. Experimental results show that. In Garment, the information is higher than that of entertainment in terms of advertising cognition. In terms of advertising attitude and purchase intention, the entertainment is higher than that of information; in food, the entertainment is higher than that of information in terms of advertising cognition, advertising attitude, and purchase intention; in household items, the entertainment is higher than that of information; in terms of advertising cognition and purchase intention, the information is higher than that of entertainment; in terms of advertising attitude, the entertainment is higher than that of information; in cosmetics, the information is higher than that of entertainment in terms of advertising cognition; in terms of advertising attitude and purchase intention, the entertainment is higher than that of the information; in digital accessories, the information is higher than that of the entertainment in terms of advertising cognition, advertising attitude and purchase intention.

From Invisible to Irresistible: Intellectual Property and Digital Media & Entertainment Ventures in Korea (지적재산권 관리가 국내 디지털 미디어 콘텐츠 업체 VC 투자 유치에 미치는 영향)

  • Eun Jung Hyun
    • Smart Media Journal
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    • v.12 no.3
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    • pp.93-101
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    • 2023
  • In this paper, we investigate the relationship between a company's Intellectual Property (IP) portfolio strength and its success in obtaining venture funding in the Korean digital media & entertainment industry. Using data from 685 Korean digital media & entertainment companies registered in Crunchbase, a global database provider of venture funding information, we found that a strong IP portfolio is positively associated with funding success. Furthermore, our study revealed that the effect of IP portfolio strength on funding success is stronger for younger companies, suggesting that IP portfolio is more critical for firms that have less reputation and track record.

Intelligent Lighting Control using Wireless Sensor Networks for Media Production

  • Park, Hee-Min;Burke, Jeff;Srivastava, Mani B.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.3 no.5
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    • pp.423-443
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    • 2009
  • We present the design and implementation of a unique sensing and actuation application -- the Illuminator: a sensor network-based intelligent light control system for entertainment and media production. Unlike most sensor network applications, which focus on sensing alone, a distinctive aspect of the Illuminator is that it closes the loop from light sensing to lighting control. We describe the Illuminator's design requirements, system architecture, algorithms, implementation and experimental results. The system uses the Illumimote, a multi-modal and high fidelity light sensor module well-suited for wireless sensor networks, to satisfy the high-performance light sensing requirements of entertainment and media production applications. The Illuminator system is a toolset to characterize the illumination profile of a deployed set of fixed position lights, generate desired lighting effects for moving targets (actors, scenic elements, etc.) based on user constraints expressed in a formal language, and to assist in the set up of lights to achieve the same illumination profile in multiple venues. After characterizing deployed lights, the Illuminator computes optimal light settings at run-time to achieve a user-specified actuation profile, using an optimization framework based on a genetic algorithm. Uniquely, it can use deployed sensors to incorporate changing ambient lighting conditions and moving targets into actuation. Experimental results demonstrate that the Illuminator handles various high-level user requirements and generates an optimal light actuation profile. These results suggest that the Illuminator system supports entertainment and media production applications.

A study of the subtitles abuse cases of entertainment programs (예능프로그램의 보조자막 오남용에 관한 연구)

  • Yun, Na-Ra;Kang, Hyo-Soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.869-871
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    • 2011
  • For people who live in 'the Media Age', contact with the media is indispensable. In various mass media, especially TV, it is the most familiar and influential media, because it is easy to access and used regardless of age or gender. However, in many recent TV programs the subtitles of the misuse and abuse problems are pointed out. In the popular entertainment programs, and dramas, the problems are the most serious. Many entertainment programs organized during prime time have largely a family audience. Thus, the effects and responsibilities according to subtitles should be accompanied. The subtitles are an element that make up the entertainment program. In this study, the abuse cases of subtitle usage were analyzed. This study is aimed at maximizing the proper function of the subtitles, and creating fun and laughter through reducing misuses in various entertainment programs.

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Dementia Prevention Game that Focuses on Entertainment Experience (사용자의 유희적 경험을 중시한 모바일 치매 예방 게임)

  • Park, SeoYoon;Ko, Eunbi;Park, Siwon;Lee, SeungAh;Choi, JongIn;Park, SuE
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.137-139
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    • 2022
  • Dementia is known as the most feared disease by the elderly. As Korea becomes an elderly society, the importance of preventing dementia has increased. However, most games to prevent dementia focus only on the function of prevention. Therefore, this study proposes a mobile dementia prevention game focusing on the user's entertainment experience by selecting those in their 60s as the user class. A survey of user interests and related literature was conducted, and based on the survey, a prototype was produced by applying the theme of barista job experience. As a result, users can experience the entertainment value according to their interests while improving four cognitive abilities effective in preventing dementia through games. Through this, this study expects an entertainment experience of preventing dementia for users in their 60s.

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Advertising Attributes of One-Person Media Distribution in Purchase Intent

  • CHOI, Youngjin;YUN, Youngbae;LEE, Sojeong;LEE, Seulbi;LEE, Yejin;LEE, Yujin;JE, Hayeong
    • Journal of Distribution Science
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    • v.17 no.11
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    • pp.17-26
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    • 2019
  • Purpose: Mobile media is gaining ground as an independent and core platform, and corporate interest and the expectations forstrategic use are rising in one-person media. Therefore, this study aims to establish interactivity, entertainment, information, professionalism, and up-to-date as the sub-factors of one-person media advertising properties, and to study the effect of one-personmedia advertising attributes on purchasing intention. Research design, data, and method: After collecting data from a total of 202 people, including 106 men and 96 women with the online survey method, frequency analysis and regression analysis were conducted using SPSS 25.0. Results: Research has shown that information, professionalism, entertainment, and up-to-date have a significant influence on purchasing intent. In addition, although information and expertise are found to have a significant influence on trust which shows a direct impact on the purchasing intention, the results of verification for the effect of purchasing intent through the medium of trust found to be significant in entertainment, information and up-to-date. Conclusions: There is a difference in Professionalism and Entertainment between men and women. This study provided the suggestions for establishing the most effective measures and marketing strategies in producing one-person media advertisements.

The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.357-362
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    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.

A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

Media-Content Repertoire Development and Difference Analysis: Focus on the Entertainment Content (미디어-콘텐츠 레퍼토리 개발 및 유형별 특성 분석: 엔터테인먼트 콘텐츠를 중심으로)

  • Lee, Minjoo;Ryu, Sunghan;Kim, Young-Gul
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.196-207
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    • 2015
  • This study introduced the concept of 'Media-content repertoire', which indicates the set of favorite media-content combinations of media users and extracted five media user types based on those combinations. We used the range of media(i.e., smartphone, tablet, PC, and TV) and entertainment content(i.e., movie, broadcasting, music, and game) for the analysis. Also, we investigated the differences between those types including demographic variables, individual characteristics, and content buying behavior and we found that statistically significant differences exist among them. Those include 'non-user'(i.e., lower level of media use), 'screen user'(i.e., 50s, TV-centered media use), 'variety seeker'(i.e., 20s. heavy public transport user), 'selective focus'(i.e., 20,30s, movie&broadcasting-centered media use), and 'heavy user'(i.e., high level of media use and consumption). The results provide both academic implications(e.g., extension of media repertoire concept) and practical implications(e.g., direction to the target marketing for each user type).