• Title/Summary/Keyword: video promotion

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Utilization of Mobile New Media based on Video Curation (동영상 큐레이션 기반 모바일 뉴미디어의 활용)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.51-56
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    • 2020
  • In this paper, we developed a mobile new media solution that enables e-commerce shopping mall operators, band operators, and YouTube creators to create synergies in online and offline promotion by posting related video contents on the media in addition to their own videos. By providing videos in the field of the platform without directly searching for them, it is possible to provide users with a new type of marketing means that can promote their platform while providing interest and information. Prospective creators at home and abroad who produce video can upload their own video in addition to YouTube and afreeca TV, such as the open market for video, and use independent and free charging systems to manage independent customer relationship management(CRM), self-branding, and content management. It will be possible to utilize mobile-based new media equipped with a system.

A medium of Art as the Relational Circuit: Paul Ryan's Video Art (관계적 회로로서의 예술 미디어: 폴 라이언의 비디오아트)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.101-106
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    • 2019
  • This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.

Correlation between cognitive load, vividness and cyber sickness for 360-degree education video

  • Park, Jung Ha
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.89-94
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    • 2020
  • This study attempted to investigate cognitive load, vividness, and cybersickness in nursing students, in the last year of nursing college, who used a 360-degree video content for studying intravenous fluid infusion, one of the core fundamental nursing skills. The aim was to determine the correlation between the variables, and to decide whether the 360-degree video content can be used as an effective supplementary educational material in the regular curricula. This study, a descriptive research, was conducted from October 31, 2019 to November 14, 2019. The participants in this study were 64 students in the 4th year of nursing college at a university located in B City, South Korea. They were instructed to watch a 360-degree video content for intravenous infusion using a Samsung Head Mounted Display (HMD) while ensuring the safety of the students. The results showed that the scores, out of 7 points, for material design, self-evaluation, and physical effort for cognitive load in nursing students were 5.93±0.71, 5.92±0.71, and 5.64±0.74 points, respectively. In addition, the scores, out of 7 points, for mental effort and task difficulty were 2.55±1.08 and 1.94±0.75 points, respectively, and the scores for vividness and cybersickness in the participants were 5.82±0.84, and 2.57±0.98 points, respectively. Physical effort, self-evaluation, and material design for cognitive load in the participants were positively correlated with vividness (r=.379, r=.458, r=.507). In addition, mental effort for cognitive load was positively correlated with cybersickness (r=.684), whereas self-evaluation and material design were negatively correlated with cybersickness (r=-.388, r=-.343). Based on the results of this study, we believe that the 360-degree video content for intravenous fluid infusion can be used as an educational medium in regular and non-regular curricula. In addition, future studies are needed to specifically develop and verify teaching and learning methods on how to apply 360-degree video contents..

Video-conference fatigue of college students (MZ세대의 화상회의 피로감)

  • Lee, Eunji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.589-594
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    • 2022
  • In an acceleration of 'untact' society during the COVID-19 pandemic, video conferencing platforms have been provided to connect the isolated and to overcome the limit of having interpersonal relationships. While these services brought a great deal of benefits, they also increased the number of people who suffer from additional fatigue from video conferencing. This study, thus, aimed to identify the factors of using video conferencing services and further to examine the relationship between the factors and the users' overall fatigue. Through focus-group interviews and survey, four main factors of fatigue (restriction from untact communication, difficulty of use, background set-ups, discomfort from excessive attention) were identified. This study also found the positive relationships of restriction from untact communication and background set-ups on the users' overall fatigue. The results does not only provide implication on defining new fatigue factors from young generations but also help practitioners and service providers to improve the deficits of services that the real users currently experience.

A Study on Consumers' Perception and Attitudes for Market Promotion of Mobile IPTV (모바일 IPTV 시장 활성화를 위한 소비자 연구)

  • Kim, Min-Jeong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.45-53
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    • 2014
  • This study investigated users' usage of mobile video service, users' perception and usage of mobile IPTV. The results show that 82.8% is using mobile video services and 33.6% of the entire respondents has the intention to use mobile IPTV with regards to future usage. They answered that 'various real-time broadcasting' and'mobile IPTV charges' were the major areas of considerations for mobile IPTV users. And we analyzed the most watching contents on mobile IPTV and the willingness to pay for one month. In addition, the main reasons for not using mobile IPTV were the charges for mobile IPTV. Based on these results, action plans for the promotion of mobile IPTV are proposed.

