• Title/Summary/Keyword: media content

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A Study on the Effectiveness of Video Advertisements Generated by Social Media Users: Centered on Video Content Type and Information Framework (소셜미디어 사용자가 만드는 동영상 광고효과에 관한 연구: 동영상 콘텐츠 유형 및 정보 프레임워크 중심으로)

  • Zhang, Ning;KIM, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.103-113
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    • 2022
  • Based on the information framework and regulatory focus theory, this paper verifies the impact on the advertising effect when the matching effect forms between the video advertising content type (Information Type, Entertainment Type) and the information framework (Promotional, Prevention) and the regulatory focus (Promotion Orientation, Prevention Orientation) in social media. In order to verify, after selecting of the experimental subjects and finishing the prior investigation of the experimental operation, four video advertisements and formal experiments were performed. The experimental results showed that first, the content type affects the advertising effect of the video and the information framework; when the information video matches the preventive information framework, it will have a more obvious positive effect on the advertising effect; when the entertainment video matches the promotion information framework, it will have a more obvious positive effect on the advertising effect. Second, with the two matches of video content type and information framework, the entertainment-oriented video has a more obvious positive effect for the information-oriented video audience; the above results enrich user created content research and improve the quality and communication efficiency of video in social media.

The Effect of Social Media Content Types on User Reactions: Focused on a Case Study of Kew Gardens

  • Park, Yumin;Shin, Yong-Wook
    • Journal of People, Plants, and Environment
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    • v.24 no.2
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    • pp.209-218
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    • 2021
  • Background and objective: Instagram, an image-based social media, is being used as an important outlet for the communication and place marketing of public spaces. The purpose of this paper was to analyze how types of place-based content affect user reactions (Likes and Comments) on Instagram in order to provide basic data on the operation and utilization of social media by public places such as botanical gardens and arboretums. Methods: A total of 850 posts uploaded to the Instagram account of Kew Gardens from November 6, 2014 to July 3, 2020 were classified using 14 subject codes. Multiple regression analysis was performed to evaluate the user's reaction between the dependent variables ("Likes", "Comments") and the independent variables (14 subject codes). Results: The findings showed that user reactions appear to differ depending on the typology of the content, and "Likes" and "Comments" were presented in independent behavioral reactions. In particular, "close-ups of plants (botanic, macro)," "plant colony (botanic, wide)," "place-specific landscape (building, landscape)," "anniversary" and "information" showed positive impacts on both "Likes" and "Comments"which could lead to electronic word-of-mouth and content sharing. Conclusion: Based on these findings, it can be argued that the typology of a botanical garden's content can be used to determine factors that affect the immediate reactions and enhance engagement with users.

DRM Market System for Cloud-based Media Service Platform (클라우드 기반 미디어 서비스 플랫폼을 위한 DRM 마켓 시스템)

  • Cho, Dueckyoun;Hwang, Seogchan;Jeong, Gunho
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.918-926
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    • 2017
  • Various types of media services are emerging due to the development of Internet and digital media production and distribution technologies. Various DRM technologies are being developed to prevent illegal copying of media contents and to protect the rights of content creators. There is a problem that the DRM provider and the content service provider must provide services in a mutually dependent manner through individual contracts. In this paper, we propose a cloud-based DRM market system which can be used only by content service providers when necessary for various DRM. The DRM market system is expected to show the effect of service activation for related small and medium sized companies by providing an interface that satisfies the requirements of DRM providers and contents service providers by using multi DRM technology.

Media Improvisation of Lecturers in the State-Owned Colleges of Education in the South-West, Nigeria

  • Ogunwuyi, Babatunde Oyeyemi;Adenike, Omoike
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.3
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    • pp.7-17
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    • 2022
  • Media improvisation among lecturers in colleges is inevitable because of insufficient media resources for utilization. The study investigated media improvisation in the state -owned colleges of education in the South-West, Nigeria. The study is anchored on Media Richness Theory. Stratified sampling technique was adopted to select 812 lecturers. Media improvisation scale (r = .71) was used for data collection and T-test statistical method was adopted for data analysis. The result showed that there was no significant differences between media improvisation of Art/Social Science and Science lecturers (Crit - t = 1.96, Cal. t = 821, df = 278, p>.05) and that of lecturers in the School of Art/Social Sciences and Vocational/Technical Education (Crit. t = 1.96, Cal. t = .136, df = 276, p>.05). Significant difference did not exit between that of the Schools of Languages and Education (Crit. t = 1.96, Cal. t = 1.946, dif. = 288 p<.05) . It is recommended that media improvisation of lecturers in schools should be encouraged and improved upon.

