• Title/Summary/Keyword: media assets

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Roles and Discourse of Cryptocurrency's Online Community and YouTube : Using Focus Group Interviews (암호화폐 온라인 커뮤니티와 유튜브의 역할 및 담론분석 연구 : FGI 인터뷰를 중심으로)

  • Lim, Han Sol;Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.615-629
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    • 2020
  • Conducting Focus Group Interview (FGI), this study examined the roles and discourses of cryptocurrency's online communities and media (legacy media and YouTube), and based on this, the study proposed the direction of cryptocurrency policy. By reviewing previous literature, this study analyzed the characteristics of investors, the online community, and YouTube, which is an investment environment factor. The study figured out the purpose of use and role of the community via interviews with cryptocurrency professional investors and online community members and analyzed main discussion themes of the five top-ranked YouTube channels related to cryptocurrency with the highest number of subscribers. The results suggested that cryptocurrency's investment was led by those who are in their 20s and 30s, the investors preferred and trusted information on new media than legacy media. The online community played the role of emotional homogeneity and empathy, and YouTube mainly performed the informational role. As a result of discourse analysis and interviews, this study argued that the legal stability of cryptocurrency's policy and protection of individual investors are needed. This study's significance indicates that it used various research methods such as literature research, interviews, content analysis of community/YouTube to analyze the informational role and emotional aspects of new media and suggested policy direction of the digital new deal blockchain technology and the fairness of financial industry.

The Role of Archive as cultural memory in the age of Big Data (빅 데이터 시대 문화적 기억 보존소로서의 영상 아카이브의 역할)

  • Cho, Byung-Chul;Yuk, Hyun-Seung
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.1-10
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    • 2014
  • Recently, the value and the status of the digital archives that are built individually in the crossroads of oblivion and memory are due to big data has attracted attention globally is confusing. Video data that contains the cultural memory of the digital archive, such as culture, art, life, society, and social conditions of the time, it is a cultural heritage of national common expressed. Also, it remains a trace of history from the various media just like magazines, books, painting, photography, and film. Digital archive system is one of the best research results of media convergence and it has also a good opportunity to take full advantage of the new opportunities and cultural assets. The collection of infinite information of big data in perspective transient that exist at the same time compatibility of big data, it is trying to dismantle the cultural memory of us. It was asserted that must meet the criteria which can correspond to via the new digital era, will be applied to preserve the traditional media. The current image archive is necessary to accommodate proper two different directions.

Brand extension strategies for Efficient utilization on office space -A Study on Brand extension of Starbucks- (효율적 사무공간 활용을 위한 브랜드확장 전략 -스타벅스를 중심으로-)

  • Park, Jung Hoon;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.299-304
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    • 2018
  • Brand Extension is a leading marketing strategy that makes use of brand assets, and it aims to see the success of a new product of a brand by utilizing the level of consumers' brand awareness, loyalty, resemblance, and image. However, the review of previous studies revealed that there were cases of fashion brands extending into coffee brands, but not vice versa. The study aims to suggest a new proposal to extend the coffee brand, the most preferred brand by consumers, to an effective office space service. It proposes making a napping and working area for the working Starbucks lovers who often go business trips and like to work in a private space. The researcher expects that the study will inform about the efficient manner to use office spaces including shared service and area.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

A Study on the Production of 3D Datasets for Stone Pagodas by Period in Korea

  • Byong-Kwon Lee;Eun-Ji Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.105-111
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    • 2023
  • Currently, most of content restoration using artificial intelligence learning is 2D learning. However, 3D form of artificial intelligence learning is in an incomplete state due to the disadvantage of requiring a lot of computation and learning speed from the existing 2 axes (X, Y) to 3 axes (X, Y, Z). The purpose of this paper is to secure a data-set for artificial intelligence learning by analyzing and 3D modeling the stone pagodas of ourinari by era based on the two-dimensional information (image) of cultural assets. In addition, we analyzed the differences and characteristics of towers in each era in Korea, and proposed a feature modeling method suitable for artificial intelligence learning. Restoration of cultural properties relies on a variety of materials, expert techniques and historical archives. By recording and managing the information necessary for the restoration of cultural properties through this study, it is expected that it will be used as an important documentary heritage for restoring and maintaining Korean traditional pagodas in the future.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

Characteristics of collaboration and artification in the fashion of Issey Miyake (이세이 미야케 패션의 컬래버레이션과 예술화 특성)

  • Oh, Mi Yeon;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.173-188
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    • 2022
  • The purpose of this study is to analyze the collaboration and artification of the Issey Miyake fashion brand and to suggest the best course of artification that can secure the brand's value. The research methods are as follows: i) identifying the companies' strategy and flow through collaboration concepts and examples from Issey Miyake; ii) selecting Issey Miyake fashion brands and carrying out a literature review through websites, articles, and books; and iii) examining prior studies on the relationship between fashion and art. Results are as follows. The exhibition is divided into spaces for brand intangible assets, artistic collaboration with partners, art co-creation, and the aesthetics and tradition of the brand. Using exhibitions to share the artistic work of collaboration partners is expected to positively affect the brand's likability. The exhibit shares art collaborations in display cases for clothes and photographs. Artists and brands appear as an extension of the creative space and convergence design area. The artist's improvisation forms the creative space that communicates with the audience, and the convergence design area is expanded through the unifying organic connection between the various media in the fashion brand. The photographers and brands section displays the nature images of Pleats Please, as well as human and prism garment images. In these images, the viewer can perceive a story in the interplay between the human body and nature.

The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.31
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    • pp.1-27
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    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

A Study on IT Based Risk Management System Development for Business Continuity Management : Centering on Cases at Automobile Manufacturing Industry (비즈니스 연속성 확보를 위한 IT 기반 위험관리체계 구축 연구 : 자동차 제조 산업 사례를 중심으로)

  • Lee, Joontaik;Kim, Yanghoon;Na, Youngsub;Chang, Hangbae
    • The Journal of Society for e-Business Studies
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    • v.18 no.2
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    • pp.69-79
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    • 2013
  • Management activities of Business was globalization and had changed to a global management. Under these circumstances, business management factors and the environment has changed rapidly. Accordingly, the number of risk categories in business has increased. Especially in recent years, the convergence of industry with IT has a pivotal role in the industry's business processes. However, information systems in the Internet environment increased the efficiency of business management. Also, it increased the degree of risk and the occurrence ripple effects. In this study, we proposed risk management framework for ensuring business continuity management in information system based automobile manufacturing industry. In detail, we analysis business process in automotive manufacturing industry and identify information assets and we analysis and assess the risk.

Market Performance and Strategy of Program Providers (방송채널사용사업자의 시장 성과와 전략)

  • Lee, Sangwon;Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.287-295
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    • 2021
  • This study examines the performance of program providers(PP) considering various factors. This study employs the panel regression models with the dataset from 2014 to 2019. This study analyzes how various market structural factors and behavioral factors have impact on the performance. The results show that the high proportion of retransmission fees to broadcasting revenue is negatively associated with total media revenue and operating income while advertising revenue is positively associated with these factors. The results imply PPs that have heavily depended on the fees have not showed a superior performance. Current PP markets are evaluated to have low average revenue per users and thus the size of retransmission fees cannot be enlarged. Under such market conditions, PPs focusing on raising advertising revenue show better performance. This study also suggests that PPs that own diverse channel assets have improved their performances.