• Title/Summary/Keyword: 스마트미디어 산업

Search Result 233, Processing Time 0.034 seconds

An Empirical Research on Success Factors of One-person Creating Company of Mobile App Industry in the Busan Region (부산 모바일 앱 산업 분야의 1인 창조기업 성공요인에 관한 실증연구)

  • Cheon, Phyeong-Uk;Chung, Dong-Seop;Ock, Young-Seck
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.8
    • /
    • pp.982-993
    • /
    • 2013
  • Currency crisis, in order to solve the problem of the polarization of economic and serious youth unemployment rate, to prepare for the smart new economic era, and like to support and nurture the one-persion creating company of mobile app industry of central and local government people policies are underway. To be able to contribute to the establishment of the success of mobile app One-person creating company, to target the mobile app One-person creating company int the Busan region, we conducted an empirical study of success factors, and thus, support these solutions, more effective and efficient in an attempt to try to seek the support measures, was carried out this research. In this study, results derive a research three hypotheses about the success factors of One-person creating company through literature discussion, were investigated on the basis of empirical data of the mobile app one-persion creative company of Busan region of 51 individual, establishment of company period is longer, the number of organizations employee is large and attract a lot of external funds, and was able to find the tendency of more entrepreneurs receives an education, may increase an outcome of business. In this study, it is possible to obtain the policy implications as follows. First, to attract investment funds and attract government funding to support the funding of One-person creating company, it is necessary to pay attention more. Second, policy founder to an education about the management on an ongoing basis is needed than the education of marketing and technology for human resources development. Future, you will be able to expand across the country study company, we have established a policy of mobile app industry of national dimension, in this foundation, will be expanded to all industries.

Six Major Shifts and Implications of the Video Distribution Ecosystem in the Era of N-screen and OTT Services: A case of US media industry (N-/멀티스크린 및 OTT 서비스시대의 미디어 생태계 변환의 여섯 가지 특징과 함의: 미국 사례)

  • Han, Gwang Jub James
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.8
    • /
    • pp.342-364
    • /
    • 2014
  • The purpose of this paper is to provide an answer for the following question: What are the major shifts and implications of the unprecedently competitive and rapidly changing media ecosystem in the era of N-screen and OTT services? I've attempted to understand the complex and competitive nexus among media from an historical context by focusing on the displacement vs. complement thesis. The TPC model by Han has been employed for the analysis of the current dynamics of US media industries by triangulating three areas: Technology/industry, public policy and consumer/culture. More specifically, the US media landscape is initially divided into two competitive turfs - the competitors equipped with OTT services and the legacy media industry, and then the traditional media industry was grouped again into PayTV group(telecom service providers with IPTV and mobile TV, cable/Satellite TV networks) and Free (over-the-air) TV networks. Six major shifts were identified by the analysis: power shift in telecom carriers, power shifts in TV industry, Telecom/OTT partnership, time shifts, place shifts, and finally business model shifts.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.169-175
    • /
    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Packet Off-Loading Scheme Using a Femto-Cell Local Gateway and D2D Communication at Remote Shipyards (원격 조선소의 펨토셀 로컬 게이트웨이와 D2D 통신 기술을 이용한 패킷 오프로드 방식)

  • Han, Kyeongil;Cho, Yongcheon;Lee, Seongro;Min, Sangwon
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.39C no.11
    • /
    • pp.1139-1145
    • /
    • 2014
  • In shipyard site, a ship is constructed by integrating lots of modules that are made in several sites with different capabilities and specifications. Recently, it needs to make a shipyard to be smart communicating various multimedia information with wired and wireless broadband networks between hierarchical shipyards. In this paper, we propose an additional function of an LTE femtocell local gateway at a remote shipyard, an information exchange method between hierarchical shipyards, and an offload method to separate the general traffic. To reduce traffic of duplicated requests in shipyard, we apply a D2D communication scheme for supporting communication between shipyard equipments without IP service network. Hence, it is expected to increase the productivity of shipyard industry with mobile communications, D2D and broadband Internet technologies.

Pupil Data Measurement and Social Emotion Inference Technology by using Smart Glasses (스마트 글래스를 활용한 동공 데이터 수집과 사회 감성 추정 기술)

  • Lee, Dong Won;Mun, Sungchul;Park, Sangin;Kim, Hwan-jin;Whang, Mincheol
    • Journal of Broadcast Engineering
    • /
    • v.25 no.6
    • /
    • pp.973-979
    • /
    • 2020
  • This study aims to objectively and quantitatively determine the social emotion of empathy by collecting pupillary response. 52 subjects (26 men and 26 women) voluntarily participated in the experiment. After the measurement of the reference of 30 seconds, the experiment was divided into the task of imitation and spontaneously self-expression. The two subjects were interacted through facial expressions, and the pupil images were recorded. The pupil data was processed through binarization and circular edge detection algorithm, and outlier detection and removal technique was used to reject eye-blinking. The pupil size according to the empathy was confirmed for statistical significance with test of normality and independent sample t-test. Statistical analysis results, the pupil size was significantly different between empathy (M ± SD = 0.050 ± 1.817)) and non-empathy (M ± SD = 1.659 ± 1.514) condition (t(92) = -4.629, p = 0.000). The rule of empathy according to the pupil size was defined through discriminant analysis, and the rule was verified (Estimation accuracy: 75%) new 12 subjects (6 men and 6 women, mean age ± SD = 22.84 ± 1.57 years). The method proposed in this study is non-contact camera technology and is expected to be utilized in various virtual reality with smart glasses.

