• Title/Summary/Keyword: video promotion

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A Study on Artificial Intelligence Based Business Models of Media Firms

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.56-67
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    • 2019
  • The aim of this study is to develop Artificial Intelligence (AI) based business models of media firms. We define AI and discuss 'AI activity model'. The practices of the efficiency model are home equipment-based personalization and media content recommendation. The practices of the expert model are media content commissioning, content rights negotiation, copyright infringement, and promotion. The practices of the effectiveness model are photo & video auto-tagging and auto subtitling & simultaneous translation. The practices of the innovation model are content script creation and metadata management. The related use cases from 2012 to 2017 are introduced along the four activity models of AI. In conclusion, we propose for media companies to fully utilize the AI for transforming from traditional to successful digital media firms.

The effect of fire-safety education on the knowledge and safety competency of college students

  • Noh, Gie Ok;Park, MJ
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.138-143
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    • 2022
  • The purpose of this study was to test the effects of video-based fire safety education among college students on the students' fire safety knowledge and disaster safety awareness and competency. Improvements were found in fire safety knowledge (t = -3.24, p = 0.001), social disaster awareness (t = -2.25, p = 0.025), basic disaster awareness (t = -2.44, p = 0.015), and disaster safety capacity (t = -2.04, p = 0.043). The contents of safety-education materials should be continuously developed. Those materials should be provided to many people, and future research should test the longer-term effects of those educational interventions.

A study Note on the Production Process of the Year-end Special Documentary on the Inter-Korean Summit of KTV

  • Hakjae, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.228-229
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    • 2022
  • This paper is about KTV special documentary "Baekdu to Halla, It's Peace Now" which looks back on the journey of President Moon Jae-in to the 3rd inter-Korean summit following former Presidents Kim Dae-jung and Roh Moo-hyun, following the 2018 inter-Korean summit held under the slogan of 'Peace and a New Future'. The documentary was produced in the form of a road documentary that looked back at the meaningful results of the summit meeting with the MC through related places and various people, narrated by singer Kang San-Ae. Based on this case, the difference between the development of road documentaries and general informational documentaries about the existing production process is identified, and the differences between the production format, production characteristics, and development method of road documentaries are described. I would like to present an example of how it can be desirable to set the format of the road documentary according to the production environment of broadcasting companies and planning factors.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

The Value of Performing Arts Content and Convergence Structure -Focused on Performing Arts Live Video- (공연예술콘텐츠의 가치와 융합적 구조 -공연예술실황영상을 중심으로-)

  • Young, Hur-Lan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.241-255
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    • 2016
  • This study aims at examining the making and distribution course of performing arts and its converged form with technology and industry in terms of the Contents Promotion Act. Since the 2000s, the inter-area contents making and sharing methods have been changing the making and distribution structure of performing arts. The recent production of performing arts contents live videos extends the areas of arts creation and communication beyond the time and spatial boundaries of performing arts and changes the existing systems. The performing arts which started with nowness and spatio-temporal restriction on the premise is now creating a new platform over the spatio-temporal boundary through the live video. Performing arts, in convergence with the areas of technology and industries, expands universal approaches and shows the public value of cultural fairness at public performing arts centers. In this context, this study aims at seeking the possible extension of performing arts contents by examining how the so-called high-class performing arts such as opera, theatre and classical music combines with the visual industry.

Need-based development of tailored nutritional education materials about food additives in processed foods for elementary-school students (초등학생을 위한 가공식품 속 식품첨가물 영양교육 요구도 조사 및 맞춤형 영양교육 자료 개발)

