• Title/Summary/Keyword: media platform

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Content Analysis on the Characteristics of News-related Videos and Users' Reactions in the Local Broadcasting YouTube News Channels (지역 방송사 유튜브 뉴스 콘텐츠 특성과 이용자 반응에 관한 내용분석)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.169-186
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    • 2020
  • This study aims to examine the characteristics of news content and users' reactions in local broadcasting Youtube news' channel, and explore how the local media should response in the new online video environment. YouTube Open API sampled 3,950 news-related videos uploaded over a month on 31 YouTube news channels nationwide. The content analysis was performed on the basis of the analysis of individual videos, such as characteristics of each content and users' reactions. As a result, a few news channels have produced digital-only content, but the ratio has been very low, most were broadcast replay videos with titles and formats uploaded as they were. In some cases, it still operates as a comprehensive channel, which failed to show its expertise as an independent digital news platform. This shows that theses YouTube channels lacks differentiation from TV or its own web page, and is still skewed to the auxiliary role or online archive function of TV platform. Nevertheless, digital-only content, which can be a national issue based on regional expertise, has led to a higher number of views and users reactions, suggesting that is a realistic and effective strategy with expandability in online space in the future.

A Study of the Advanced Strategy for ICT-based Public Compensation Business (ICT 기반 공익사업 보상업무 첨단화 방안 연구)

  • Seo, Myoung Bae
    • Smart Media Journal
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    • v.9 no.1
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    • pp.75-83
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    • 2020
  • Compensation services that are indispensable during large-scale public utilities projects have been gradually increasing with the recent increase in construction, but there are no systematic compensation services due to the complicated procedures and manual work. For this reason, various problems such as construction period delays due to various complaints, corruption in compensation work, and impossible to trace the history of compensation data in the past are emerging. In this paper, in order to solve this problem, in-depth interviews and questionnaires were conducted to find out the problems of each compensation status. Based on this, 3 core technologies and 10 technical needs based on ICT were selected to improve the compensation work by deriving STEEP analysis and Issue Tree. The three core technologies are big data-based decision-making and prediction technology, advanced measurement technology, and open cloud-based compensation platform technology. In order to introduce the derived technologies to the institutions in charge of compensation, the possibility of technology diffusion by project operators was suggested based on the results of the current status of informatization by institution. Based on the core technology derived from this paper, it is necessary to make a prototype that can be advanced in compensation work and apply it to each institution and analyze the effect.

The Change of Industrial Structure and Public Interest as to the Convergence of Broadcasting and Telecommunications (방송통신 융합에 따른 산업구조의 변화와 공익성)

  • Joo, Chung-Min
    • Korean journal of communication and information
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    • v.36
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    • pp.109-132
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    • 2006
  • It is difficult to found the concept of public interest properly, being ambiguous to distinguish media and service as to the convergence of broadcasting and telecommunications. Accordingly, it is necessary to found the concept of public interest not related to the character of media and service in the age of digital convergence. Therefore this study intended to re-found the concept of public interest, as to industrial changes in the age of convergence of broadcasting and telecommunications. The convergence of broadcasting and telecommunications causes the changes of value chain, which includes contents, platform, network, terminal. It could not help avoiding modifying the industrial structure of broadcasting and telecommunications, because of the changes of value chain. The changes of industrial structure needs the changes of ideology, regulatory policy, regulatory system, and it creates the foundation of new regulatory idea. The purpose of regulatory idea in the age of digital convergence is to practice public interest, and it is an ultimate purpose to increase consumers' welfare. Consequently, for increasing comsumer' welfare, it is necessary to achieve diversity, fairness, objectivity, the preservation of social value in the aspect of contents. Also in the aspect of platform, it is necessary to achieve the protection of privacy, consumer protection, harmful information blocking, and in the aspect of network, it is necessary to achieve the maintenance of secure network, fair competition. Finally, in the aspect of terminal, it is necessary to achieve the maintenance of compatibility, the solution for digital divide. Then regulatory policy of each value chain from a legal and institutional perspective, should be promoted to provide public interest, step by step.

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Do Not Just Talk, Show Me in Action: Investigating the Effect of OSSD Activities on Job Change of IT Professional (오픈소스 소프트웨어 개발 플랫폼 활동이 IT 전문직 취업에 미치는 영향)

  • Jang, Moonkyoung;Lee, Saerom;Baek, Hyunmi;Jung, Yoonhyuk
    • The Journal of Society for e-Business Studies
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    • v.26 no.1
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    • pp.43-65
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    • 2021
  • With the advancement of information and communications technology, a means to recruit IT professional has fundamentally changed. Nowadays recruiters search for candidate information from the Web as well as traditional information sources such as résumés or interviews. Particularly, open-source software development (OSSD) platforms have become an opportunity for developers to demonstrate their IT capabilities, making it a way for recruiters to find the right candidates, whom they need. Therefore, this study aims to investigate the impact developers' profiles in an OSSD platform on their finding a job. This study examined four antecedents of developer information that can accelerate their job search: job-seeking status, personal-information posting, learning activities and knowledge contribution activities. For the empirical analysis, we developed a Web crawler and gathered a dataset on 4,005 developers from GitHub, which is a well-known OSSD platform. Proportional hazards regression was used for data analysis because shorter job-seeking period implies more successful result of job change. Our results indicate that developers, who explicitly posted their job-seeking status, had shorter job-seeking periods than those who did not. The other antecedents (i.e., personal-information posting, learning, and knowledge contribution activities) also contributed in reducing the job-seeking period. These findings imply values of OSSD platforms for recruiters to find proper candidates and for developers to successfully find a job.