Current Status of the Film Development Fund and Plan for Securing Finances (영화발전기금의 현황과 재원조성 방안)

  • Kim, Hyun-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.550-557
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    • 2019
  • The Film Development Fund was established in 2007 to improve the quality of film arts and promote the Korean film and video industry. As a key resource operated by the Korean Film Council, the film development fund provides various projects including support for the promotion of Korean film creation and production, funding in video-specialized investment associations, export and international exchanges of Korean films, and production of small-scale or short films. This study aims to propose ways to reinvent the film development fund, which is in danger of being depleted. Based on such purpose this study examined the status and problems of the current film development fund and reviewed previous literatures and related discussions. Furthermore, the policies of similar overseas organizations for film promotion including French National Film/Video Center (Centre National du Cinema et de l'image $anim{\acute{e}}e$, CNC) and the British Film Institute (BFI) were reviewed to draw a multi-faceted way to replenish the source of revenue for Korean film development fund.

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • v.13 no.3
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

The Effect of Nursing Students Academic Achievement in the COVID-19 On-Contact Learning Environment: Focusing on Video production class and Real-time video class (COVID-19 온택 학습환경에서 간호대학생의 학업성취감에 미치는 영향요인: 동영상 제작수업과 실시간 화상수업을 중심으로)

  • Hye Kyung Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.321-328
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    • 2023
  • This study is tried to to identify factors affecting academic achievement depending on the quality of class, learning immersion, level of academic achievement, and class type according to video production classes and real-time video classes in the on-contact learning situation due to the COVID-19 epidemic. The subjects of the study were 122 students enrolled in the nursing department at two universities. As a result of the study, the quality of the class was high in real-time video classes (t=-2.69, P=0.02), learning immersion was high in video production classes (t=1.14, P=0.28), and academic achievement was high in video production classes (t=4.24, P=0.01). Depending on the type of class, the effect on academic achievement is learning immersion in production video classes (β=.37, p<.001) has the most influence, and in real-time video classes, class quality (β=.29, p<.001) had the most influence on academic achievement. Based on the results of this study, it is suggested that it is necessary to develop a strategy for instructional design suitable for class types to improve academic achievement in an on-contact environment.

A Case study of Promotion through the Communication Contents of Facebook for Fashion Brands - Focused on Empathy and Participation based on the Communication Contents - (패션 브랜드의 페이스북 커뮤니케이션을 통한 프로모션 사례연구 - 공감, 참여적 요소를 중심으로 -)

  • Choi, Eun-Young
    • Journal of the Korean Society of Costume
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    • v.62 no.1
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    • pp.137-151
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    • 2012
  • The purpose of this study was to examine how recently fashion brands tried to design Facebook contents for their promotion strategies, and how to encourage customer's empathy and participation for communication content. For this study, 17 domestic and foreign fashion brand facebook contents were analyzed. The results of the study were as follows. First, fashion brands provided product information through various methods such as the Facebook fan styling pictures contest which attracted voluntary participation from fans, an emotional product introduction video with effective storytelling techniques, and pictures and videos of a new season collection that were always viewable and able to be evaluated. Secondly, Facebook contents of brand promotion that contributed to the brand image and loyalty formation were identified. Fashion brands encouraged their fans to be involved in socially-oriented marketing and brand community. Moreover, telling the story of the brand history and brand management enhanced brand involvement of fans. Finally, fashion brands communicated actively with their fans providing information that aroused their interest. They gave tips on how to improve the quality of life, provided useful applications that offered various benefits in everyday life. Based on this result, implications of Facebook contents management as a promotion strategy were further discussed.

Effectiveness of Video- and Discussion-based Smoking Cessation Intervention for Adolescents (시청각 교육과 토론을 통합한 청소년 금연교육 프로그램의 효과 평가)

  • Choi, Ji-Hye;Kim, Myung;Choi, Eun-Jin;Kim, Hye-Kyeong
    • Korean Journal of Health Education and Promotion
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    • v.20 no.3
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    • pp.19-35
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    • 2003
  • The purpose of this study is to examine the effectiveness of video-and discussion-based smoking cessation intervention for adolescents. And this study is intended to provide a basic database for the development of health education, to serve health promotion for adolescent. The subjects were 472 high school students in K yungkido. The data was collected from September 23th to October 31 st, 2002. The data was collected by the measurement of knowledge, attitude, and intention toward smoking. Pre-research was conducted before smoking cessation education and post-research was performed twice, immediately after the education and 4 weeks later. Collected data was analyzed by using the SPSS 10.0 which is a computational statistical program. The results of this study are as follows: 1. Total knowledge points in smoking cessation program-based group are higher than any other groups and the statistical difference is significant. 2. The students' attitude points in experimental groups are higher than that of the control group and the statistical difference is significant. However, the meaningful statistical difference disappeared after 4 weeks. 3. The non-smoking students' intention points do not show any significant difference. And the smoking students' intention points in experimental groups are higher than that of the control group but the statistical difference is insignificant. 4. There are correlations among knowledge, attitude and intention toward smoking: knowledge and attitude are negatively correlated, knowledge and intention are positively correlated for non-smoking students, and for smoking students, attitude and intention have a negative correlation.