• 제목/요약/키워드: new media platform

검색결과 259건 처리시간 0.023초

The Developing of Sports Commentator Attribute Scale for Adaptation to ICT and New Media Platform Era

  • Choi, Eui Yul;Jeon, Yong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.163-170
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    • 2020
  • The purpose of this research is to organize panels centered on professional workers and experts in the sports media industry, identify structures and items of sports media commentators' attributes that conform to the present era through the collective agreement process, and evaluate the derived measures according to the scale development procedure. We would like to shed new light on the nature of commentators due to the rapid development of broadcasting technology and the emergence of new media platforms, the emergence and expansion of smart media receptors and the changing environment of modern sports broadcasting. For this purpose, a panel of experts from academia and industry related to sports management and sports media was organized and the attributes of commentators were analyzed using the Delphi method. Technology development in the sports market has created a new sports consumption environment. In these consumer environments, various environmental factors influence the consumer's consumption culture of sports consumers. For example, professional information, as well as interpretations of sports culture, history and society are becoming their share for sports commentators, and viewers are demanding more diverse characteristics from sports commentators. In this respect, the study of sports commentator attributes can be a deep understanding of the rapidly changing culture of sports consumption.

뉴미디어를 활용한 지역문화디자인 연구 (A Study on the Local Cultures Design Using New Media)

  • 이현우;김병옥
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2012년도 추계학술대회
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    • pp.469-472
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    • 2012
  • 이 연구는 뉴미디어가 갖고 있는 문화산업 내 컨버전스 현상들 중 지역사회에서의 문화콘텐츠 산업과 연구개발사례를 통하여 지방자치단체의 유무형 문화유산과 뉴미디어 작품개발에 의의를 두고자 한다. 뉴미디어의 플랫폼과 콘텐츠 향유방식이 변화하는 융복합시대에 지역문화콘텐츠를 현대적으로 보존 및 발전시키기 위하여 조성된 영상문화산업진흥원의 현황과 지원정책을 분석하고, 지역축제와 연계한 디지털콘텐츠 작품을 개발하여 지역문화의 현대적 가치를 모색해 볼 수 있기를 기대한다.

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

글로벌 팬덤을 통한 한류 콘텐츠의 확대 : Viki의 '팬 자막' 커뮤니티를 중심으로 (Expansion of K-Content by Global Fandom : Focusing on 'Fansub' Community of Viki)

  • 김영환;정회경
    • 디지털융복합연구
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    • 제17권11호
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    • pp.523-530
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    • 2019
  • 본 연구에서는 한류 콘텐츠 자막 제작에 참여하는 해외 이용자들을 대상으로 자막 제작 활동의 동기와 인식, 커뮤니티 내의 한류 문화소비 등을 알아보고, 이것이 내포하는 한류 콘텐츠 글로벌 팬덤 현상의 특징과 의미를 살펴보았다. 한류 팬들이 자발적으로 한국 드라마 자막을 자국 언어로 제작하고, 이를 통해 가장 영향력있는 한류 플랫폼으로 성장한 동영상서비스인 비키를 연구대상으로 했으며, 자막제작 팬 커뮤니티에 참여하는 영어, 불어, 독일어, 스페인어, 루마니아어, 아랍어권 이용자 등 총13명의 자막 제작자들에 대한 이메일 심층인터뷰를 통해 연구를 진행했다. 연구결과, 팬 커뮤니티에서 발현되는 집단지성은 전문가 이상의 결과물을 만들어내고 있으며, 이들은 한류 콘텐츠의 소비자이자 문화생산자, 제2의 창작자로서 역할을 하고 있다. 나아가 한류 문화소비의 시공간을 확대하며 또 다른 한류 팬을 불러 모으는 선순환 구조를 구축하고 있다. 앞으로 한류 콘텐츠의 지속적인 확산을 위해, 뉴미디어 플랫폼의 팬 커뮤니티 활동과 네트워크 효과가 결합된 글로벌 팬덤의 방향성에 주목하고, 이를 더 활성화하는 장기적인 전략 연구에 관심을 기울일 필요가 있다.

도시공간의 정보플랫폼화에 의한 장소성 표현 특성 연구 (A Study on the Expressional Characteristics of Placeness by Information-platformization of Urban space)

  • 백현희;이찬
    • 한국실내디자인학회논문집
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    • 제20권6호
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    • pp.135-144
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    • 2011
  • This study starts from the question if the characteristic of existing conventional site-specificity can be applied to the modern city space in information media era as it is. The evolution and spread of media technology acted as the catalyst which establishes the identity of an individual and promotes the social sense of belonging as the new type of community member as well as expanded the communication territory of man. Moreover, as the perfect merge of third dimensional space with second dimensional media was accomplished, the meaning of city as the place is getting changed and extended to city space as the information platform which integrates and intermediates the various information composing city. Hereupon, this study is willing to analyze the limits which the characteristics of physical, active and meaningful elements which are the forming primary factors in the existing place theory have and establish the new meaning of city as the place through the case studies which are applied by the characteristics of hyper spacio-temporal, mobility and polysemy as the characteristics transformed by information platformization of city space.

