• Title/Summary/Keyword: 지역방송콘텐츠

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Operational Verification of Common Alert Protocol System and UHD Advanced Emergency Alert Table Service (표준 재난경보 발령 시스템과 UHD 재난경보 데이터 서비스 실증 시험)

  • Kwak, Chunsub;Suh, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.296-301
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    • 2021
  • This study is a study dealing with the empirical test of standardized multimedia disaster warning broadcasting linked with the next-generation prediction and warning platform and the disaster warning additional data service of terrestrial UHD broadcasting. The next-generation prediction and warning platform used in the demonstration test complies with the CAP-based TTA standardization standard, and the UHD disaster warning additional data service complies with the AEAT standard. As a result of the experiment, when a standardized CAP disaster warning message is issued and delivered to a broadcasting company, a system was established so that it is automatically converted to AEAT, a UHD disaster warning additional data message, and transmitted. The receiver unit was configured by connecting a set-top capable of receiving disaster alert data and a TV with an HDMI cable. When a disaster is announced, the set-top displays the AEAT message on the TV broadcasting screen, customized to the priority of the disaster and the area where it is issued. In addition, incoming messages are displayed in a language suitable for user settings among 5 languages. Additional multimedia functions such as images and alarm sounds could also be linked. In particular, it was confirmed that the receiver message was displayed within 3 seconds of issuing the disaster alert, enabling prompt delivery of the disaster alert.

A Study on Development of Major Curriculum for Broadcasting, Entertainment and Acting in Connection with Cultural Content Industry (문화 컨텐츠 산업과 연계된 방송 연예, 연기학과 전공 교육과정개발에 관한 연구)

  • Park, Moon-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.3
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    • pp.1061-1072
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    • 2013
  • In order to improve executive ability in response to need of job ability in cultural content industry and in connection with industrial scene, it is required to develop curriculum for department of broadcasting, entertainment and acting First of all, environmental analysis of cultural content industry, survey on industry demand, survey on demand by enrolled students and graduated students, survey on demand by local community were made and conducted to draw job competency for acting art. In addition, the existing curriculum was analyzed through evaluation by field experts, enrolled students, and graduated students. Based on the analysis results, major curriculum was developed for department of broadcasting, entertainment and acting. Such curriculum development enables providing acting education that focuses on core competency to maximize education effect and cultivating actor who is suitable for the age of multimedia based on local infrastructure. Moreover, the curriculum development helps cultivating versatile actor, rather than famous actor.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Global Status of Korea's Media Firms and Their Future Strategies (한국 미디어 기업의 글로벌 위상과 미래 전략)

  • Kim, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.174-186
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    • 2011
  • This research addresses global status of Korean media firms and their future directions. Mapping of major international media firms all over the world is used in order to explain global status fully. In the four categories that classified media firms using Forbes Global 2000 mapping, all Korean media firms are included in the fourth group, which is the weakest in terms of global competitiveness. Therefore, it is essential to trace appropriate global strategy from the media industry value chain that has competence. This paper finds out that Korea has advantage in the contents, terminal, and next generation networks. That means alliance strategies of contents-terminal-next generation network have advantage to evolve into global media firms. Moreover, Korean media companies should adopt selection and concentration strategy in terms of geographical expansion. As Korea's broadcasting and game contents are already popular in Asian and Latin American regions, they would better to enter the emerging markets. In so doing, terrestrial broadcasters and game service providers should lead the way.

Performance Evaluation of Caching in PON-based 5G Fronthaul (PON기반 5G 프론트홀의 캐싱 성능 평가)

  • Jung, Bokrae
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.22-27
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    • 2020
  • With the deployment of 5G infrastructure, content delivery network (CDN) will be a key role to provide explosive growing services for the independent media and YouTube which contain high-speed mobile contents. Without a local cache, the mobile backhaul and fronthaul should endure huge burden of bandwidth request for users as the increase number of direct accesses from contents providers. To deal with this issue, this paper fist presents both fronthaul solutions for CDN that use dark fibers and a passive optical network (PON). On top of that, we propose the aggregated content request specialized for PON caching and evaluate and compare its performance to legacy schemes through the simulation. The proposed PON caching scheme can reduce average access time of up to 0.5 seconds, 1/n received request packets, and save 60% of backhaul bandwidth compared to the no caching scheme. This work can be a useful reference for service providers and will be extended to further improve the hit ratio of cache in the future.

A Study on the Business of the Korean OTT in North American Market : Focusing on scenario analysis based on cash flow estimation (국내 OTT 사업자의 해외시장 진출의 사업성 연구 : 현금흐름 추정에 의한 시나리오 분석을 중심으로)

  • Byun, Sangkyu;Park, Chun-il;Wee, Kyeong Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.274-287
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    • 2022
  • Competition in the broadcasting market is intensifying as OTT services are spreading. And Korea is positioned as a competent international contents supply base. This can be helpful for the domestic contents production industry. However, it can result in being incorporated as a subcontractor in the global video industry. Therefore, it is necessary for Korean OTT operators to expand their market upto overseas and maintain competitiveness by linking content competitiveness to the sales expansion. This study was conducted to reduce the risk and encourage implementation through feasibility analysis of overseas business of domestic OTT operators. The North American market was selected as a region with high potential through in-depth interviews with experts and literatures review. And it was confirmed that the partnership with local platform is effective. Then, the sales and input costs were estimated, and business was evaluated using the net present value method. Totally 18 scenarios were created using multiple estimates for copyright cost, subscribers, and rate, which are highly uncertain. From the analyses, 8 scenarios were found to be acceptable. And copyright cost has the greatest impact on business success, followed by rates and subscribers.

