• Title/Summary/Keyword: 인터넷콘텐츠

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An Analysis of Feminism Trend in Animation -Focused on American and Japanese animation- (애니메이션에 나타난 페미니즘적 경향분석 -미국과 일본의 애니메이션을 중심으로-)

  • Seo, Tae-Hee;Yoon, Kap-Yong
    • Cartoon and Animation Studies
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    • s.45
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    • pp.51-74
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    • 2016
  • Modern society which human rights and woman's right have been risen is asking for equality treatment of women and men in all sectors of society under sexual equality principle. People say that hidden beneath sexual equality's surface is feminism. Feminism had arisen in the directions that rights and opportunities of women and men are equal. But now, feminism has aimed at woman's right acquisition and realization because men have taken the lead in social activities and political participation historically. This study's purpose is to examine feminism through animation which is image media contents. As everyone knows, media is the glass reflecting the times by reflecting the ideology of the times. In that sense, studying the feministic analysis of research trend in animation which is the representative genre in image media is the meaningful research in understanding the trends of the times. As mentioned above, this study analyzed the and which clearly showed feministic trend. The two animations have the character changes which the objectified women as witch meets the subjective women and the women do a self-directed choice and behavior. Use this to find out the trend of subjective and self-actualizing of Postfeminism in our modern society. Also based on this, this study could predict the changing of feminism arising in the future. This study's limit is that this study is hard to find animation research result related feminism. Symposium related to the feminism animation was held in Korea and there are various interpretation on the internet. This is the next study want even deepening.

A Study on the Efficiency & Limitation of 3D Animation Production Management Using Production Management Tool - Focusing on Shotgun Software & Ftrack (3D 애니메이션 제작 관리를 위한 제작관리도구(Tool)의 효율성 및 한계 - 샷건(Shotgun)과 Ftrack(에프트랙)을 중심으로)

  • Lee, Esther Kkotsongyi
    • Cartoon and Animation Studies
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    • s.49
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    • pp.1-23
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    • 2017
  • 3D animation production has had a pivotal position in current animation industry and the necessity of professional management tool for 3D animation production has claimed due to its sophisticated pipeline from advance of technology and global production partnership trend. Shotgun and Ftrack are providing the most appropriate management toolset for 3D animation management among the extant management tools and the efficiency of Shotgun & Ftrack is identified compared with the traditional document oriented management style. The biggest strength of production management using Shotgun is that all of the production staff can directly participate in the communication on the tools therefore they can share the information on Shotgun & Ftrack in real time without constraint of time and location. Moreover, all the process of the production and the history of the discussion on certain production issues are systematically accrue on the tool so that the production history can be easily tracked. Finally, the production management using tools contributes collecting and analysing the production information for the production management team in studios. However, Shotgun & Ftrack has metadata based retrieval method which cost huge amount of effort by human's manual annotation and it also has the limitation of accuracy. In addition, the fact that studios has to have technical professionals first in order to institute the tools into their studios is the actual difficulty of Korean studios when they want to use management tools for their project. Thus, this paper suggests adopting the content-based retrieval system on the tools and tools' expanded technical service for the studios as the solution of the identified issues.

A Study on the Influence of Factors That Makes Web Sites Credible (웹사이트의 신뢰성 평가에 영향을 미치는 요인과 각 요인의 중요도에 관한 연구)

  • Kim, Young-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.93-111
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    • 2007
  • The Internet is now an integral part of the everyday lives of a majority of people. Web users are becoming increasingly skeptical of the information and services offered online. They are demanding web sites that offer credible information. This study focused on what features of web sites affect the perception of web credibility. For this purpose, I took the responses from 648 people and extracted 49 factors that affect web credibility. I placed the individual factors - the specific questions asked in the survey - into one of four categories expertise. trustworthiness, ads and other and calculated the means for each of the 49 factors. As a result, 29 out of 49 factors increase the Perceptions of credibility and 20 factors decrease the web credibility. Sites with frequently update. the credentials of authors, strict content guides, search capabilities, clear connections to the real world fared good in credibility. Technical problems such as broken links, site sown, or typographical errors were rated the most negative on this scale On the other end of the scale, a domain name that ends in' .org' or' .or.kr' caused little change in perception of credibility.

Building an SNS Crawling System Using Python (Python을 이용한 SNS 크롤링 시스템 구축)

  • Lee, Jong-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.61-76
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    • 2018
  • Everything is coming into the world of network where modern people are living. The Internet of Things that attach sensors to objects allows real-time data transfer to and from the network. Mobile devices, essential for modern humans, play an important role in keeping all traces of everyday life in real time. Through the social network services, information acquisition activities and communication activities are left in a huge network in real time. From the business point of view, customer needs analysis begins with SNS data. In this research, we want to build an automatic collection system of SNS contents of web environment in real time using Python. We want to help customers' needs analysis through the typical data collection system of Instagram, Twitter, and YouTube, which has a large number of users worldwide. It is stored in database through the exploitation process and NLP process by using the virtual web browser in the Python web server environment. According to the results of this study, we want to conduct service through the site, the desired data is automatically collected by the search function and the netizen's response can be confirmed in real time. Through time series data analysis. Also, since the search was performed within 5 seconds of the execution result, the advantage of the proposed algorithm is confirmed.

