• Title/Summary/Keyword: 상호작용 미디어

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Tourism Experience Sharing of Long-term Living Chinese in South Korea: Case of Xiaohongshu App (RED) (한국 장기체류 중국인 관광앱 사용경험: 샤오홍슈(Xiaohongshu) 앱 사례)

  • Tian Zhang;Jialing Zhang;Chulmo Koo
    • Information Systems Review
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    • v.25 no.2
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    • pp.1-30
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    • 2023
  • This study analyzes and examines the travel behavior of Chinese people in Korea through a questionnaire survey of Chinese people who are long-term residents in Korea using Xiaohongshu App (RED). In this study, we add some variables to the MTEs (Memorable Tourism Experiences) model to analyze the travel behavior of Chinese people who are in Korea for a long period of time. We also chose to survey the users of Xiaohongshu App (RED), a popular software in recent years, and found the following findings in 240 valid questionnaires: (1) Scenery, Entertainment, and Informativeness have positive effects on people sharing travel experiences, while interaction does not. (2) Sharing travel experiences had a positive effect on travel satisfaction and the intention to go to other destinations, and travel satisfaction had a positive effect on the intention to go to other destinations. This paper extends the literature on tourism by combining MTEs and UGC (User-Generated Content) models, and also provides relevant suggestions for further research on the travel behavior of foreigners in Korea.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

Production of 3D Mongyudowondo with Reinterpretation of Traditional Paintings (전통회화의 재해석을 통한 3차원 몽유도원도 제작)

  • Kim, Jong-Chan;Kim, Jong-Il;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1234-1240
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    • 2009
  • Culture is not only a factor of a life worthy of man, but also that of beauty and fluency of life,so it works as a key to show differences in the quality of life. Paying attention to culture, which plays a role to create new things, is a source of high-added value. The term of cultural contents was derived in21C, combining digital skills with art. We are going to reconstruct and develope cultural properties such as remains, pottery, pictures, as a way of restoration for cultural contents with the view of reinterpretation. In this paper, we reinterpreted the pictures which were based on three particular elements in Chosun Dinasty- poetry, handwriting, and picture, and we produced 3D objects after analyzing texts and images in multimedia works applied with source pictures. As a highlighted method of restoration for cultural contents, we produced the work which can be interacted and has three dimensional objects getting out of appreciating of plane images. We presented a method of informing our culture with 3D Mong-yu-do-won-do, which used traditional paintings by being improved user friendliness and accessibility.

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.

The Impact of Changes in Social Information Processing Mechanism on Social Consensus Making in the Information Society (정보화사회에 있어서 사회적 정보처리 메커니즘의 변화가 사회적 컨센서스 형성에 미치는 영향에 대한 연구)

  • Jin, Seung-Hye;Kim, Yong-Jin
    • Information Systems Review
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    • v.13 no.3
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    • pp.141-163
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    • 2011
  • The advancement of information technologies including the Internet has affected the way of social information processing as well as brought about the paradigm shift to the information society. Accordingly, it is very important to study the process of social information processing over the digital media through which social information is generated, distributed, and led to social consensus. In this study, we analyze the mechanism of social information processing, identify a process model of social consensus and institutionalization of the results, and finally propose a set of information processing characteristics on the internet media. We deploy the ethnographic approach to analyze the meaning of group behavior in the context of society to analyze two major events which happened in Korean society. The formation process of social consensus is found to consist of 5 steps: suggestion of social issues, selective reflection on public opinion, acceptance of the issues and diffusion, social consensus, and institutionalization and feedback. The key characteristics of information processing in the Internet is grouped into proactive response to an event, the changes in the role of opinion leader, the flexibility of proposal and analysis, greater scalability, relevance to consensus making, institutionalization and interaction. This study contributes to the literature by proposing a process model of social information processing which can be used as the basis for analyzing the social consensus making process from the social network perspective. In addition, this study suggests a new perspective where the utility of the Internet media can be understood from the social information processing so that other disciplines including politics, communications, and management can improve the decision making performance in utilizing the Internet media.