Form Based Classification System for Building Database of Handmade Product E-Commerce (공예품 이커머스 데이터베이스 구축을 위한 공예품 조형 디자인 분류체계 개발)

  • Cho, Ikhyun;Lee, Saya;Kim, Chaehee;Lee, Joongsup;Lee, Eunjong
    • Smart Media Journal
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    • v.10 no.4
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    • pp.54-62
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    • 2021
  • As the volume of online e-commerce transactions increases, items diversify and the classification becomes complicated. E-commerce platforms that specialize in dealing only in one area are emerging, and the area is diversifying. Three problems were identified by researching the craft online e-commerce platform, one of the various types of professional e-commerce platforms. First of all, although craft materials are diversified and complex on the platform, the existing craft e-commerce system is fragmented in structure to categorize complex crafts, making it difficult to accurately present search results that meet various criteria. Second, although appearance is the main reason for purchasing artifacts, it is rare for users to categorize them according to appearance, so they have to judge and filter each work directly. Finally, the language entered when searching for artifacts by non-technical experts is not reflected in the language used to categorize artifacts in the taxonomic system, so the language used for searching is highly accurate. Therefore, the purpose of this study is to add and consider complex attributes in the field of technology to meet the search criteria. Properties to be added must include the main appearance in the search for artifacts. In addition, the government aims to develop a taxonomic system that can reflect non-experts' search languages in the search of works through artificial intelligence natural language processing technology.

Proposing a Service based on a Social Robotic Figure that Supports Interaction Between Fans and K-pop Stars (팬과 K-pop 스타간의 상호작용을 지원하는 소셜 로봇 피규어 기반 서비스 제안)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.499-508
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    • 2016
  • According to spreading K-pop globally, the market size related to K-pop stars is increasingly growing at home and abroad. Recently, services and products having direct interaction with the star are emerging. This research aims to propose a new service using a smart, connected social robotic figure that can support interaction between fans and K-pop stars. For this study, we begin by exploring literature about K-pop culture. Also, we investigate cases that connect between fans and stars and then build the development directions for a new service. Based on these development directions, we extract feasible technology and its interaction elements through analysing the cases of social robots. Finally, we propose the social robotic figure service in this research. This service proposed in this study can create and enhance diverse bidirectional communication between fans and stars through employing a user-customized, smart, connected figure based on a IoT platform. This research contributes to approaches for sustainable advance of K-pop through applying IoT technology.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

Exploring Twitter Follower-Networks of Startup Companies Employing Social Network Analysis and Cluster Analysis (소셜네트워크 분석과 클러스터 분석 방법을 활용한 스타트업 회사의 트위터 팔로워 네트워크에 대한 탐색적 연구)

  • Yu, Seunghee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.4
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    • pp.199-209
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    • 2019
  • The importance of business strategy for successful social media engagement has quickly increased as more businesses engage in social media. The importance is even greater for startup companies because startup companies are genuinely new to business, and they need to increase their presence in the market, and quickly access future customers. The objective of this paper lies in exploring key indicators of social media engagements by selected startup companies. The key indicators include two aspects of social media usages by the companies: i) overall social media activities, and ii) properties of network structure of the information flow platform provided by social media service. To better assess and evaluate the key indicators of social media usages by startup companies, the indicators will be compared with those of selected large established companies. Twitter is selected as a social media service for the analysis of this paper, and using Twitter REST API, data regarding the key indicators of overall Twitter activities and the Twitter follower-network of each company in the sample are collected. Then, the data are analyzed using social network analysis and hierarchical clustering analysis to examine the characteristics of the follower-network structures and to compare the characteristics between startup companies and established companies. The results show that most indicators are significantly different across startup companies and established companies. One key interesting finding is that the startup companies have proportionally more influencers in their follower-networks than the established companies have. Another interesting finding is that the follower-networks of startup companies in the sample have higher modularity and higher transitivity, suggesting that the startup companies tend to have a proportionally larger number of communities of users in their follower-networks, and the users in the networks are more tightly connected and cohesive internally. The key business implication for the future social media engagement efforts by startup companies in general is that startup companies may need to focus on getting more attention from influencers and promoting more cohesive communities in their follower-networks to appreciate the potential benefits of social media in the early stage of business of startup companies.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Region Selective Transmission Method of MMT based 3D Point Cloud Content (MMT 기반 3차원 포인트 클라우드 콘텐츠의 영역 선별적 전송 방안)

  • Kim, Doohwan;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.25-35
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    • 2020
  • Recently, the development of image processing technology, as well as hardware performance, has been continuing the research on 3D point processing technology that provides users with free viewing angle and stereoscopic effect in various fields. Point cloud technology, which is a type of representation of 3D point, has attracted attention in various fields because it can acquired/expressed point precisely. However, since Hundreds of thousands, millions of point are required to represent one 3D point cloud content, there is a disadvantage that a larger amount of storage space is required than a conventional 2D content. For this reason, the MPEG (Moving Picture Experts Group), an international standardization organization, is continuing to research how to efficiently compress, store, and transmit 3D point cloud content to users. In this paper, a V-PCC bitstream generated by a V-PCC (Video-based Point Cloud Compression) encoder proposed by the MPEG-I (Immersive) group is composed of an MPU (Media Processing Unit) defined by the MMT. In addition, by extending the signaling message defined in the MMT standard, a parameter for a segmented transmission method of the 3D point cloud content by area and quality parameters considering the characteristic of the 3D point cloud content, so that the quality parameters can be selectively determined according to the user's request. Finally, in this paper, we verify the result through design/implementation of the verification platform based on the proposed technology.