• Title/Summary/Keyword: 시청자

Search Result 764, Processing Time 0.026 seconds

Investigation on the Content Development and Promotional Strategy to Vitalize the Korean Science Channel (국내 과학전문채널 활성화를 위한 콘텐츠 개발 및 홍보전략 연구)

  • Song, Hae-Ryong;Kim, Won-Je;Cho, Hang-Min
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.5
    • /
    • pp.103-112
    • /
    • 2012
  • This paper is based on the perspective that the YTN Science, a science channel in Korea which plays a key role in the popularization of science, is suffering from low viewing ratings, insufficient content, and shortage of production. First, this study employs an exploratory method to identify current status of programming and operation of the Korean science channel along with its promotional strategy. Second, it aims to conduct an analysis on the science channels, specifically some major programs, of other nations including the U.S. (Discovery Channel, National Geographic Channel), United Kingdom (BBC Knowledge), Japan (Science Channel), and China (CCTV 10), seeking the possibility to apply and combine them afterward to the Korean TV channels specialized in science. A number of implications are derived from our diagnosis of present situation and analysis of abroad cases, and this helps us suggest the content development and promotional strategies as follows: First, due to the rising need for change in the programming strategy to enhance the value of the content, it is required to rearrange the programming in terms of the target audience and the viewer lifestyle, adopt a new strategy for building up the viewers' watching habit through 'stripping', and place strategic programs in prime-time. Second, as for the specific schemes of content production and application, it is recommended to establish a dual strategy in creating the content (one for conveying knowledge, the other for delivering fun), plan and use a representative character of the program, select scientific and technological topics with more Korean backgrounds, attempt strategic ties with SNS, deepen and diversify the material for programs, and implement a strategy to boost the OSMU. Finally, with regard to the promotional strategy, a constructive proposal may include raising channel awareness through science-related events and live broadcasting, performing promotional strategies by way of expanding to printed media like magazine and book publications, and intensifying online and mobile promotional strategy.

Effects of Virtual Reality Images on Body Stability : Focused on Hand Stability (VR 영상이 신체 안정성에 미치는 영향 : 손 안정성을 중심으로)

  • Han, Seung Jo;Kim, Sun-Uk;Koo, Kyo-Chan;Lee, Kyun-Joo;Cho, Min-Su
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.391-400
    • /
    • 2017
  • The purpose of this paper is to present the effect of image stimulation on body stability as a conceptual model and to investigate the effect of image stimulus(2D, VR) on body stability(hand stability) through experiments Recently, stereoscopic images such as virtual and augmented reality are combined with smart phones and exercise equipments, and the diffusion is becoming active. The possibility of a safety accident or human error is also increasing as it temporarily affects the balance of the body and hand stability after the image stimulus is removed. The conceptual model is presented based on the results of previous studies. Based on the experimental results, the conceptual model has been explained in combination with the human information processing process and cognitive resource models that take place in the brain. Twenty subjects were exposed to 2D and VR stimuli, and display fatigue was measured by cybersickness questionnaire and hand stability by hand steadiness tester. Experimental results show that VR images induce higher display fatigue and lower hand stability than 2D. In this study, it is meaningful that hand stability according to image type and display fatigue level which have not been tried yet is revealed through conceptual model and experiment.

Differential Effects of 2D and 3D motion pictures on physical fatigue, recognition and arousal -Focused on viewing order and viewer's gender difference- (2D와 3D 영상 시청이 신체피로도, 재인기억 및 각성수준에 미치는 차별적 효과 -시청순서와 성차를 중심으로-)

  • Lee, Jae-Sik;Park, Dong-Jin
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.621-634
    • /
    • 2010
  • This study aimed to investigate the effects of dimensions of movie clip (2D vs. 3D), viewing orders (2D ${\to}$ 3D vs. 3D ${\to}$ 2D), and gender difference on participants' subjective fatigue, recognition for the elements in the clips, and arousal level. The results can be summarized as followings. First, subjective fatigue level was higher in the 3D condition than 2D condition, but this tendency was more clear in the 2D ${\to}$ 3D condition than in the 3D ${\to}$ 2D condition. Second, correct recognition rates were significantly higher for 3D than 2D only in the 3D ${\to}$ 2D condition. In particular, male participants showed higher correct recognition rates than female participants in the 3D clip condition, whereas female participants showed higher correct recognition rates than male participants in the 2D clip condition. Third, although 3D clips tended to induce higher level of arousal, this tendency was showed only in the 2D ${\to}$ 3D condition, which implied previous exposure to 2D clip increased the arousal level in following 3D clip than vice versa.

  • PDF

Multi-screen Content Creation using Rig and Monitoring System (다면 콘텐츠 현장 촬영 시스템)

  • Lee, Sangwoo;Kim, Younghui;Cha, Seunghoon;Kwon, Jaehwan;Koh, Haejeong;Park, Kisu;Song, Isaac;Yoon, Hyungjin;Jang, Kyungyoon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.5
    • /
    • pp.9-17
    • /
    • 2017
  • Filming using multiple cameras is required for the production of the multi-screen content. It can fill the viewer's field of view (FOV) entirely to provide an increased sense of immersion. In such a filming scenario, it is very important to monitor how images captured by multiple cameras are displayed as a single content or how the content will be displayed in an actual theatre. Most recent studies on creating the content of special format have been focused on their own purposes, such as stereoscopic and panoramic images. There is no research on content creation optimized for theatres that use three screens that are spreading recently. In this paper, we propose a novel content production system with a rig that can control three cameras and monitoring software specialized for multi-screen content. The proposed rig can precisely control the angles between the cameras and capture wide angle of view with three cameras. It works with monitoring software via remote communication. The monitoring software automatically aligned the content in real time, and the alignment of the content is updated according to the angle of camera rig. Futher, the producion efficiency is greatly improved by making the alignment information available for post-production.

