• Title/Summary/Keyword: 매체 플랫폼

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A Study on Competition among Three Game Platforms in aspect of User's Gratification in Multi-channel Era (다매체 시대의 게임 플랫폼 경쟁에 관한 연구: 이용자 만족 요인을 중심으로)

  • Kim, Yoo-Jin;Yu, Sae-Kyung
    • Korean journal of communication and information
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    • v.66
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    • pp.159-183
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    • 2014
  • This study analyzed the competition among three game platforms, PC, Console and Mobile in aspect of user's gratifications using niche analysis. To do this, four gratification factors, 'transportability and accessibility', 'liveliness and variety', 'availability and economic feasibility', 'relationship', were assessed. To investigate competition level among three game platforms, niche breadth, niche overlap, competitive superiority of four gratification factors were analyzed. The results of niche analysis show that mobile platform appeared as a most competitive platform because it utilized diverse resources for game user gratification and had competitive superiority in 'transportability and accessibility' which appeared as most important factor determining user's gratification. However there was no game platform which had competitive superiority in all four gratification factors.

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인터넷 내용 선별을 위한 플랫폼

  • Lee, Jae-Jin
    • Digital Contents
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    • no.2 s.69
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    • pp.92-95
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    • 1999
  • 인터넷이 새로운 매체로 등장하면서 유통되는 정보의 질적 평가가 중요한 이슈가 되고 있다. 특히 폭력, 음란, 선정성을 다룬 내용물이 인터넷을 통해 여과없이 유통되면서 어린이, 청소년들에게 악영향을 끼치고 있다. 따라서 적합하지 못한 정보를 차단하고 선별할 수 있는 체계와 기술 개발은 이러한 인터넷의 부작용을 해소할 수 있는 방안이 될 수 있다. 본 호에서는 인터넷 내용 선별을 위한 체계로서 관련 소프트웨어의 사실상 표준으로 자리잡고 있는 PICS를 소개하고 새로운 메타데이터 시스템으로서의 발전 방향을 살펴본다.

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The audience's reaction effect based on vicarious emotional experiences and creative rhetorical expressions of the networking media platforms (네트워킹 미디어 플랫폼의 대리적 감정 경험과 크리에이티브의 수사적 표현 방식에 따른 수용자 반응 효과)

  • Choi, Hyuck-Soo
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.113-123
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    • 2021
  • This study involves an experiment aimed to reveal the communicative effects by different types of visual expressions in SNS advertisements. This study analyzes consumers' dynamic responses to vicarious emotional experiences and the creative rhetorical expressions of networking media platforms through experiments that sample university students. The vicarious emotional experiences of networking media platforms have a significant effect on the consumers' subsequent reactions. The greater the vicarious emotional experiences are, the more positive this effect is. There is a significant interactive effect between consumers' vicarious emotional experiences and the rhetorical creative types of targeted media.

Comparison of BlueSSD and OpenSSD for Advanced SSD Development (SSD 컨트롤러의 하드웨어 레벨 검증 플랫폼 비교 분석)

  • Lee, Se-Il;Rhee, Myung-Hyun;Yoon, Sung-Roh
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.302-304
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    • 2011
  • HDD를 대체하는 저장 매체로서 SSD가 널리 자리 잡기 위해서는 더욱 빠른 속도와 용량대비 저렴한 가격이 필요하다. 이를 위해선 집적도가 높은 낸드플래시를 효율적으로 사용하는 FTL 개발 및 용량을 크게 만들 때 발생하는 여러 문제를 해결할 컨트롤러 시스템의 빠른 개발이 요구된다. 이를 위해서 신뢰성과 범용성을 갖춘 FTL 검증 플랫폼이 필요하다. 본 논문에서는 이미 발표된 검증 플랫폼을 비교 분석하며 이들의 장단점과 앞으로 더 필요한 부분을 탐색해 본다.