Study on Online Community Media Practice: Focus On Daedeok-valley Radio (온라인 공동체 미디어(Community Media) 실천연구: 대덕밸리라디오를 중심으로)

  • Choi, Soonhee
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.39-54
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    • 2017
  • This study started from the consciousness that the community media practice studies have been confined to the traditional terrestrial broadcasting. The following research results and implications were obtained by analyzing Daedeok-valley Radio's case to elucidate characteristics of online-based community media and content production and distribution characteristics neglected in previous researches. First, online community media activities are civic/citizen media activities that capture the value of local communities, and this locality is realized through media content production and its online distribution. Second, contents of online community media link members of the community, and individuals become nodes, interacting both online and offline. Therefore, online-based citizen media activities can be utilized effectively as a means to enhance civic participation and to achieve the locality of community in online and offline spaces depending on strategies for online contents production and distribution. Utilizing online infrastructures for media content creation and distribution in Korea demonstrates potential opportunities of local online media to be considered as niche media that can increase its own sustainability.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

360 Content Pilot Service Platform of Cultural Assets Based on MPEG-V Standard Realistic Media Testbed (MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범 서비스 플랫폼)

  • Shim, Tae-soeb;Yoo, Soo-bin;Shin, Sang-ho
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.666-673
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    • 2017
  • In this paper, we propose a 360 content pilot service platform of cultural assets based on MPEG-V standard realistic media testbed. MPEG-V is that the standard format of sensory effect metadata(SEM) such like wind, light and flash, and communication protocol between sensory effect machines are defined, and it is possible to increase the sense of presence and immersion with 360 VR content. The proposed platform consists of software which is composed of the content player and the sensory effect reappearance server, and hardware which is the sensory effect machines. Also, the pilot service case using the proposed platform, and the features and advantages of the proposed platform are described.

An Exploratory Analysis on the User Response Pattern and Quality Characteristics of Marketing Contents in the SNS of Regional Government (지역마케팅 콘텐츠의 사용자 반응패턴과 품질특성에 관한 탐색적 분석: 지방자치단체가 운영하는 SNS를 중심으로)

  • Jeong, Yeon-Su;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.419-442
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    • 2017
  • Purpose The purpose of this study is to explore the pattern of user response and it's duration time through social media content response analysis. We also analyze the characteristics of content quality factors which are associate with the user response pattern. The analysis results will provide some implications to develop strategies and schematic plans for the operator of regional marketing on the SNS. Design/methodology/approach This study used mixed methods to verify the effects and responses of social media contents on the users who have concerns about regional events such as local festival, cultural events, and city tours etc. Big data analysis was conducted with the quantitative data from regional government SNSs. The data was collected through web crawling in order to analyze the social media contents. We especially analyzed the contents duration time and peak level time. This study also analyzed the characteristics of contents quality factors using expert evaluation data on the social media contents. Finally, we verify the relationship between the contents quality factors and user response types by cross correlation analysis. Findings According to the big data analysis, we could find some content life cycle which can be explained through empirical distribution with peak time pattern and left skewed long tail. The user response patterns are dependent on time and contents quality. In addition, this study confirms that the level of quality of social media content is closely relate to user interaction and response pattern. As a result of the contents response pattern analysis, it is necessary to develop high quality contents design strategy and content posting and propagation tactics. The SNS operators need to develop high quality contents using rich-media technology and active response contents that induce opinion leader on the SNS.

Design and Evaluation of U-Publication: Tag-Embedded Publication System and Business Model (U-Publication 시스템과 비즈니스 모델의 설계와 분석)

  • Park, A-Rum;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.41-57
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    • 2008
  • U-Publication, the Tag-Embedded publication, is one of U-Media. U-Media is defined as a media where human creates and consumes content through not only human cognitive and perceptual processes but also through the interactions between surrounding digital systems. U-Media provides information by generating, collecting, and attaching the content itself and the related information based on the interaction of the bio-systems incorporating digital information and devices embedded in humans, and surrounding objects including external digital devices. Using U-Publication, readers consume its content not only in offline but also online through a mobile RFID reader which touches and connects the URLs embedded in the RFID tags attached to it. Readers can consume the additional content though the hyperlinks attached to U-Publication and perform commercial activity as well as consumer the printed content. This paper defines the RFID-Tagged publication, proposes its related business models, and evaluates the alternative business models through a simulation study.

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Children's Use of Paid Content Based on Media and Monetary Concepts (아동소비자의 매체별 유료 콘텐츠 사용특성과 금전인식 연구)

  • Ji, Meewha;Ryoo, Juyoun;Ohk, Kyungyoung;Park, Jooyung
    • The Korean Journal of Community Living Science
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    • v.25 no.2
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    • pp.207-218
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    • 2014
  • This study examines the use of paid content by children and identifies their monetary concept based on the following three research questions: (1) What are the characteristics of paid-content use by children? (2) How can the monetary concept of children be classified? (3) How does this monetary concept vary across use groups? Data were collected from 245 elementary school students. Based on the results, there were two types of media content used by children: mobile and computer content. Children were classified into four consumer groups based on the type media content use and the amount of content use. In addition, monetary concepts of children using paid content had two dimensions: money for means and that for objects. For computer users, monetary concept for conspicuous consumption and mammonism were more likely in the high-use group than in the low-use group. For mobile users, there was no significant difference in money for means and money for objects between the high-use group and the low-use group. The limitations of this study offer some interesting avenues for future research.