  • Kim, Ki Nam;Lee, A Reum;Lee, Hae Ryun;Kim, Kirang;Hwang, Ji-Yun
    • Journal of Nutrition and Health
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    • v.46 no.4
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    • pp.357-368
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    • 2013
  • Tailored nutritional education is generally found to be more effective in changing behaviors and to be more fully implemented than a non-tailored equivalent. This study was conducted in order to develop tailored nutritional education materials on food additives in processed foods based on need and levels of knowledge of educational targets of elementary-school students in Seoul Metropolitan City. The focus group interview was conducted with six elementary-school nutrition teachers in order to gather information and to develop a tailored quantitative questionnaire for the survey. Based on the results from 138 nutrition teachers, all answered that education on food additives in processed foods for students is necessary and both teachers and students need to receive education regarding definition, safety, and use of food additives for each processed food, in the form of video, PPT, and teaching-learning plan. Nutritional education materials for two classes were developed using video clips (grocery shopping and cooking class) about food additives in processed foods, PPTs with activity papers, two teaching-learning plans, and school newsletters to parents. In conclusion, the current study warrants conduct of further studies short-term and long-term impacts and efficacy of tailored need-based nutrition education in promotion of healthy nutrition by conveying proper scientific knowledge regarding food additives in processed foods for elementary-school students.

Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.165-170
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    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.

Sign system design for rapid evacuation in earthquake evacuation situations (지진발생 상황에서 신속한 대피를 돕는 사인시스템 디자인)

  • Yoo, Ga-hee;Oh, Kwang-myung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.107-112
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    • 2019
  • Most of the sign systems involved in evacuation are not useful in seismic situations where people have to evacuate with their heads bowed, given that they are at the top of the wall. Based on the analysis and understanding of seismic evacuation situations, this study proposes a sign system as a measure for rapid seismic evacuation. First, understand the seismic situation based on the video analysis of the earthquake evacuation situation. Second, the need for a sign system to help secure evacuation in earthquake situations was derived. Third, the on-site survey examined the suitability of the Sine system installed in Korea as an escape facility for the earthquake evacuation situation. Based on the video analysis and on-site survey, it was concluded that the installation of escape guidance lamps alone could not induce rapid evacuation in the earthquake situation. In this study, a sign system is proposed to help the use of doors by installing a sign system near an emergency exit light.

A Study on Non-Face-to-Face General English Courses for International Students: Reading Movie Scripts Aloud (유학생 대상의 비대면 교양 영어 수업 방안: 영화 대본 소리 내어 읽기를 중심으로)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.267-272
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    • 2021
  • This study's purpose is to investigate the effects of reading movie scripts aloud in non-face-to-face general English courses on international students' English ability in the COVID-19 era. A general English class was delivered once a week for 15 weeks to 47 international students at a Seoul-based university. The animated movie Tangled and its script were used as learning materials. Biweekly, students had to watch video lectures using the university's learning management system(LMS) and read scripts aloud through Zoom. In the video lectures, the teacher went over specific vocabulary and interpreted the movie scripts in easy Korean. For the second activity through Zoom, international students read the movie script aloud individually and in groups. The post-test revealed significant improvements in both reading and writing, as compared to the pre-test. Through the study's survey, participants exhibited positive attitudes in affective domains(understanding, satisfaction, interest, and recommendation).

The Effects of Information Types and Players in Everyday Vlogs on Viewers' Empathy, Social Presence and Self-Enhancement (일상 브이로그의 정보 속성과 출연자 유형에 따른 시청 몰입 및 자기향상 태도의 차이)

  • Chen, Nuo;Na, Eunkyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.277-287
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    • 2022
  • Recent trends in sharing online video contents show that vlogging on everyday life can cause meaningful changes in viewers' perception of mediated characters and their own lifestyles. We explored that flourishing everyday life video contents online are intertwined with viewers' psychological engagement such as empathy and social presence, let alone self-enhancing motivations such as self-reflection and psychological empowerment. Survey analysis results suggest that between contents types of vlog (everyday life vs. in-depth information), watching in-depth information videos significantly affected viewers' psychological engagement and self-enhancing motivations. Compared to celebrity's online videos, daily videos starring laypeople showed significantly positive impacts on viewers' engagement such as empathy, social presence, and self-enhancement such as self-reflection, psychological empowerment.