클라우드 기반의 미디어 서비스 플랫폼 설계

  • Kim, Su-Ung
    • Information and Communications Magazine
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    • v.30 no.6
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    • pp.55-61
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    • 2013
  • 본 연구에서는 미디어 서비스 플랫폼을 개발할 때 고려해야 하는 사항과 이를 효율적으로 설계 개발 하는 방법을 설명하고자 한다. 이를 위해 미디어 서비스를 설계, 개발하기 위해 고려해야 할 대용량 미디어 컨텐츠의 특성, 대용량 컨텐츠 관리 방안, 인코딩/트랜스코딩, 코덱, 컨텐츠 배포 및 스트리밍, 방송 시스템과의 연동 및 송출 등의 기술에 대해서 설명하고 있으며, 이 기술들을 기반으로 미디어 서비스를 설계, 개발하는 방안에 대해서 기술한다. 최근의 미디어 서비스는 고용량, 고품질의 미디어를 제공해야 하고 서비스를 다양한 매체에서 항상 이용할 수 있는 기능을 제공해야 하므로 서비스는 클라우드 기반으로 구축되어야 한다. 또한 미디어 서비스는 다양한 디바이스에서 다양한 형태로 서비스에 대한 요청이 있으므로, 방송 및 통신망을 통합하여 서비스를 제공하고, 다양한 디바이스로 미디어 서비스를 제공할 수 있도록 클라우드 기반의 미디어 서비스를 제공하는 기능을 제공해야 한다. 또한 실제 서비스 모델을 수용할 수 있도록 커뮤니티 기능을 기반으로 하는 서비스 모델을 제시한다. 이러한 서비스 요구사항을 만족시키기 위해서 본 연구에서는 실제 방송 사업자의 방송 시스템과 연동하여 시범서비스를 구축하여 스마트 TV, 스마트 폰, 스마트 패드 및 PC 등 다양한 디바이스로 공통의 미디어 서비스를 제공하는 표준 플랫폼을 설계, 구현하는 방안에 대해서 설명한다.

A Study on the Correlation Between Platforms and Recognition in Game Streamers (게임 스트리머의 플랫폼 병행과 인지도의 상관관계에 관한 연구)

  • Lee, Dong-Hyoen;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.671-673
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    • 2020
  • 정보화 시대에 살고 있는 우리는 인터넷 영상 매체를 떼놓을 수 없다. 어린아이들은 스마트폰의 유튜브를 보며 꿈꾸고, 어른들은 자신의 SNS에 취미나 장기를 뽐내고 공유하며 더 넓고 다양한 세상을 경험해 나간다. 인터넷 방송도 마찬가지로 이토록 다양한 경험과 재미를 주지만 정작 이 부분에 대해서 조사해 본 적은 없었다. 본 논문에서는 플랫폼, 인기 스트리머의 각각의 특징 조사하고 신규 스트리머에게 플랫폼 병행을 제안한다.

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A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

The Influence of Social Media's Environmental Characteristics on Users' Active Participation and the Types of Message Diffusion: Government's Communication Messages and Public Responses during the MERS Outbreak (소셜 미디어의 매체 환경적 특성이 이용자의 능동적 참여 및 메시지 확산 유형에 미치는 영향 : 메르스 사태에 대한 정부 대응 및 국민들의 반응을 중심으로)

  • Hong, Juhyun;Lee, Mina
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.89-103
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    • 2017
  • This paper analyzed the influence of government-owned social media's environmental characteristics on the level of users' active participation and types of message diffusion during government's crisis. The social media environment was categorized based on human interactivity and media interactivity. Users' active participation was measured based on amount of like/dislike and number of comments. User's comments were categorized through network analysis. This study found that the level of user's active participation was high on the information-provider participation type and the relationship-oriented participation type. The level of user's active participation was low on the information-provider type and the limited platform. The analysis of message diffusion type showed that a restrictive rational opinion type was found for the limited platform and diffusive or restrictive emotional opinion types were found for other types of social media environment. This study found that during MERS crisis, the government did not provide messages suitable for the social media environment, and the media environment influenced users' participation and comments. The government should provide user friendly social media environment by increasing interaction with users and should make efforts to communicate with users in crisis situation.