메타버스 아바타 및 K-패션의류 3D 제작 모델링-K 디자이너 아이템을 활용한 스타일링 작업물 개발을 중심으로- (Modeling Metaverse Avatars and K-Fashion Apparel 3D Production -Focus on Developing Styling Work with K-Designer Items-)

  • 김소진;강보영
    • 패션비즈니스
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    • 제27권5호
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    • pp.60-77
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    • 2023
  • The scale of the industry utilizing the Metaverse platform is gradually growing around the world. Fashion brands are also starting to utilize the Metaverse platform as a new market to replace the next e-commerce platform by targeting new consumers, MZ generation, and even Alpha generation. In this study, a real K-fashion designer's outfit was made into a 3D outfit using CLO 3D program to express it in a new market, the Metaverse 3D platform. It was then compared with a real outfit. An avatar prototype was completed using Max program to simulate the 3D digital fashion outfit and produce an avatar through an optimization process. The 3D outfits showed the same level of results as the actual outfits in terms of fabric surface, material texture, drapability, overall outfit, details, and trimmings. In addition, we proposed a 2D work on total styling suggestion and modeling to secure data sets for future AI-based styling services. In conclusion, this study revealed that actual outfits and 3D outfits had the same results. It is significant that it can be a sample work to build a styling data set through styling suggestion and content production as a significant amount of styling DB construction will be required before AI styling automation services.

3D Filmmaking for User-Selective UHD Stereoscopic Media System: A Case Study on the Film The Old, the New and the Other

  • Cha, Minchol;Hamacher, Alaric;Simon, Sebastien
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.277-284
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    • 2021
  • Despite skepticism about commercial potential, the stereoscopic 3D cinema is still a form that any filmmaker can choose to employ for its aesthetics and its immersive potential. Based on a haptic illusion, the stereoscopic media content requires a new perspective different from the principle of 2D media content in terms of creation and acceptance. This paper examines the technical and aesthetic issues of stereoscopic 3D film production from the perspective of today's emerging realistic and immersive media through a case study. One of the key factors for successful content creation and research and development in stereoscopic 3D cinema is the combination of artistic principles together with technical mastering of the new image technology. The purpose of this paper is to outline the principal challenges and research topics in stereoscopic 3D cinema through a case study of stereoscopic 3D pilot film production for the 'User-Selective UHD Stereoscopic Media Service Platform' of the ETRI (Electronics and Telecommunications Research Institute). This paper intends to examine stereoscopic 3D filmmaking workflow and production methodologies, as well as technical elements and aesthetic issues.

커뮤니케이션 융합플랫폼의 크리에이티브 전략과 개인적 성향에 따른 광고효과 (Ads Impact of Communication Convergence Platform's Creative Strategy and Personal Attributes)

  • 김재영
    • 한국융합학회논문지
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    • 제11권9호
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    • pp.99-107
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    • 2020
  • 밀레니얼 하이 테크 미디어의 개인화된 특성은 기존의 정형화된 크리에이티브 문법을 깨트리고 있다. 파괴적인 하이 테크 미디어의 정보 형태는 소비자의 성향이나 특성에 따라 상이하게 수용된다. 이 연구의 목적은 하이테크 미디어의 효율적인 크리에이티브 전략 수립을 위한 가이드라인을 탐색해 보는데 있다. 소비자의 심리적 성향에서 소비자 혁신성은 하이 테크 미디어의 크리에이티브를 평가하는데 핵심적인 요인이다. 소비자의 혁신성과 하이 테크 미디어의 크리에이티브 유형에 대한 설득 커뮤니케이션 효과를 알아 본 결과는 다음과 같다. 구체적(추상적) 크리에이티브 유형은 혁신성이 낮은 소비자보다 혁신성이 높은 소비자에게 광고에 대한 태도, 브랜드 태도, 구매의도 그리고 구전의도에서 높게 나타났다.

Architecture of Interactive Multimedia Service Platform for the Integration of Broadcasting and Telecommunication Service

  • Park, Young-Duk;Park, Taesang
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
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    • pp.55-60
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    • 1997
  • Innovation on digital compression technology, high speed networking technology, digital broadcasting technology and distributed processing technology provides new interactive multimedia service that integrates telecommunication, broadcasting, and computer application. To meet the new trends, we focus our research direction to integrate the telecommunication services and the broadcasting services. For this purpose, we designed and implemented an interactive multimedia service platform based on the DAVIC specification. Our research results in the development of integrated interactive services and its experience will be feedback to the field trial service that will be launched from next year. In this paper, we will describe the overall architecture and system implementation results of the interactive multimedia service platform.

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편의점 생활 플랫폼 발전 방향에 관한 연구 -국내외 사례를 중심으로- (A Study on Development Direction of Convenience Store Living Platform -Focusing on domestic and overseas cases-)

  • 이가하;김승인
    • 한국융합학회논문지
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    • 제8권8호
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    • pp.203-213
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    • 2017
  • 이 연구는 성장하고 있는 고령화 사회와 4차 산업혁명에 있어서 국내 편의점 플랫폼의 발전 방향을 제시하고자 하였다. 최근 편의점은 편의점 수가 포화에 이르렀다는 평에 따라 새로운 성장 동력을 모색하면서 다양한 생활 플랫폼을 제공하고 있다. 발전 방향 제시를 위해 국내와 해외의 편의점 플랫폼 사례조사와 국내 10대부터 60대 이상까지 총 78명을 대상으로 설문조사를 하였다. 이 조사를 통해서 현재 우리나라 편의점은 사용자들에게 편리한 생활 속 플랫폼을 제공하고 있음을 알 수 있었으나 고령층을 위한 서비스는 다른 나라에 비해 부족함을 알 수 있었다. 편의점은 현재 20대~30대를 타깃으로 한 생활 플랫폼 서비스를 제공하고 있듯이 고령층을 위한 생활플랫폼 서비스를 제공해야 한다. 이로써 편의점이 4차 산업혁명에 있어서 경쟁력 있는 생활 플랫폼 서비스가 될 것이다. 또한, 향후 변화하는 사회 현상에 따른 편의점 생활 플랫폼 서비스의 지속적인 연구가 필요하다.