• Title/Summary/Keyword: 콘텐츠분석

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A Study on the YouTube Content Analysis and Users' Emotional Responses Analysis (대학도서관 유튜브 콘텐츠 내용분석과 이용자 감성반응 분석에 관한 연구)

  • Young Song;Ji-Hyun Kim
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.73-93
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    • 2023
  • This study conducted a comprehensive analysis and evaluation of library services using YouTube through content analysis of YouTube content and emotional response analysis of user comments. This study analyzed 2,169 YouTube contents and 6,487 comments of users from 61 university libraries. The results showed that the number of 'data' content was the largest among 4 categories, followed by 'communication' and 'education' content, and 'promotion' content. Among the sub-classifications, the number of 'information services' contents was the largest. In the analysis of users' emotional responses to YouTube content, the major categories of users' emotional responses were 'data' content and 'communication' content. Most of the user's emotional responses were positive in all categories of content, and the most frequent user emotional expression was 'good'. In addition, the vocabulary used in the user's emotional response was more about the person appearing in the video than the expression of the content of YouTube contents.

The Relative Importance and Priority of Game Contents Industry Policy (게임콘텐츠산업정책의 우선순위에 대한 연구)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.55-66
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    • 2019
  • This research studied how game contents related experts recognize the transition of contents industries in intellectual information era. This study also studied experts' priorities of evaluation elements in contents industry policies. For this, Analytic Hierarchy Process was utilized to analyze the relative importance and priorities of evaluation elements in contents industry policies. According to the analysis, the order of priorities was 'strengthening content technology', 'training content experts', 'improving the contents-related system' and 'strengthening content usage and consumer safety'. Also, in complex importance analysis, 'strengthening R&D system for content' was gauge as the most important element. In the analysis about each related group's thinking, industries and policy institutes considered 'strengthening content technology' important and academia evaluated 'training content experts' as the most important one.

Analysis of Visual Culture Contents -Focusing on the Analytic Methodology for Visual Fun (시각 문화콘텐츠 분석에 관한 연구 -시각적 재미의 분석 방법론을 중심으로)

  • Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.170-181
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    • 2012
  • The study on the analytical and productive methodolgy of visual culture contents is meaningful because cultural contents are regarded as a national growth industry. The fundamental notion of cultural contents is researched based on the notion of visual culture, and important factors of the fun are analyzed as a creative motive of visual culture contents. So this paper provides anaytical methodologies for the fun in visual culture contents, which are based on semiotic theories of Charles Morris, Roland Barthes and Roman Jakobson. These analytical matrix can be references for the study of the mechanism of fun and the basic theory for using fun effects in the visual culture contents.

Analysis of Big Data by Regimes of Image Contents Field (영상콘텐츠분야 정권별 빅데이터 분석 - 상위 중심성 값의 변화를 중심으로)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.911-921
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    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, Research on 'education' in the field of image contents has decreased. Second, the role of 'media' in the field of image contents is changing. Finally, It is a change in the status of 'contents' in the field of image contents.

An Analysis of Convergence Motivations and Patterns in Contents Industry (콘텐츠산업의 융합 동인 및 유형 분석)

  • Rim, Myung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.415-416
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    • 2013
  • 콘텐츠산업은 과학기술 발전 및 정보통신 확산으로 디지털 수요가 크게 늘어남에 따라 거대한 융합산업으로 변화하고 있다. 특히 문화기술 고도화, 실감-체험형 콘텐츠 수요 증가, 다양한 스마트기기 보급 확대, 문화예술 기반 사회생활, 콘텐츠 비즈니스 모델 확대 등은 콘텐츠산업의 융합 동인으로 작용하여 시장을 성숙시키고 있다. 콘텐츠산업의 융합 동인과 유형을 분석하는 것은 국가 차원에서 콘텐츠 산업육성 및 기술정책의 근간으로 매우 중요하기 때문이다. 본 연구는 콘텐츠산업의 융합 현상을 강화, 확장, 결합, 창조의 4가지 경로로 파악하였으며, 융합 유형으로서 장르 융합형(콘텐츠와 콘텐츠), 산업 융합형(콘텐츠와 산업), 기술 융합형(콘텐츠와 기술)의 3가지 형태로 분석하였다.