Study on the Influence of Watching Dialectic Dominant Television Drama to the Emotion, Recognition & Action of Regional Youth : In-Depth Interview with the Viewer of tvN Drama (드라마의 주된 언어 사용이 지역출신 청년의 감정, 인식, 행동에 미치는 영향 : tvN 드라마 <톱스타 유백이> 수용자 심층인터뷰)

  • Hong, Kyung Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.366-375
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    • 2019
  • Unlike the conventional dramas, most of characters of tvN drama speak dialectic from Chonnam province. I could predict that watching this drama would influence the feelings, cognitions and behaviors of youth from that province. By interviewing 7 participants, I found that they felt strong familiarity with little exceptions. They recognized the being of dialectic and discovered the attractiveness of dialectic, and the necessity of preservation also. After watching the drama participants made a resolution to speak dialectic more, and made active actions to meet contents and people about dialectic. In conclusion, dialectic could be developed as an important element for interesting contents. The drama has a power to influence youths to change the feelings, recognitions, and actions. So I assert that the use of dialectic in the drama should be considered discretely and positively.

Effect of TV Watching Activeness on Class-Oriented Drama Viewing Rate: Focusing on Residential Characteristics (TV 시청의 적극성이 상류 계층 묘사 드라마 시청률에 미치는 영향: 거주지역의 특성을 중심으로)

  • Park, Mee-Hyun;Shin, Hyung-Deok;Park, JooYeon
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.941-948
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    • 2021
  • This study investigated the differences between active and inactive TV watching groups, in terms of residential characteristics, of class-oriented drama viewing rate. We compared Flow and Social Comparison Theories to explain the relationship between class-oriented contents in the drama and viewing rate. We collected 110,000 TV viewers data of 4 class-oriented and the other 4 dramas, aired between Feb. 2016 and March 2019, through D-Live local cable service provider. Controlling gender ratio and income level which may affect viewing rate, we found that class-oriented content significantly and positively affects viewing rate in active watching group while the same content significantly and negatively affects viewing rate in inactive watching group. These results imply that Flow and Social Comparison Theories may apply in opposite directions in different watching groups.

Changes in the Emotion by the Expressive Definition of Visual Contents (영상콘텐츠의 표현밀도에 따른 감정의 변화)

  • Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.192-201
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    • 2010
  • This research deals with expressive definition of visual contents by using the distance between a subject and a screen resolution, and what changes affect the emotion of those looking at the expressive definition. A visual image captured from a HDTV screen was shown to the 61 students attending a university in the Busan area and SAM evaluation method was used to measure 3 different emotions such as pleasant, arousal, and dominance. While comparing different resolution, looking at high resolution contents rather than low resolution resulted in a direction of pleasant, arousal, and dominance. Also showing a different resolution than consistently showing the same resolution had a more volatile emotional effect. Aftermath multiple comparison resulted in a tendency for emotions to become unpleasant and un-arousal when high resolution contents were shown and then switched to a low resolution contents. There was no result of any significance in the control variables. Also on the aftermath multiple comparison on short, medium and long distance between the subject and the screen resolution, short distance had a bigger pleasant, arousal, and dominance emotional numbers than the rest. In a multiple variable verification result, a resolution and the distance of happiness and excitement showed a positive correlation.

도심 자율주행서비스 테스트를 통한 자율주행 기술개발 현황 및 5G연계 미디어의 역할

  • Choe, Jeong-Dan;Min, Gyeong-Uk;Han, Seung-Jun;Seong, Gyeong-Bok;Lee, Dong-Jin;Choe, Du-Seop;Jo, Yong-U;Gang, Jeong-Gyu
    • Broadcasting and Media Magazine
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    • v.24 no.1
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    • pp.63-72
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    • 2019
  • 고령인구의 증대 및 출생 인구의 감소로 과소지와 대중교통 취약지역이 확산되고 있다. 이러한 인구구조의 변화는 교통약자의 독립적 이동이 더욱 불편해지고, 물류의 수송이 어려워 진다. 한편, 도심은 차량의 포화상태로 대기환경의 질이 나빠지고 도심도로는 주차장으로 변질될 뿐만 아니라, 운전자와 보행자 모두에게 안전의 위협이 되고 있다. 이러한 환경과 이동의 효율성을 극대화 하는 방안으로 친환경자동차와 자율주행기술의 접목이 연구개발 중이다. 자율주행기술은 자율주행차와 도로 인프라에 ICT가 융 복합되어 이동과 수송분야의 새로운 산업과 서비스 창출이 가능하다. 본 고에서는 교통약자의 이동과 물류의 수송을 지원하는 자율주행기술의 개발 동향을 살펴본다. 특히 광화문, K-City 등의 도심 자율주행서비스 테스트 경험을 통해 해결해야 하는 복잡한 도심 주행 환경의 인지와 교차로 및 합류로, 비정형 도로환경에서의 주행협상기술의 필요성을 소개한다. 도심의 주행 환경은 고속도로와 같은 자동차 전용도로와 달리, 신호등과 교차로, 2륜 이동체 및 버스 등이 다양하게 혼재된 것으로 인지 및 판단 기능의 고도화가 적극적으로 요구된다. 그리고, 다양한 자율주행서비스 시장을 확산하기 위해 요구되는 이동하는 공간과 시간을 메꿔 줄 미디어 콘텐츠의 역할에 대해 설명하고자 한다.