• Title/Summary/Keyword: 인터넷미디어산업

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온라인게임몰입에영향을미치는중독의조절효과에관한연구

  • Lee, Sang-Cheol;Mun, Jae-Yeong;Jeong, Jong-Deok;Seo, Yeong-Ho
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.05a
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    • pp.295-301
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    • 2005
  • 1995년부터 급격히 발전하기 시작한 전자상거래는 2000년 후반에 들면서 커다란 전환을 맞이하게 되었다. 인터넷 기업에 대한 거품이 제거되면서 주가가 폭락하였고, 전자상거래에서 과연 수익을 얻을 수 있는 모델은 무엇인지에 대한 의문이 제기되기 시작하였다. 이러한 시기에 최근 게임산업은 세계 미디어 시장에서 큰 비중을 자치하는 21세기형 산업으로 부상하고 있으며, 또한 많은 비즈니스 수익모델 중에서 수익을 제공할 수 있는 비즈니스 모델로 급부상하고 있다. 이에 본 연구에서는 온라인 게임 사용자들의 충성도에 영향을 주는 요인들에 대한 인과관계를 연구하고자 하였다. 특히 게임의 중독이 이러한 인과관계에 어떤 매개효과가 있는지를 검정해 보고자 하였다.

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Design and Implementation of 2004 MX Flash Contents (2004 MX 플래시 컨텐츠 설계 및 구현)

  • Kim, Myeong-Se;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.131-134
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    • 2004
  • "사랑은 움직이는 거야" 라는 광고 문구를 보면서 움직임(애니메이션)이 얼마나 중요한가를 단적으로 알수 있다. 이동성이 현대 사회에서 강조되면서 움직임의 패러다임은 인터넷과 홈페이지의 개념을 바꿔 놓았다. 플래시는 이러한 움직임을 기본으로 하고 있다. 플래시의 최대 강점은 애니메이션이며, 애니메이션은 고도의 상품 개발 자유도를 가지고 있고, 감성과정서, 오락과 문화를 제공하는 정보기술 산업 및 영상미디어 문화 산업이다. 특히 온라인 네트웍크, 디카, 컬러폰의 대중화로 애니메이션, 게임 등 문화 컨텐츠를 쉽게 접근 할 수 있는 시대가 도래되었다. 이러한 필요성에 따라서 국내 대학에서는 이와 관련된 학과들이 수없이 많이 생겨나고 있으나 아직 플래시 애니메이션과 게임 제작에 대한 컨텐츠가 미비한 실정이다. 본 논문에서는 학생들이 쉽게 애니메이션과 게임을 제작할 수 있는 "MX 2004 위한 플래시 컨텐츠 제작" 모델을 제안하였다. 제안된 모델은 별도의 패키지 없이 간단하고 용이하게 사용될 수 있다. 전문가들을 위한 3D-MAX, 마야, VRML이 아니라 현재 일반 사용자들이 가장 많이 사용하고 있는 플래쉬를 이용하여 12가지 기본 방법을 제안하고 이를 게임과 애니메이션을 제작할 수 있는 제작방법 등을 수록한 모델을 설계하고 구현하였다.

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A Development of Semantic Connected Service between Vehicles and Things for IoV (차량 인터넷 기술을 위한 시맨틱 차량-사물 연결 서비스 구현)

  • Ryu, Minwoo;Cha, Siho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.27-33
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    • 2018
  • The recent efforts in academia and industry represent a paradigm shift that will extend the IoT from the home environment so that it is interoperable with the Internet of Vehicles (IoV). IoV is a special kind of IoT. It allows to connect between vehicle and things located in infrastructure. Furthermore, IoV enable to create new intelligent services through collaboration with existing various services such as smart city and connected home. In this paper, we develop a service in order to realize IoV. To this end, we design a novel vehicle service platform which could automatical controlling the IoT device according to drivers' voice. To show practical usability of our proposed platform, we develop a prototype service could be call car-to-thing (C2T). We expect that our proposed platform could eventually contribute to realizing IoV.

Examination of Public Interests and Regulatory Framework of Pay TV Industry (유료방송시장의 공익성 개념과 정책 기조 분석)

  • Do, Joonho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.215-226
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    • 2017
  • This study examines the concept of public interests in pay TV industry and analyzed the regulatory framework of the industry. The concept of public interests such as diversity, localism and quality which are mainly discussed in the context of over the air broadcasting extends to universal access, fair competition and consumer protection as pay TV industry grows. However, there is a lack of concrete implementation of public interests in regulatory framework and coordination of public and industrial interests was not accomplished. Major policy that regulates the pay TV industry carries out without big picture. Policy implementation without long term plan results in hierarchical regulation model and it produced consistency problem. In the process of implementing policy in pay TV industry public interests and industrial interests discussion is mixed and sometimes it played exaggerated role.

