• Title/Summary/Keyword: media platform

Search Result 944, Processing Time 0.024 seconds

Classical Music Review on Instagram: Accumulating Cultural Capital through Inter-Learning (클래식음악 애호가의 인스타그램 리뷰: 상호 학습을 통한 문화자본 축적)

  • Seong, Yeonju
    • Review of Culture and Economy
    • /
    • v.21 no.2
    • /
    • pp.111-139
    • /
    • 2018
  • This study is about classical music lovers who write a lengthy concert review on instagram. The intention and objective of writing a review is discussed in addition to inter-communication between those reviewers. For the analysis, an interview with 8 reviewers are mainly analyzed with their reviews. As a result, it is found that some affordances of Instagram, easiness, randomness, and friendliness affects them to use Instagram more than other social media. Hence, since Instagram is image-based platform, it helps writers to keep their reviews from getting an attention by other users. Because of their sense of inferiority that they are lacking in classical music knowledge, continuous writing and reading of reviews help them accumulating some amount of cultural capital needed for understanding classical music in a proper way.

A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.209-215
    • /
    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.

An Analysis of the Transition Type of Webtoon based Snack Animation Content (웹툰 기반 스낵애니메이션 콘텐츠의 장면전환 유형 분석)

  • Kim, Suk-Rae;Kim, Kyoung-Joo
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.459-466
    • /
    • 2019
  • In these days, the term 'snack culture' has been popularized as on of the tendency of new content consumption, and various related contents are introduced. This study is an analytical study related to the snack animation content based on the webtoon which can be considered as a representative snack culture content. The Purpose of this study is to investigate the frequency of use of transition techniques, which are importance for viewer to help to understand story by making space and time change in the moving image. To do this, I analyzed the each type of transition technique about the whole contents of NAVER's play webtoon, which is representative snack animation platform. Then I derived and contemplated the result of the analysis with a viewpoint of composition of shot. Through this process, I think this study could provide another basic data about snack animation contents which are not been studied enough yet.

Android-Based Open Platform Intelligent Vehicle Services Middleware Application (안드로이드 기반의 지능형자동차 미들웨어 오픈플랫폼 서비스 응용)

  • Choi, Byung-Kwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.8
    • /
    • pp.33-41
    • /
    • 2013
  • Intelligent automobile technology and IT convergence, the development of new imaging technology media applications based on open source Android installed on tracked, wheeled smart phone application technology and the development of intelligent vehicles as a new paradigm a lot of research and development being made. Android-based intelligent automotive applications, technology, and evolved into the center of a set of various multimedia technologies move beyond the limits of the means of each of multimedia platforms, services and applications that have been developed in such a distributed environment, has been developed according to a variety of services through technology mobile terminal device technology is an absolute requirement. In this paper, SVC Codec, real-time video and graphics processing and SoC design intelligent vehicles middleware applications with monolithic system specification through Android-based design of intelligent vehicles dedicated middleware research experiments on open platforms, and provides various terminal services functions SoC based on a newly designed and standardized interface analysis techniques in this study were verified through experiments.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.145-155
    • /
    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.19 no.9
    • /
    • pp.277-282
    • /
    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.

A Study on the Implementation of Digital Twin Architecture and Detailed Technology for Agriculture and Livestock Industry (농·축산 산업을 위한 디지털 트윈 아키텍처 및 세부 기술 구현에 관한 연구)

  • Jeong, Deuk-Young;Kim, Se-Han;Lee, In-Bok;Yeo, Uk-Hyeon;Lee, Sang-Yeon;Kim, Jun-Gyu;Park, Se-Jun
    • Journal of Broadcast Engineering
    • /
    • v.26 no.4
    • /
    • pp.398-408
    • /
    • 2021
  • Since COVID-19, the world's food shortage population has more than doubled from 130 million to 270 million. In addition, as various issues related to the food industry such as climate change arise, the importance of agriculture and livestock is increasing. In particular, it is still difficult to utilize data generated in these field. Therefore, the objective of this study was to explain the limitations of using data based on fragmentary analysis and the necessity of Digital Twin. The additional objective was to propose an architecture and necessary technologies of a Digital Twin platform suitable for agricultural and livestock. It also proposed a Digital Twin-based service that could be used in the near future, such as labor reduction, productivity improvement, personalized consumption, transportation, and distribution by incorporating intelligent information convergence technology into facility horticulture and livestock farming.

MPEG-DASH based 3D Point Cloud Content Configuration Method (MPEG-DASH 기반 3차원 포인트 클라우드 콘텐츠 구성 방안)

  • Kim, Doohwan;Im, Jiheon;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.24 no.4
    • /
    • pp.660-669
    • /
    • 2019
  • Recently, with the development of three-dimensional scanning devices and multi-dimensional array cameras, research is continuously conducted on techniques for handling three-dimensional data in application fields such as AR (Augmented Reality) / VR (Virtual Reality) and autonomous traveling. In particular, in the AR / VR field, content that expresses 3D video as point data has appeared, but this requires a larger amount of data than conventional 2D images. Therefore, in order to serve 3D point cloud content to users, various technological developments such as highly efficient encoding / decoding and storage, transfer, etc. are required. In this paper, V-PCC bit stream created using V-PCC encoder proposed in MPEG-I (MPEG-Immersive) V-PCC (Video based Point Cloud Compression) group, It is defined by the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard, and provides to be composed of segments. Also, in order to provide the user with the information of the 3D coordinate system, the depth information parameter of the signaling message is additionally defined. Then, we design a verification platform to verify the technology proposed in this paper, and confirm it in terms of the algorithm of the proposed technology.

A Study on Factors Influencing Immersion and Viewing Intention of Personal Broadcasting Viewers (개인방송 시청자의 몰입 및 시청의도에 미치는 영향요인 연구)

  • Hong, Moo-Goong;Kwon, Hyeog-In
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.195-211
    • /
    • 2019
  • Recently, as the personal broadcasting industry has grown rapidly, interest in personal braodcasting platform companies, creators, and contents is increasing. In addition to the quantitative growth of the private broadcasting industry, related research is also increasing, but there is a lack of research on the viewer side. In this study, we applied the Hedonic-Motivation System Adoption Model (HMSAM) to derive the viewing motivation factors from the intrinsic aspects of personal broadcasting users. Also, we analyzed the difference of viewing motivation factors by classifying the types of personal broadcasting contents. As a result of the analysis, extrinsic and intrinsic factors of the users except "control" has a significant influence on the viewing intention and immersion. Also, it was verified that the influences on the viewer's immersion were different according to the content type. Finally, various theoretical and practical implications are presented through the results of this study.

Effect of Personality Traits and Use Motivations of YouTube Users on Compulsive YouTube Usage (유튜브 이용자의 성격 특성과 이용 동기가 강박적 유튜브 사용에 미치는 영향)

  • Lee, Jong Man
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.512-520
    • /
    • 2019
  • This study is to investigate the compulsive use of the social media platform, YouTube. For this purpose, this study built a research model that considered how the personality trait perspective(agreeableness, conscientiousness, neuroticism, extraversion, openness) and the use motivation perspective(utilitarian, hedonic and social use motivations) work together to explain compulsive use of YouTube. The survey method was used for this paper, and data from a total of 165 were used for the analysis. And structural equation model was used to analyze the data. The results of this empirical study is summarized as followings. First, both agreeableness and conscientiousness have a negative effect on compulsive use of YouTube. Second, utilitarian use motivation has a negative effect on compulsive use of YouTube. The results of this study are meaningful in that it not only alerts YouTube users to the risks of compulsive YouTube use, but also helps them to develop self-management strategies.