• Title/Summary/Keyword: new media platform

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A Study on the Influencing Factors of Sustainable Use Intention & Addiction of Social Media WeChat (소셜미디어 위챗의 지속 이용의도와 중독의 영향요인 연구)

  • Qiang, YaLi;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.245-255
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    • 2021
  • This study is an empirical study on how factors such as social factor, entertainment factor on the Wechat social media platform affect users' flow and addiction to use. Researchers thought that despite the increasing addiction of social media Wechat users, existing social media research is limited to service quality and satisfaction, so research on user flow and addiction is necessary. Therefore, the researchers try to through empirical analysis, the WeChat use to addiction path to social factor (social interactivity, payable) and entertainment factor (entertainment, life relevance), examine how WeChat user experience affects the use intention and satisfaction, and determine its role in the user's WeChat addiction and flow, and tested. The results of this study are expected to provide a new theoretical basis for future research on addiction use of social media.

A Study on the Utilization of YouTube Platform in Two Traffic Broadcastings (교통방송의 유튜브 플랫폼 활용에 관한 연구)

  • Yoon, Hong Keun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.66-75
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    • 2021
  • The research is centered towards analyzing the usage status of YouTube platform and the nature of content supplied to YouTube by selecting Korean two Traffic Broadcastings Based on TBS(Traffic Broadcasting System) and TBN(Traffic Broadcasting Network). TBS operates 'Citizen's Broadcasting', which has 1.1 million subscribers among 13 YouTube channels, as its main channel. TBN has only 15,000 subscribers to its main 'TBN Tong', and YouTube channels in 12 local networks. TBS which has a dedicated YouTube manpower, is far ahead of TBN in terms of YouTube channel management and content composition. Both broadcasters are passive about creating new media content due to job stability. For the development of the YouTube platform for these two broadcasters, organizational changes within traffic broadcasting and changes in the perception of members are required, and live broadcasting and discovery of star creators are required. In the changing media environment two traffic broadcastings need a program distribution strategy that can be included in various media platforms.

Web 2.0 and Web novels -Focusing on Web-based Romance Novels (웹 2.0 시대와 웹소설 -웹 로맨스 서사를 중심으로)

  • Ryu, Su-Yun
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.9-43
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    • 2019
  • Web novels are one of the most actively adapted genre novels under a new medium called the Internet. Research on cultural content implemented on top of digital media is naturally closely related to environmental changes in digital media. The same goes for Web novels sparked by the identity of Web platforms. Especially in the case of web novels, the platform itself that provides them has triggered direct changes in genre code and reading patterns. From this perspective, this thesis wanted to examine the formation process and strategic features of web novels, which became content and products on the web platform environment. First of all, through the formation process ranging from communication novels to Internet novels and web novels, I arranged the transition to digital media and the change of genre novel market. This was an attempt to extract that Web novels not only have continuity as genre novels, but also have a turning point as digital content. Web novels are digital content that internalizes the values of the Web 2.0 era. It should also be a core product that grows the pie in the market in its own right. This paper noted that web novels are content that embodies these consumption values. So this thesis considered about what is the visualization and commercialization strategy of the web-based novels that is currently formed, and what is the current status of the web-based romance novels as the content and the product that is driving OSMU most actively in the process of commercialization. Through this process, I found that the greatest characteristic of web novels as genre novels that have evolved into digital content is their division and crack of genre.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

The Information Distribution Role of Facebook in Universities

  • NGUYEN, Thi Nguyet Dung;NGUYEN, Thi Thu Huong;NGUYEN, Thi Phuong Anh;NGUYEN, Thi Thu Huong;VU, Thi Phuong Thao
    • Journal of Distribution Science
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    • v.20 no.5
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    • pp.75-84
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    • 2022
  • Purpose: The paper employs the theory of planned behaviour, social identity theory, social presence theory, and social exchange theory to propose a model for using the social media platform Facebook in distributing information in universities. Research design, data and methodology: Data were obtained from 618 students at Hanoi University of Industry (HaUI) in Vietnam. The study used structural equation modeling in SPSS and the statistical analysis software AMOS version 24 to explore the information distribution role of Facebook. Results: Findings reveal that subjective norms and social presence play a key role in driving students to use Facebook for studying. In addition, university administrators can boost student satisfaction and academic achievement through Facebook. Interestingly, students who strongly identify with the brand name of the university have a strong connection with the university are more likely to engage in behaviors supportive toward the university. Conclusions: These findings show that Facebook had played a key information distribution role in universities. Thus, the study provides the executive board of the university and teachers can gain new understanding of why students employ Facebook for studying as well as capitalize on the platform to improve several operational metrics such as brand identification, student satisfaction, and academic achievement.

