Journal of Korea Entertainment Industry Association
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v.14
no.4
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pp.105-120
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2020
This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.
Recently, many researchers have developed applications for automated contract and negotiation using agent technologies on electronic commerce. Especially, they have tried to study negotiation mechanism applying agent instead of buyers and sellers. Traditional researches, however, often had limitations. In the researches of automated negotiation, the agents had to negotiate with the other agents for a simple negotiation issue because the mechanisms were naive. In the researches of negotiation by user interaction, the agents did not have supported the procedures and methodologies for making the automated negotiation but only supported the users by providing communication environment during the negotiation process by users. In this paper, we propose efficient negotiation model using the modified negotiation model of the game theory. In the proposed model, the agents negotiate automatically with the partner agent and make good benefits by the strategic method during the negotiation process. Each agent makes negotiation issues with user's requirements and exchanges its suggestion alternatively in each step of the negotiation process. The agent evaluates degree of satisfaction for the opposite's suggestion and uses it in the next step of suggestion. To find out the negotiation strategies of opposite side, the agent uses teaming by weights of issues. As a result, the agent improves each own benefits for the contract and reduces the unbalance of its benefits through the proposed negotiation mechanism. We implement the negotiating agents according to the proposed mechanism and prove the efficiency of the proposed model by various experimentation.
Busan Citizen Park has been taken as the research object in this paper to learn about the categories and types of resting facilities such as seats and Pergolas in the park and analyze the visitors' use patterns of bench and Pergolas. In addition, the analysis of the cultural features and preferences of bench and Pergolas will provide the basic data for the future design of resting facilities. After the research on the categories and types of bench and Pergolas and the evaluation factors through literature surveys, the type, location, and number of resting facilities including bench, Pergolas, sheds, etc. in the entire park have been investigated through field surveys. In addition, the behavioral map analysis has been created through the observation of the use patterns of bench and Pergolas in the morning and afternoon of each month, and the degree of preference and satisfaction of park bench and Pergolas has been grasped through questionnaires. The research results are as follows. Among the ten types of bench and Pergolas, the citizens like the mats and awnings + mats best. The environment is the most important factor for the mats with highest score, followed by the functional and regional factors. In addition, various activities such as eating in mats and sheds that block sunlight are Korean use patterns, which is very common in Korean daily life. These results show that bench and Pergolas in urban parks are not placed arbitrarily and the layout and design of bench and Pergolas should be completed based on behavior and preferences, which are influenced by cultural characteristics.
Proceedings of the Korea Contents Association Conference
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2009.05a
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pp.300-305
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2009
The national R&D information from the previous year is collected annually for the evaluation and analysis process and is used for policy making and other related purpose. A total of 83 types of information, including the researcher information and the outcome information, was collected through the evaluation and analysis system. The demand for a real-time interaction of the national R&D information has increased with the use of NTIS as well as the need for increase in the number of information collected. The need to centralize the input system has also risen with the use of the system that utilizes the collected information in various other ways than just the information evaluation and analysis. There is an overall need to make the collection process of the national R&D information more effective. In this study, the method for collecting the evaluation and analysis information online is compared with the real-time collection method of the national R&D information before explaining the considerations that need to be made to effectively link the legacy systems owned by the project management institutes with NTIS.
The interest on the marine leisure sports is rapidly increasing with the advent of the five-day week and with increments of GNP. The self-governing bodies are trying to drag large investments into the marine leisures industry through international exhibitions and yacht rallies. Unfortunately, the demands in the domestic area don't increase differently from those demand patterns in the advanced countries. In this study, several suggestions for vitalizations on the marine leisure industry are made after surveying the recognition degree of the domestic people on the marine leisures and the current states of their spending on the marine leisures. As results, it has been shown that the policies based upon negative factors coming from negative understandings on the leisure activities should be largely revised. Further, it seems that the policies for the preparations of the laws and the regulations for the marine leisures as well as for the R&D policies should be taken systematically so that the infra structures are constructed while improving the negative understandings on the leisures. The fundamental databases investigated in this study will help the policy makers and the investors reduce the risks of the policy and the investments in the field of marine leisure sports.