The Solution of Content Creation for User Side Using Animation Management System (애니메이션 공정관리시스템을 활용한 사용자 중심 콘텐츠 생성 방안)

  • Lim, Yang-Mi;Kim, Sung-Rea;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.163-167
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    • 2006
  • The previous media has the function that was information of the contents was delivered by only content providers, but the current media makes the interactive function between content providers and general receivers. For this reason, the role of receivers are also expanded in the realm of multimedia and receivers have the roles of the sending and getting information for content user, not more receiver. The constituent members relative to content are content providers, users and user-created content. This paper introduces "the wonderland" the animation process management system for high-level user group. Also, most of images which are made of the animation process are publicly accessible, providing the public or the average user group for making resources easily by using "the wonderland." Although, the general user can get an environment to reedit their own new movie with making the most of provided movie sources are scene and cut units, according to one's taste and one's idea. The materialization of process management system can expand dramatically enough contents, and save the time to edit digital animation or movie, control numerous sources, made an animation processing, and the result output. Such "the wonderland" will significantly help to create future content.

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Design and Implementation of EMS(Element Management System) based on TMN Architecture (TMN체계의 EMS(Element Management System) 설계 및 구현)

  • 정연기;서승호;김영탁
    • Journal of Korea Multimedia Society
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    • v.2 no.1
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    • pp.69-79
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    • 1999
  • We have implemented the telecommunication management functions based on TMN (Telecommunications Management Network) architecture that is standardized by ISO/ITU-T. TMN has been developed to manage heterogeneous networks, services and equipment. In this paper, we first analyze the detailed functions of EMS (Element Management System) that performs core functions in the subnetwork management of TMN architecture. We propose an implementation method of EMS for efficient subnetwork management and verify its performance and functionality through detailed implementation and various testing. The proposed EMS consists of EML-Manager module and NML-Agent module. The EML-Manager module controls NEL (Network Element Layer) through the CMIP operations on the managed-objects. The NML-Agent module processes the requests from NMS (Network Management System) in upper layer. We have implemented NMS that performs only the NML-Manager function to test the proposed EMS, and we have used NE-Agent that was designed and implemented by the B-ISDN Lab. of Yeungnam University. The implemented EMS has three management functions: configuration management function, performance management function, and fault management function. We confirmed that the EMS operated normally as we tested the EMS. As further research works, the implementation of NMS with both NML-Manager function and SML-Agent function is required.

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Experientiality and Reading Experience in e-book (전자책 콘텐츠의 체험성과 독서경험)

  • Han, Hye-Won;Park, Kyung-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.171-181
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    • 2011
  • This study was conducted to analyze the contents of the e-book and detail the properties of e-book experience. was written by Anthony E. Zuiker who is famous for American TV series C.S.I. is a thriller and is published for the iPad. This e-book provides three levels of interaction within the book. Zuiker calls this e-book a "Digi-Novel". The readers can choose the level of interaction:novel, digi-novel or ultimate digi-novel. The basic background story is the same. So we can compare the difference of reading experience of three levels. Digi-Novel are differentiated from other e-books through their complex characters. Consequently a well-throughout detailed background story is very important for Digi-Novels. In addition, it enrich the reading experience through the interactive elements and multimedia functions of iPad. Readers can interact with clues, manipulate evidence and listen to audio sounds. This serves to immerse the readers much more deeply in the reading experience and makes readers feel like they are a part of story.

A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

SNS and Social Journalism during the Egyptian Revolution: A Case Study of A Facebook Page, (이집트 민주화 혁명에서 SNS와 소셜 저널리즘: 페이스북의 사례분석을 중심으로)

  • Seol, Jin-Ah
    • Korean journal of communication and information
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    • v.58
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    • pp.7-30
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    • 2012
  • The advent of Social Journalism coincided with the rise of social media to create and deliver news information; as a type of civic journalism, social journalism may be characterized as a new form of information gathering and news reporting which is fed by citizens creating news information through their use social networking services (SNSs). The current study analyzed a Facebook page called, to determine how this page was utilized during the onset of the citizen movement for the Egyptian democratic revolution to produce news, to facilitate interaction among the public and to deliver the news under the form of networked journalism. Each post uploaded onto the Facebook page from January 27 till February 2, 2011 was coded in its category, content and the contextual frame of the news. The results of the study showed that during the first week, straight news rather than those with opinions was produced most frequently. The research findings of the current study suggest that in a society of political turmoil, such as in Egypt and other Arabic countries, when the institutionalized media are controlled severely by the government or other forces, SNSs can perform journalistic media roles which create and distribute news information representing facts and reality, and simultaneously facilitate the public's interactions on social and political issues.

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