• Title/Summary/Keyword: multi-media contents

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Analyzing content placement interface requirements in a multi-display environment (멀티 디스플레이 환경에서 콘텐츠의 공간적 인터페이스 요구사항 분석)

  • Kim, Hyo-Yong;Lim, Soon-Bum
    • Cartoon and Animation Studies
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    • s.48
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    • pp.69-84
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    • 2017
  • In order to display various art works such as media art in a multi-display environment, it is necessary to consider contents arrangement. The advantage of having a 1: N or N: N layout instead of a 1: 1 or N: 1 layout between display and content, but a more complex scheme of how to do spatial and temporal layout in multi-display Is required. In order to distribute contents, existing media server solution or programming-based multimedia production software is used. However, it takes much time to rearrange or modify the contents, and it is not easy to modify the contents. Therefore, It is difficult to place content in the environment. In order to solve this problem, various approaches are needed from research on content placement method to development of content placement software that improves the existing method. However, analysis on systematic content placement type supporting it, or interface There is also no access to. In this study, we have summarized the requirements for designing the interface for each type with the aim of making it possible to utilize previously analyzed content layout types in various display activities such as media art in multi - display environment. The requirements of each type of interface were derived based on spatial arrangement and temporal layout type which are most distinguished when content is placed. The contents of the interface requirements are summarized as follows: We expect to be a cornerstone for system development.

Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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Effect of the Terrestrial TV's Channel Brand Equity in the Multi-Platforms Environment: Focusing on the Choice and Use of the Terrestrial TV Contents (멀티플랫폼 환경에서 지상파TV 채널브랜드자산의 효과: 지상파TV 콘텐츠 선택과 이용에 미치는 영향을 중심으로)

  • Oh, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.279-292
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    • 2020
  • The purpose of this study is to suggest what the effect of channel brand equity is in the environment of multi-platform and to raise how channel brand equity is important by investigating how terrestrial TV's channel brand equity influences viewers' choice and use of the terrestrial TV contents on the multi-platform. The findings showed that the terrestrial TV's channel brand equity partially had a significant effect on the degree of use of Terrestrial TV contents on multi-platforms, but it did not on the diversity of media for viewing the terrestrial TV contents. In addition, it partially had an influence on the use of platform and service for viewing terrestrial TV contents by type. Finally, it also partially had impacts on the diversity of genre and the genre use by type. The findings suggest that the channel brand equity can have effects on the viewers' choice and use of broadcasting contents on the multi-platforms, and thus this study provides significant insights on what strategies are required for the competitiveness of broadcasting channels.

An Analysis on the Influence Factors of Learning Effectiveness for Multivision Education Process -Focusing on Distribution Working Course in Vocational High School- (멀티비전교육과정이 학습효과에 미치는 영향에 관한 연구 -전문계 고등학교의 유통실무과정을 중심으로-)

  • Kim, Kyung-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.297-304
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    • 2011
  • This study was to analyze the learning effectiveness of multi-media based class by comparing with traditional classroom method. The "Distribution Working Subject" course that is one of the required courses of Vocational high school was selected and its contents were digitalized on MS Powerpoint for multi-media based class. The thirty students were sampled for each experimental and control groups. The homogeneity and learning achievement of sample groups were tested for experiment. Same teacher took the classes of two groups and delivered same contents of course. Only difference between two groups was the delivery method, one is traditional classroom teaching method and the other was the multi-media based class. The learning achievements and satisfaction of sample were post-tested in order to analyze the learning effectiveness by comparing two teaching methods. The results showed that there was a significant difference between experimental and control group in learning achievement after ANCOVA controlled pre-test as covariance(F=5.08, p<.05). It means that the learning achievement of multi-media based class was higher than that of traditional classroom group. The results also showed that a significant difference in students' satisfaction between two groups (t=5.57, p<.001). This study concluded that using multi-media in class could produce more learning achievements and satisfaction of students than traditional classroom method.

A Case Study of Broadcasting Contents Using One Source Multi Use Strategy (사례 분석을 통한 방송콘텐츠 OSMU의 고찰 - OSMU 이론적 정립 및 비즈니스분류를 중심으로 -)

  • Cho, Seong-Ryong;Shin, Ho;Jang, Yei-Beech;Lee, Seong-Eob;Han, Min-Woo;Koo, Bon-Cheol
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.423-434
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    • 2007
  • In this study, we investigated broadcasting industry in Korea and in U.S. to find out what mostly makes the broadcasting industry competitive for the near future. One source multi use(from now on OSMU) marketing strategy is important when discussing profits of broadcasting contents. To develop a theoretical and academic framework of OSMU, 14 experts participated in focus group interview. A new meaning of OSMU is defined and 4 types of OSMU business models are developed in the study. Also, two successful examples of broadcasting contents, each from Korea and U.S., were analyzed with the models that we have developed. Lastly, we discussed how to enhance the competitiveness of broadcasting contents and industry by using the benefit-maximizing-strategies of OSMU.

A Study on Framework Development of Weather Information Services on New-Media (뉴-미디어 기상정보 서비스 프레임워크 개발 연구)

  • Kim, Jin-Tae;Yun, Yong-In;Lee, Kang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.201-208
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    • 2011
  • The aim of this paper is to develop a framework of weather information services which is for processing contents and providing proper contents to new-media such as outdoor electronic display, DID (digital information display), and terrestrial multi-channel broadcasting, etc. By introducing the analysis of media use and perception science of human intelligence, the contents producing method to improve recognizing rate for weather information is provide and the layered framework of weather information services for new-media is designed. It integrates many different services to the framework. It can prevent duplicate investment for services and serve a major momentum to technical progress.

Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Real-time Orchestra Method using MIDI Files (MIDI파일을 이용한 실시간 합주 기법)

  • Lee, Ji-Hye;Kim, Svetlana;Yoon, Yong-Ik
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.91-97
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    • 2010
  • Recently, Internet users have an interest about Social Media Service in Web2.0 environment. We suggest the orchestra service as social media service to meet user satisfactions in changed web environment. We accept a concept of the MMMD (Multiple Media Multiple Devices). In other words, Internet users listen to the music not only one device but multiple devices. Each one of multiple devices can play a sound source under earmark instruments for providing users with actual feeling like an orchestra. To meet the purpose, we define 3 steps. First, we separate the sound source based on instrument information. Second, we exact the suitable sound source for play orchestra. In final step, the sound source transmits to each suitable playing device. We named the 3 step for AET process. Beside we suggest synchronization method using rest point in the MIDI file for control sound sources. Using the AET process and synchronization method we provide the orchestra service for meet user's satisfactions to users.

A Study of Multi-scenario in Visual Novel (비주얼 노블 멀티 시나리오 분석)

  • Lee, So-Hee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.59-68
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    • 2018
  • A visual novel, a type of digital content combining novel and game, was designed as hypermedia which includes various media, for instance, image, sound, and video. The narrative of visual novel contains multimedia elements and highlights multi-scenario structures based on hypertext. Prior to creating visual novel scenario, a writer should thoroughly consider two main points. First of all, the scenario should cover the multimedia features of visual novel. Secondly, the scenario should be structured as a multi-scenario providing with performativity to players for interaction with readers. This study examines the influence of changes in platforms on visual novel scenario adjusted to mobile environment. It would provide an opportunity to understand how storytelling changes and adapts to rapid transformation of digital media contents.