Journal of Information Technology and Architecture
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v.9
no.2
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pp.155-166
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2012
Recently EA(Enterprise Architecture) has been receiving growing attentions again from the public sectors. It is because EA maturity result is reflected to the organization's informatization level and EA maturity ratio has been enlarged. There has been more participation from the Chief Information Officers of the public sectors. EA research in the public sectors has influenced IT environment since the research started in late '90, the legislation work done in '05, and the maturity model developed in '06. However, there are some remaining tasks to solve. EA policy is introduction oriented, its contribution to the consecutive the best UN e-Government rank is limited, and its user-friendly responding system is still lacking. Related research outcomes are rather microscopic focusing only on the models and maturity than implicating on the public policy in a macroscopic manner. In this respect, this study will provide the implication on how EA policy should be. Requirements derived from EA stakeholders and the tasks will be arranged in accordance with its domain, then the performance and tasks will be demonstrated. As guiding EA stake holders and information related officers to setup the EA policy with these results, this study is expected to support information the policy drivers.
Recently, various mobile services are provided by the spread of wireless network infrastructures and smart devices. The improvement of cloud computing technologies increases the interests for enterprise mobile cloud services in various IT companies as well. By increasing the interests for enterprise mobile cloud services, it is necessary to evaluate the use of enterprise mobile cloud services. Therefore, the factors which affect the user acceptance of enterprise mobile cloud services are analyzed on the basis of Davis' technology acceptance model in this research. As analysis results, four external variables have significant effects on perceived ease of use of mobile cloud services. Also, these variables indirectly affect attitude toward using cloud services. The results show that the security is the most important factor for attitude toward using enterprise mobile cloud services. The service users also consider the interoperability as an important factor for the user acceptance of cloud services. The perceived ease of use has more contribution than the perceive usefulness on attitude toward using enterprise mobile cloud services. This research has both industrial and academic contributions because it provides the guideline to companies for introducing the enterprise mobile cloud services and apply the technology acceptance model on new IT services.
Financial technology (FinTech) is an emerging financial service sector include innovations in financial literacy and investment, retail banking, education, and crypto-currencies like bitcoin. One of the crucial branch of financial technology-third-party payment (TPP) is undergoing rapid growth, with online/mobile systems replacing offline financial systems. System quality and user attitudes are key perceptions driving third-party payment usage, the importance of these perceptions, however, may be different with countries as users' thinking varies from country to country. Thus, the purpose of this study is to elaborate how factors differ from China to Korea by drawing on the unified theory of acceptance and use of technology (UTAUT2). Additionally, this study also aims to propose a multi-attribute evaluation of the third-party online payment system based on analytic hierarchy process (AHP), fuzzy sets and technique for order performance by similarity to ideal solution (TOPSIS), to examine the relative importance of the perceptions influencing new technology adoption intention. The results showed that the price value has the most significant influence on Chinese perceptions, while the perceived credibility has the most significant effect on Korean perceptions. Sub-criteria also performs different results to Chinese and Korean third-party online payment system.
This paper introduces an efficient and satisfactory search interface that enables users to browse and find the video data they want from a massively huge video database widely used in various multimedia environment. The target user group is information analysts at US defense industry or governmental intelligence agencies whose job is to identify a certain person from a lot of video footage taken from CCTV(Closed-circuit Television) cameras. For the first user test, we suggested the CAVE-like virtual reality interface to be the most optimal for the tasks we designed for, so we compared this interface with desktop interface. The softwares and database developed and optimized for each task were used in this user test. For the second user test, we researched on what input devices would be most optimal for enhancing efficiency of search task in the CAVE-like virtual reality system. Especially we focused our effort on measuring the effectiveness and user satisfaction of three different types of devices that embody gestural interface input system that encourages users' ergonomic control of the interface. We also measured the time consumed for performing each task to find out the most efficient input device among the ones tested.
Journal of the Korea Society of Computer and Information
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v.26
no.12
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pp.151-158
/
2021
Internet of Things (IoT) technology, which provides services by connecting various objects in the real world and objects in the virtual world based on the Internet, is emerging as a technology that enables a hyper-connected society in the era of the 4th industrial revolution. Since IoT technology is a convergence technology that encompasses devices, networks, platforms, and services, various studies are being conducted. Among these studies, studies on measures that can measure service quality provided by IoT software are still insufficient. IoT software has hardware parts of the Internet of Things, technologies based on them, features of embedded software, and network features. These features are used as elements defining IoT software quality measurement metrics. However, these features are considered in the metrics related to IoT software quality measurement so far. Therefore, this paper presents a metric for reusability measurement among various quality factors of IoT software in consideration of these factors. In particular, since IoT software is used through IoT devices, services in IoT software must be designed to be changed, replaced, or expanded, and metrics that can measure this are very necessary. In this paper, we propose three metrics: changeability, replaceability, and scalability that can measure and evaluate the reusability of IoT software services were presented, and the metrics presented through case studies were verified. It is expected that the service quality verification of IoT software will be carried out through the metrics presented in this paper, thereby contributing to the improvement of users' service satisfaction.
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