Effect of audience's cognition desire and attention to TV documentary on acquirement of information and understanding (TV 다큐멘터리에 대한 수용자의 인지욕구와 주목도가 정보습득과 이해에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.241-247
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    • 2015
  • This experimental research explores effect of cognition desire as audience's factor, and attention as context factor on audience's acquirement of information and understanding. Most previous researches of media effect focuses on news contents of TV, Newpaper and Internet. However the number of researches on TV documentary which contains lots of information very limited, and It's difficult to find researches on effect of cognition desire and attention on audience. Therefore this research tries to find effect of cognition desire and attention on audience's acquirement of information and understanding through experiment of TV current documentary. For this experimental research, 2 groups of subjects composed of 135 university students were exposed to 2 different viedeo clips of TV current documantary, one with window buzz, the other without it, after designing cognition desire as internal factor of 2 groups. Questions which were designed to measure cognition desire, acquirement of information and understanding of message were asked and analysed. This research found that subjects with higher degeree of cognition desire showed higher degree of acquirement of information and understanding than subjects with lower degree of cognition desire. However the effect of attention on audience's acquirement of information and understanding could not be found.

Self-disclosure and Privacy in the Age of Web 2.0 A Case Study (웹 2.0 시대의 프라이버시 청년 UCC 이용자들의 인식과 실천을 중심으로)

  • Lee, Dong-Hoo
    • Korean journal of communication and information
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    • v.46
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    • pp.556-589
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    • 2009
  • With the advent of the so-called Web 2.0 age, the interconnections of various contents on the web, as well as the user-participatory services from blogs, web-based communities, picture sharing sites, and social networking sites, to the sites for collective knowledge productions, have been further vitalized. As the User Generated Contents(UGCs) are flourishing on the web, they have channeled users' desires for self-expression and social acknowledgement, and yet have created the new kinds of invasion of privacy. This study attempts to look at how the networked individuals' everyday perceptions of privacy have been reconstructed in the age of Web 2.0. By investigating how users have used the UGCs for their sociality on the web and how they have set the boundaries of the private and the public in these public or semi-public disclosures of self-expressions, it has traced the changing perceptions of privacy in everyday communication practices. For this study, it has interviewed Korean youngsters in their 10s and 20s who have grown up with the Internet and have received self-expressions and social communication on the web as everyday activities. Based on their interviews, it inquires into the concurrent notion of privacy and discuss its cultural implications.

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Branding a Place through Cultural Heritage: The Case Study of in Yunnan, China (문화유산 자원을 활용한 장소브랜딩: 중국 운남의 <인상리장>을 사례로)

  • Song, Jung Eun;Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.2
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    • pp.189-208
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    • 2016
  • This research aims to discuss the impact of on regional development as a place brand and glocal heritage. Based on understanding of the changes and influences of local heritages in the globalization era as a key component of place branding, this study explores how is used to develop a place branding strategy for Lijiang. The research methods are both a literature review and a field research related to Lijiang and its culture. Also, the resources from news, internet, and YouTube are used to analyze the impact of . The performance has been attracting tourists from both Chineses and foreigners and contributed to increase the economic profits of local tourism industry as one of the representative identities of Lijiang. Also, in the process of preservation and recreation of cultural heritages of Lijiang such as , the participation of local residents and on-going interactions between the residents and global tourists highly influence on a transition from place marketing to place branding. By applying local cultural heritages to place branding strategies, the regional values of Lijiang strengthen its place identity from a place of preserving a minority's heritage to that of flourishing cultural exchanges and hybridization from the world.

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Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.278-281
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    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

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Realization of a Web-based Distribution System for the Monitoring of Business Press Releases and News Gathering Robots (기업 보도자료 모니터링을 위한 웹기반 배포시스템 및 기사 수집로봇 구현)

  • Shin, Myeong-Sook;Oh, Jung-Jin;Lee, Joon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.103-111
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    • 2013
  • At present, a variety of Korean news stories have been about important online content and its importance in the press is becoming higher. Diverse news from businesses are provided to the public as press releases through newspapers or broadcasting media. For such news to become information for a press release, enterprises visit reporters, use e-mails, faxes, or couriers to deliver the information. However, such methods have problems with time, human resources, expenses, and file damage. Also, with these methods it is bothersome for enterprises to check what has been released and for the press to make frequent contact with enterprises for interviews and for content to be released. Therefore, this study aimed to realize a distribution system which enterprises can use to distribute data to be released to the press and to easily check what is to be released while the press can ask for interview requests in a simple way, as well as a news gathering robot that can collects news on the enterprises involved from articles online or in portal sites.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.