Evaluation Model Based on Machine Learning for Optimal O2O Services Layout(Placement) in Exhibition-space (전시공간 내 최적의 O2O 서비스 배치를 위한 기계학습 기반평가 모델)

  • Lee, Joon-Yeop;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.291-300
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    • 2016
  • The emergence of smart devices and IoT leads to the appearance of O2O service to blur the difference between online and offline. As online services' merits were added to the offline market, it caused a change in the dynamics of the offline industry, which means the offline-space's digitization. Unlike these changing aspects of the offline market, exhibition industry grows steadily in the industry, however it is also possible to create a new value added by combining O2O service. We conducted a survey targeting 20 spectators in '2015 Seoul Design Festival' at COEX. The survey was used to analysis of the spatial structure and generate the dataset for machine learning. We identified problems with the analysis study of the existing spatial structure, and based on this investigation we propose a new method for analyzing a spatial structure. Also by processing a machine learning technique based on the generated dataset, we propose a novel evaluation model of exhibition-space cells for O2O service layout.

Approach to the possibility of Multimedia Art in the Digital Media World (디지털 미디어 환경에서의 멀티미디어 아트의 가능성에 대한 접근)

  • 장용훈
    • Archives of design research
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    • v.16 no.3
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    • pp.309-318
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    • 2003
  • A work of Art is not supposed to be isolated from the world, but it should be influenced by its cultural background and situations of the times. Therefore, Art itself reflects its era. In other words, it is created being based on the thought of its artist and simultaneously interacting with external conditions or circumstances of the era, so it would also affect the cultural code of its society. This is why modern art made by the individual living in this complicated and diversified society is quite avant-garde. Various demands from its society and diversified senses have been influencing diversification of works of Art. Now we can say that a mode of art is also dose to current stream of the times. A lot of artists have been trying to get out of traditional way of presentation techniques and classification of genres. In that point, the emergence of Multimedia Alt is inevitable in this digital era. The terms of Internet or multimedia are now familiar with everybody in the world, and a lot of works like Technology Art, Information Art, Computer Art, Digital Art, New Media Art, and so on have been coming into the world by using multimedia. Unlike other works of Art, these works from multimedia are practically used by being combined with technologies. Hereupon, in this paper I would like to find out a concept of Multimedia Art, its social function, and the future prospect of this brand-new form of art.

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Development of a High Performance Web Server Using A Real-Time Compression Architecture (실시간 압축 전송 아키텍쳐를 이용한 고성능 웹 서버 구현)

  • 민병조;강명석;우천희;남의석;김학배
    • Journal of the Korea Computer Industry Society
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    • v.5 no.3
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    • pp.345-354
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    • 2004
  • In these days, such services are popularized as E-commerce, E-government, multimedia services, and home networking applications. Most web traffics generated contemporarily basically use the Hyper Text Transfer Protocol(HTTP). Unfortunately, the HTTP is improper for these applications that comprise significant components of the web traffics. In this paper, we introduce a real-time contents compression architecture that maximizes the web service performance as well as reduces the response time. This architecture is built into the linux kernel-based web accelerating module. It guarantees not only the freshness of compressed contents but also the minimum time delay using an server-state adaptive algorithm, which can determine whether the server sends the compressed message considering the consumption of server resources when heavy requests reach the web server Also, We minimize the CPU overhead of the web server by exclusively implementing the compression kernel-thread. The testing results validates that this architecture saves the bandwidth of the web server and that elapsed time improvement is dramatic.

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Clustering Corporate Brands based on Opinion Mining: A Case Study of the Automobile Industry (오피니언 마이닝을 통한 브랜드 클러스터링: 자동차 산업 사례연구)

  • Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.453-462
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    • 2016
  • Since the Internet provides a way of expressing and sharing Internet users' mindsets, corporate marketers want to acquire measurable and actionable insights from web data. In the past, companies used to analyze the attitude, satisfaction, and loyalty of consumers toward their brands using survey data, whereas nowadays this is done using the big data extracted from Social Network Services. In this study, we propose a framework for clustering brand names using the social metrics gathered on social media. We also conduct a case study of the automobile industry to verify the feasibility of the proposed framework. We calculate the brand name distance for each pair of brand names based on the total number of times that they are mentioned together. These distances are used to project the brand name onto a 3-dimensional space using multidimensional scaling. After the projection, we found the clusters of brand names and identified the characteristics of each cluster. Furthermore, we concluded this paper with a discussion of the limitations and future directions of this research.

The structural relationships among Weblog service quality(wb-SERVQUAL), user satisfaction and loyalty (Weblog 서비스 품질(wb-SERVQUAL)과 사용자 만족도, 충성도에 관한 구조적 관계)

  • Kim, Su-Yeon;Yeo, Sang-Pyo;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.67-77
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    • 2006
  • According to increasing activities in the cyberspace, various on-line services through the Internet have been offered, and many recent studies on the Internet services such as instant messenger, game, and portal site have been performed to evaluate quality of these services. However researches on weblog(blog), a personal online journal for general public consumption, have not been performed much yet. Therefore, we have conducted an empirical study on investigating the structural relationships among weblog service quality, satisfaction and loyalty in this study. After reviewing the related literatures, we have suggested a model for evaluating the service quality of weblog, wb-SERVQUAL(weblog-SERVQUAL), by modifying the conventional SERVQUAL model based on characteristics of weblog. Structural Equation Model(SEM) has been used to analyze the structural relationships among service quality of weblog, user satisfaction and customer loyalty. Managerial implications are also suggested for managing the weblog sites in conclusion.

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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
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    • v.23 no.5
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    • pp.169-175
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    • 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.