Social web popular culture: repercussion or recapturing of feminism? (소셜웹 대중문화: 페미니즘의 반동인가, 포획인가?)

  • Kim, Yeran
    • Korean journal of communication and information
    • /
    • v.62
    • /
    • pp.5-29
    • /
    • 2013
  • This study criticizes the neoliberal dominance in social web popular culture from a feminist perspective. A key question is to identify the nature of the social web popular culture-is it the repercussion or recapturing of feminism in relation to the social context of the prevalence of popular cultural practices of neoliberalism and how to challenge against neoliberal ideology with the critical positioning of feminism? In dealing with these questions, four celebrities' twitter discourses are analysed. The emphasis of smartness in digital mediascape, neoliberal imperative to be competitive, autonomous, positive and affirmative, and desire and fantasy brought by postfeminist lifestyle industries are embedded in the present popular culture. The critical account of neoliberal postfeminism suggests the necessity of an critical feminism which brings about alternative values to the current neoliberal demand for the active subject and consumer freedom of choice as the standard of ideal women.

  • PDF

Designing an Automated Production Information Platform for Small and Medium-sized Businesses (중소기업의 자동화 생산 정보 플랫폼 구축 모델 설계)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.1
    • /
    • pp.116-122
    • /
    • 2019
  • In recent years, small and medium-sized businesses are rapidly changing to an industrial structure where process/quality/energy data aggregates can be automatically or real-time to achieve global competitiveness. In particular, real-time information analysis produced in the production process of small businesses is evolving into a new process process that analyzes, predicts, prescribes and implements significant performance of small businesses. In this paper, we propose a platform-building model that can transform the automated production information system of small businesses into big data so that they can upgrade data that is generated by small businesses. The proposed model has the capability to support operational efficiency (consulting and training) and strategic decision making of small businesses by utilizing a variety of data on the basic information of products produced by small businesses for data collection by smart SMEs. In addition, the proposed model is characterized by close cooperation between small and medium-sized businesses with different regional characteristics and areas of information sharing and system linkage.

Intelligent Library Management System using RFID and USN (RFID 및 USN을 이용한 스마트 도서관리 시스템 개발)

  • Lee, Chang-Soo;Park, Sang-Kyoon;Ahn, Jae-Myung
    • The KIPS Transactions:PartD
    • /
    • v.19D no.3
    • /
    • pp.247-256
    • /
    • 2012
  • It's not easy for medium or large sized libraries to effectively manage their vast array of books and media data. Recently, in place of magnetic stripes and barcodes, RFID technology has been applied on a small scale to simple book management and theft-prevention initiatives. The development of RFID and USN applied systems and technology has led to RFID and USN being used in a diverse range of industrial fields, including book management systems in libraries. Using the aforementioned technology, the intelligent book management system suggested in this thesis can provide a more practical, effective, content-rich and convenient book management system.

Factors Affecting Webtoon's Success: An Empirical Study (웹툰(Webtoon)의 흥행 결정요인 연구)

  • Yang, Ji Hoon;Lee, Ji Young;Lee, Sang Woo
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.5
    • /
    • pp.194-204
    • /
    • 2016
  • With the fast diffusion of smart media, Webtoon has become popular contents among Korean people. Webtoon's content is being used in various content industries, such as movies and drama, and thus its cultural influence is increasing. Using ordinal Regression analysis, this study tried to find major factors affecting webtoon's success. This study found that readers' rating, number of likes, OSMU, author power, genre, picture style are important factors affecting the success of webtoon. This study has several business implications for the Korean webtoon industry.

Data Visualization of R Programming using Google Analytics API (Google Analytics API를 연동한 R 프로그래밍 데이터 시각화)

  • Ahn, Jang-Keun;Jang, Si-Woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.290-293
    • /
    • 2017
  • 최근 IoT 기술발달로 인한 스마트폰 및 대용량 미디어기기 사용증가로 인터넷 네트워크 사용량이 폭발적으로 증가되고 있고, 이러한 데이터 사용량 급증으로 대량의 데이터를 지칭하는 빅데이터 수집 및 분석에 많은 기업과 정부가 주목하고 있다. 빅데이터는 기존에 없던 새로운 데이터의 구축이 아니며, 그동안 축적된 다방면의 방대한 데이터의 집합이라 할 수 있다. 빅데이터의 이용 및 분석에 대한 기업 정부 학계의 수요는 증가하고 있지만, 고난도의 빅데이터 분석을 위한 인프라 구축이 선결과제이어서, 이러한 인프라구축 비용 때문에 빅데이터 분석이 일선 산업분야에 바로 적용하는데 많은 장애요인이 되어 데이터 분석가들의 빅데이터 분석에 애로사항으로 존재하고 있다. 이러한 어려움을 해소하기 위한 방안으로 새로운 인프라 구축 없이 Google Analytics API를 연동한 R 프로그래밍의 데이터 시각화를 활용한 데이터 분석 방안을 제시하고자 한다. 본 연구에서는 구글 애널리틱스 API를 연동하여 사용자 웹사이트의 사용자접속, 사이트운영, 이벤트 발생 등의 데이터를 R 프로그램을 활용하여 사이트 현황을 데이터 시각화로 분석하고 운영중인 웹사이트에 적용 가능한 콘텐츠 개발 방안에 대해 연구하였다.

  • PDF