Documentary Narrative Strategies by Platform: Focusing on (플랫폼에 따른 다큐멘터리 서사전략 연구: 를 중심으로)

  • Kwon, Sang-Jung;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.949-960
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    • 2021
  • Documentaries based on facts not only contain the spirit of that era but have been transformed in various ways according to changes in technologies and media. This study analyzed under the premise that the original documentary of YouTube plays a role in representing the characteristics of the medium. YouTube's original documentary is released on YouTube and then re-edited and released as a documentary film, and has the same shooting source, and is edited and described differently depending on whether it is a YouTube or a movie. This is the content that can confirm the media differences between YouTube documentary and documentary film. The cinema version shows the difference in that the narrative is developed using third-person narration and subtitles, mainly for handheld shooting and smooth editing, and the YouTube version is developing the narrative centering on audio-centric rough editing, interviews and background music. Through this, it can be seen that the YouTube version reinforces intimacy through a personal and direct expression method, while the cinema version reinforces objectivity through an official and indirect expression method.

The Effect of Mobile Advertising Platform through Big Data Analytics: Focusing on Advertising, and Media Characteristics (빅데이터 분석을 통한 모바일 광고플랫폼의 광고효과 연구: 광고특성, 매체특성을 중심으로)

  • Bae, Seong Deok;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.2
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    • pp.37-57
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    • 2018
  • With the spread of smart phones, interest in mobile media is on the increase as useful media recently. Mobile media is assessed as having differentiated advantages from existing media in that not only can they provide consumers with desired information anytime and anywhere but also real-time interaction is possible in them. So far, studies on mobile advertising were mostly researches analyzing satisfaction with, and acceptance of, mobile advertising based on survey, researches focusing on the factors affecting acceptance of mobile advertising messages and researches verifying the effect of mobile advertising on brand recall, advertising attitude and brand attitude through experiments. Most of the domestic mobile advertising studies related to advertisement effect and advertisement attitude have been conducted through experiments and surveys. The advertising effectiveness measure of the mobile ad used the attitude of the advertisement, purchase intention, etc. To date, there have been few studies on the effects of mobile advertising on actual advertising data to prove the characteristics of the advertising platform and to prove the relationship between the factors influencing the advertising effect and the factors. In order to explore advertising effect of mobile advertising platform currently commercialized, this study defined advertising characteristics and media characteristics from the perspective of advertiser, advertising platform and publisher and analyzed the influence of each characteristic on advertising effect. As the advertisement characteristics, we classified advertisement format classified by bar type and floating type, and advertisement material classified by image and text. We defined advertisement characteristics of advertisement platform as Hedonic and Utilitarian media characteristics. As a dependent variable, we use CTR, which is the ratio of response (click) to ad exposure. The theoretical background and the analysis of the mobile advertising business, the hypothesis that the advertisement effect is different according to the advertisement specification, the advertisement material, In the ad standard, bar ads are classified as static framing, Floating ads can be categorized as dynamic framing, and the hypothetical definition of floating advertisements, which are high-profile dynamic framing ads, is highly responsive. In advertising, images with high salience are defined to have higher ad response than text. In the media characteristics classified as practical / hedonic type, it is defined that the hedonic type media has a more relaxed tendency than the practical media, and there is a high possibility of receiving various information because there is no clear target. In addition, image material and hedonic media are defined to be highly effective in the interaction between advertisement specification and advertisement material, advertisement specifications and media characteristics, and advertisement material and media characteristics. As the result of regression analysis on each characteristic, material standard, which is a characteristic of mobile advertisement, and media characteristics separated into 'Hedonic' and 'Utilitarian' had significant influence on advertisement effect and mutual interaction effect was also confirmed. In the mobile advertising standard, the advertising effect of the floating advertisement is higher than that of the bar advertisement, Floating ads were more effective than text ads for image ads. In addition, it was confirmed that the advertising effect is higher in the practical media than the hedonic media. The research was carried out with the big data collected from the mobile advertising platform, and it was possible to grasp the advertising effect of the measure index standard which is used in the practical work which could not be grasped in the previous research. In other words, the study was conducted using the CTR, which is a measure of the effectiveness of the advertisement used in the online advertisement and the mobile advertisement, which are not dependent on the attitude of the ad, the attitude of the brand, and the purchase intention. This study suggests that CTR is used as a dependent variable of advertising effect based on actual data of mobile ad platform accumulated over a long period of time. The results of this study is expected to contribute to establishment of optimum advertisement strategy such as creation of advertising materials and planning of media which suit advertised products at the time of mobile advertisement.