Studies for the Audiences' Welfare Effects from the Real Time Retransmission of Terrestrial TV Channels through the PayTV Networks (유료방송 매체를 통한 지상파채널 재전송의 후생효과 연구)

  • Byun, Sang-Kyu
    • Korean journal of communication and information
    • /
    • v.48
    • /
    • pp.63-89
    • /
    • 2009
  • The contents provided by the terrestrial broadcasters have governed the market based on their excellent quality in Korea. In spite of the launching of various pay TV services focusing on multi-channel, it is not yet easy to find out the substitutionary pay TV channels for the terrestrial. Therefore, the real time retransmission of the terrestrial channels brings about the crucial effects on the pay TV's competency, especially on the new media as the invisible barrier. So it is frequently proposed to change the aim of the retransmission policy from the universal access to the promotion of media industries. The retransmission can be divided into two types as the must carry and retransmission consent. In Korean situation, keeping or reducing the must carry channel would be appropriate rather than expanding them. However, periodic investigation into the public effects of the must carry is necessary, instead of it. Moreover, the rational and fair monetary compensation for the commercial channels(MBC, SBS, KBS2) is arising as the bottle neck in the retransmission agreements between the broadcasters. The conjoint analysis was carried out to estimate the welfare growth from the retransmission, based on the stated preference from the audiences' point of view. For must carry channels, it was certified as the 'win-win' strategy for both sides and audiences. For the commercial channels, it is revealed to be beneficial to the audiences. Thereafter, the standards for the rational price were suggested to promote the retransmission. This can contribute for inspiring the dynamic vitality to the media industry by reinforcing the contents competencies and for establishing the long term growth strategies.

  • PDF

The Effect of Personal Media Contents Characteristic on Perceived Value and Use Intention of Continuous: The Interaction Effect of Novelty Seeking (1인 미디어콘텐츠 특성이 소비자의 지각된 가치 및 지속적 이용의도에 미치는 영향: 신기성 추구성향 상호작용효과)

  • Ju, Seon-Hee;Koh, Bo-Ra
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.9
    • /
    • pp.167-176
    • /
    • 2018
  • Recently, with coming of various channels, the public are communicating with unspecified massive consumers through personal broadcasting. It is becoming more popular as a positive response. The purpose of this study is to investigate the effect of characteristics of personal broadcasting contents on perceived value, perceived value on continuous use intention and the interaction effect of novelty seeking. As a result of verifying the effects of information quality, information trust, and entertainment on the perceived value, the characteristics of personal media contents all showed a significant positive effect and perceived value has a positive effect on continuous use intention. But The interaction effect of novelty seeking and perceived value is not significant. Therefore, content creators should make efforts to create content as much as to the trust of content as entertainment elements in content and composition. In the future, it will be meaningful to proceed with the research on the direct effects of the novelty trend and the various factors affecting viewers' characteristics using personal media contents.

Relation between Narrative Construction in Sitcom Friends and Mechanism of Humor-focusing on Viewers' Narrative Understanding on Binge Watching Environment (시즌제 시트콤 <프렌즈(Friends)>의 내러티브와 유머 효과 : 몰아보기(Binge Watching) 시청 방식과 관련하여)

  • Seo, Eun-Hye
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.141-149
    • /
    • 2020
  • In this paper, I studied the relation between narrative construction (especially focusing on motif) and humor mechanism based on binge watching environment. Several motif theories such as B. Tomachevski, Horst and Ingrid Dämmrich and S. Chatman are used as a basic study method in chapter II. In popular sitcom , sometimes kernels(according to S. Chatman's term) in certain season's story are changed into satellites(according to S. Chatman's term) in other season's stories. The motif of Ross and Rachel's conflict is a representative example for this switching process. Especially on binge watching environment, as the interval length is much more shortened, viewers tend to reflect their own emotional memory into characters less strongly than segment watching environment. As a result, the possibility 'heavy' stories such as seperation are quickly changed into 'light' humorous matters is increased. This kind of hierarchy variation of repeated motif make the viewers laugh, because they can feel sudden liberating energy by eliminating psychological pressure. It means the characteristics of sitcom's humor on binge watching environment can also be explained by the theory of 'laugh as a eliminating tension', which I. Kant representatively said.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.150-161
    • /
    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

PPL of Visual Media Affects Clothing Purchase of College Students (영상매체의 PPL이 의복 구매에 미치는 영향에 대하여)

  • Song, Jae-Wook;Na, Young-Joo
    • Science of Emotion and Sensibility
    • /
    • v.9 no.4
    • /
    • pp.331-339
    • /
    • 2006
  • PPL(Product Placement) of visual media can change the purchasing behavior of College students. This study aimed to investigate the differences in consumer's conception about PPL among college students and to analyze the relationship between the PPL conception ant fashion innovation/fashion sensitivity of students, resulting into their real purchasing behavior. We surveyed to about 189 college students living near Seoul, with questionnaire about PPL conception, purchase of PPL clothing, satisfaction on PPL clothing, fashion innovation, opinion about PPL, PPL apparel brand to recall, etc. According to dichotomy of college students by fashion innovation, as higher fashion innovative they were, they paid more attention on PPL clothing while watching TV or movie, and they also could recall more PPL apparel brands, and they purchased more PPL clothing. While the students with low fashion innovation had references from the opinion of friends or around people when purchasing their clothing, the students with high fashion innovation did from fashion magazine or PPL clothing. The students who thought that PPL was important and effective on clothing purchasing behavior, answered that their preference to PPL bran4, to the company, and to the product had increased positively, but not to the actor/actress.

  • PDF

A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
    • /
    • v.16 no.3
    • /
    • pp.397-406
    • /
    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.