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Analysis of Factor's Priority for Activating the Industry of Global Content Distribution (글로벌 콘텐츠 유통산업 활성화 요인 중요도 분석)

  • Park, Chang-Mook;Jang, Hyung-Jun;Koh, Chan;Kim, Kwang-Ho
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.11-20
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    • 2014
  • Recently K-POP's popularity and the success story of 'Psy' suggests that Korean Culture can get the possibility of entry into the global major market. Increasing the purchasing power of global contents distribution also shows that the delivery of cultural content can be a big business model to create economic benefits. However, for sustainable diffusion of Korean culture, we need efforts to expand the business scope to the global market like the establishment of global distribution platform. In this study, we investigated key factors for activating the global content distribution and then analyzed priority of importance of the factors to be utilized the strategic alternatives using AHP method. To ensure the reliability of the study, experts (30patients) who worked more than 10 years of relevant work were included as population of the questionnaire. The results of analysis, the relative importance of content aspects were higher than technical aspects and policy aspects. In the analysis of the importance of the second layer factors, the business models of policy aspects were analyzed as a factor of top priority, then high-quality content production was selected as an important factor of the next higher ranks.

A Study on Identifying Factors Affecting Improvement for Academic Libraries Multimedia Services Using Six Sigma Methodology (6시그마 도구를 활용한 대학도서관 멀티미디어 서비스 개선 변수 도출에 관한 연구)

  • Noh, Dong-Jo;Nam, Min-Seok
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.111-129
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    • 2013
  • This study analyzed the process of multimedia services and indexed the core quality characteristics through the tools employed in 'Define' and 'Measure' steps of the 6 Sigma DMAIC methodology. To achieve the goal, as a case study of 'S' University Central Library, first, brainstorming technique was used to tap the librarians, second, interview with the half-time student workers, third, user's opinion on homepage was analyzed and lastly, the interview with the users. This study also drew some potential causal factors which would likely to affect the multimedia service using Process Map and C&E Diagram. Those factors were prioritized using X-Y matrix and Pareto Chart. This study revealed 14 factors affecting multimedia services: 'presence/absence of the persons who are in charge of selection', 'cycle of selection materials', 'presence/absence of seperated multimedia room', 'materials arrangement method', 'notification of popular materials', 'notification of documents arrivals', 'methods of noticing new arrivals', 'methods of ordering materials', 'cycle of checking order status', 'types of persons requesting materials', 'methods of requesting materials', 'checking of the status of the returned materials', 'methods of noticing materials in housed', and 'methods of ways to return overdue materials'.

A Study on Analysis of Color characteristic of On-line of Game Play Image of according to the Users (온라인 게임 플레이영상의 이용자에 따른 색채 특성 분석 연구)

  • Jang, Hyun-Joo;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.399-404
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    • 2017
  • If game images use colors improper for certain ages, the characteristics of games disappear, and the efficiency of image expression drops. thus a study in color is very important. Nevertheless, there is a lack of research on this subject. In this study, we investigated the difference of color of game images according to users. User group is divided into all users and users over 18 years old. Among the rank of games,10 each from games for all ages and games for non-teen-rated are selected, and the game-playing images are taken as snapshots to have 100 each images each, A total of 2000 images were extracted and the mean values of RGB and HSB of each game were obtained and independent sample t test was performed. The results showed that the RGB color values between the two users were significantly significant. In the future, it is expected that it will be helpful in color selection when developing psychotherapy games and emotional games using color psychology. Furthermore, we will use color image scales to express colors as adjectives, analyze colors in a variety of ways, and investigate the difference in color of game images in each country.

The Exploratory Study on the Easiness of Using Smart Phone Applications for Searching Food Service Information: Focusing on Consumer Characteristics (외식정보탐색을 위한 스마트폰의 어플리케이션 사용용이성에 대한 탐색적 연구 : 소비자특성을 중심으로)