A Study for Technological Environment Change for the UHDTV Image Quality Improvement (UHDTV 화질개선을 위한 기술 환경변화에 대한 연구)

  • Kang, Wonyoung;Lee, Minwoo;Han, Sukyoung;Choi, Sungjin;Oh, JaiPil
    • Journal of Satellite, Information and Communications
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    • v.10 no.4
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    • pp.64-70
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    • 2015
  • It has been 3 years since the TV broadcasting industry migrated to the UHDTV broadcasting service. Theoretically UHDTV picture quality is four times better than HDTV. UHDTV broadcast has been put to practical use by domestic broadcasters, excluding public broadcasters. The resolution of UHDTV does not correspond to the standard UHDTV values, the viewer have no choice but to watch existing contents on UHDTV. Therefore this paper analyses the current broadcast technology level for the image quality improvement, and to investigate the bandwidth of UHD broadcasts. In this paper we have studied current condition of HDMI interface technology and suggesting Super MHL interface technology capable of performing a successful establishment of the new broadcasting platform in future 8K UHD broadcasts alternatively. In order to improve the UHD broadcasting, we are expecting the development change of UHD broadcasting service user experience.

Music Source Signature Indexing Method for Quick Search (빠른 검색을 위한 음원 시그니처 인덱싱 방법)

  • Kim, Sang-Kyun;Lee, Kyoung-Sik
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.321-326
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    • 2021
  • Blockchain is increasing in value as a platform for safe transmission of capital transactions or secure data. In addition, blockchain has the potential as a new platform that can safely store large amounts of data such as videos, music, and photos, and safely manage transaction details and service usage specifications. Since it is not possible to store large-capacity media data in a block, research on the performance of storing sound source information in a block and retrieving the stored sound source data by using the distributed storage system (IPFS) and the hash information of the sound source signature data was conducted. In this paper, we propose a sound source signature indexing method using a bloom filter that can improve the search speed suggested by previous studies. As a result of the experiment, it was confirmed that improved search performance (O(1)) than the existing search performance (O(n)) can be achieved.

Transaction Model Suggestion by using Two Enforcements with a Blockchain based on a Service Platform (서비스 플랫폼 기반 이중강화적용 블록체인 응용 거래모델 제안)

  • Lee, Kwan Mok;Kim, Yong Hwan;Bae, Ki Tae
    • Smart Media Journal
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    • v.9 no.4
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    • pp.91-96
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    • 2020
  • A blockchain is a technology in which all nodes participating in a distributed network manage each transaction's contents without a central server managing the transaction, which is a record of the transaction. The block containing the transaction record of a specific period is connected to the blockchain by referring to the hash value for the previous block, and the chain with the new block added is shared with all nodes again. Transactions using existing certificates will pass through FinTech, and in the near future, applications using blockchains are expected to emerge. In this study, we analyze the problems of the existing model, and propose a transaction model that applies the blockchain to come. Among various applications, this study develops a trading model targeting the energy sales market among the topics that will lead the fourth industrial revolution. As a result of analyzing the proposed model, it was possible to be sure of the possibility of a safer energy sales transaction than the existing method.

Content Distribution Strategy Analysis of Regional Broadcasting Companies: Based on MBCNET (지역방송의 뉴미디어 유통전략 분석 :MBCNET 사례를 중심으로)

  • Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.636-643
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    • 2013
  • The current media and content situation is increasingly more competitive and under the radical environment changes, the social & financial position of regional broadcasting companies has been threatened. The internet & mobile based platforms and smart media, however, bring a new opportunity of content distribution. This study analyzes the current status of MBCNET which is the superstation of regional MBC stations and specialists interviews to develop the content distribution strategies of regional broadcasting companies. According to the following: finance, ratings, and new media distribution analysis, the MBCNET outcome is deemed successful based on the content library and regional power. MBCNET utilized opportunity to develop strong content resources and distribution power. In order to maintain its competitive edge, MBCNET needs to adopt the following strategies: content and platform marketing power, research & development of competitive content based on user behavior analysis, and reorganization that is able to counteract N-screen circumstances.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.