  • Kim, Gi-Jin;Lee, Bo-Soon
    • Culinary science and hospitality research
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    • v.17 no.5
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    • pp.108-121
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    • 2011
  • The purpose of this study is to carry out the exploratory study on the easiness of using smart phone applications for searching food service information based on consumer characteristics. Examining the attributes of the easiness of using smart phone applications for searching food service information, this study checks the order of priority in the attributes and analyzes the correlation among the constructs of easiness of use, along with the difference in easiness of use based on demographic characteristics. The survey was conducted to the users of smart phones who live in 3 areas such as Seoul/Kyongki, Daegu/Kyongbuk, and Busan/Kyongnam from Jan. 3-Feb. 3, 2011, and total 264 copies of questionnaire were used for the final analysis. The result showed that the respondents considered the functions of searching restaurants, recommended restaurants, and the popularity list more important among the measurement items of easiness of use, and there was highly positive correlation between easiness to select restaurants and communication functions among all the factors drawn. It was found that there was significant difference in the function of searching restaurants, practicality, the easiness to select restaurants, communication, and the easiness to select menu on areas.

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Exploring the Potential of Podcasts in Flower Design Industry (플라워디자인 산업 활성화를 위한 팟캐스트 콘텐츠의 가능성 연구)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.75-100
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    • 2021
  • The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.

A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

Analysis of Football Fans' Uniform Consumption: Before and After Son Heung-Min's Transfer to Tottenham Hotspur FC (국내 프로축구 팬들의 유니폼 소비 분석: 손흥민의 토트넘 홋스퍼 FC 이적 전후 비교)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • Journal of Intelligence and Information Systems
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    • v.26 no.3
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    • pp.91-108
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    • 2020
  • Korea's famous soccer players are steadily performing well in international leagues, which led to higher interests of Korean fans in the international leagues. Reflecting the growing social phenomenon of rising interests on international leagues by Korean fans, the study examined the overall consumer perception in the consumption of uniform by domestic soccer fans and compared the changes in perception following the transfers of the players. Among others, the paper examined the consumer perception and purchase factors of soccer fans shown in social media, focusing on periods before and after the recruitment of Heung-Min Son to English Premier League's Tottenham Football Club. To this end, the EPL uniform is the collection keyword the paper utilized and collected consumer postings from domestic website and social media via Python 3.7, and analyzed them using Ucinet 6, NodeXL 1.0.1, and SPSS 25.0 programs. The results of this study can be summarized as follows. First, the uniform of the club that consistently topped the league, has been gaining attention as a popular uniform, and the players' performance, and the players' position have been identified as key factors in the purchase and search of professional football uniforms. In the case of the club, the actual ranking and whether the league won are shown to be important factors in the purchase and search of professional soccer uniforms. The club's emblem and the sponsor logo that will be attached to the uniform are also factors of interest to consumers. In addition, in the decision making process of purchase of a uniform by professional soccer fan, uniform's form, marking, authenticity, and sponsors are found to be more important than price, design, size, and logo. The official online store has emerged as a major purchasing channel, followed by gifts for friends or requests from acquaintances when someone travels to the United Kingdom. Second, a classification of key control categories through the convergence of iteration correlation analysis and Clauset-Newman-Moore clustering algorithm shows differences in the classification of individual groups, but groups that include the EPL's club and player keywords are identified as the key topics in relation to professional football uniforms. Third, between 2002 and 2006, the central theme for professional football uniforms was World Cup and English Premier League, but from 2012 to 2015, the focus has shifted to more interest of domestic and international players in the English Premier League. The subject has changed to the uniform itself from this time on. In this context, the paper can confirm that the major issues regarding the uniforms of professional soccer players have changed since Ji-Sung Park's transfer to Manchester United, and Sung-Yong Ki, Chung-Yong Lee, and Heung-Min Son's good performances in these leagues. The paper also identified that the uniforms of the clubs to which the players have transferred to are of interest. Fourth, both male and female consumers are showing increasing interest in Son's league, the English Premier League, which Tottenham FC belongs to. In particular, the increasing interest in Son has shown a tendency to increase interest in football uniforms for female consumers. This study presents a variety of researches on sports consumption and has value as a consumer study by identifying unique consumption patterns. It is meaningful in that the accuracy of the interpretation has been enhanced by using a cluster analysis via convergence of iteration correlation analysis and Clauset-Newman-Moore clustering algorithm to identify the main topics. Based on the results of this study, the clubs will be able to maximize its profits and maintain good relationships with fans by identifying key drivers of consumer awareness and purchasing for professional soccer fans and establishing an effective marketing strategy.