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The Case Study of Promising Contents and Promotion Strategy for Smart Era (스마트 시대의 유망콘텐츠 사례분석 및 활성화전략)

  • Park, Yong-Jae;Rim, Myung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.443-444
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    • 2011
  • 본 연구는 최근 스마트 기기의 등장과 급속한 확산과 함께 그 중요성이 더욱 부각되고 있는 콘텐츠산업의 트렌드를 분야별로 분석해보고, 스마트시대의 유망콘텐츠 사례를 조사하였다. 그리고 스마트 시대의 콘텐츠산업의 주요이슈를 분석하고 콘텐츠산업을 촉진하고 활성화할 수 있는 전략들을 제시하였다.

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A Study on Online Contents Instructional Design Model of Open Secondary High Schools (방송통신고등학교 온라인 콘텐츠 교수설계 모형)

  • Kim, Sung-mi;Lee, Eun-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.165-166
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    • 2016
  • 방송통신고등학교는 국가수준 교육과정의 개정 시기를 맞아 방송고 학습자 특성을 반영한 온라인 콘텐츠 설계를 위해서 콘텐츠 질 분석, 수업 구조 분석, 화면 로그인 경로 분석 등을 통해서 시행하고 방송고 온라인 콘텐츠 교수설계 모형을 도출하였다. 이에 따라 본 연구에서 도출한 온라인 콘텐츠 교수설계 모형은 먼저 크게 수업 설계, 수업 실행, 수업 평가로 구성되어 있다. 수업 설계는 학습자 분석, 교수환경분석, 교수 분석, 교수 전략개발의 단계를 가지고 있다. 수업 실행은 수업에 대한 동기 유발, 선수학습 회상, 수업 목표 제시, 수업 내용 제시 및 학습 안내 제공, 수행 행동 유도 및 피드백 제공, 목표 수행 평가, 파지 및 전이 단계를 가지고 있다. 수업 평가는 최종 수업 평가 및 최종 피드백 제공 단계를 가지고 있다.

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Analysis of toxicity using bio-digital contents (바이오 디지털 콘텐츠를 이용한 독성의 분석)

  • Kang, Jin-Seok
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.99-104
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    • 2010
  • Numerous bio-digital contents have been produced by new technology using biochip and others for analyzing early chemical-induced genes. These contents have little meaning by themselves, and so they should be modified and extracted after consideration of biological meaning. These include genomics, transcriptomics, protenomics, metabolomics, which combined into omics. Omics tools could be applied into toxicology, forming a new field of toxicogenomics. It is possible that approach of toxicogenomics can estimate toxicity more quickly and accurately by analyzing gene/protein/metabolite profiles. These approaches should help not only to discover highly sensitive and predictive biomarkers but also to understand molecular mechanism(s) of toxicity, based on the development of analysing technology. Furthermore, it is important that bio-digital contents should be obtained from specific cells having biological events more than from whole cells. Taken together, many bio-digital contents should be analyzed by careful calculating algorism under well-designed experimental protocols, network analysis using computational algorism and related profound databases.

Media-Content Repertoire Development and Difference Analysis: Focus on the Entertainment Content (미디어-콘텐츠 레퍼토리 개발 및 유형별 특성 분석: 엔터테인먼트 콘텐츠를 중심으로)

  • Lee, Minjoo;Ryu, Sunghan;Kim, Young-Gul
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.196-207
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    • 2015
  • This study introduced the concept of 'Media-content repertoire', which indicates the set of favorite media-content combinations of media users and extracted five media user types based on those combinations. We used the range of media(i.e., smartphone, tablet, PC, and TV) and entertainment content(i.e., movie, broadcasting, music, and game) for the analysis. Also, we investigated the differences between those types including demographic variables, individual characteristics, and content buying behavior and we found that statistically significant differences exist among them. Those include 'non-user'(i.e., lower level of media use), 'screen user'(i.e., 50s, TV-centered media use), 'variety seeker'(i.e., 20s. heavy public transport user), 'selective focus'(i.e., 20,30s, movie&broadcasting-centered media use), and 'heavy user'(i.e., high level of media use and consumption). The results provide both academic implications(e.g., extension of media repertoire concept) and practical implications(e.g., direction to the target marketing for each user type).

Priority Analysis of Factors for Activating 3D Contents lndustry Using AHP(Analytic Hierarchy Process) (계층적 분석 방법을 활용한 3D콘텐츠 활성화 요인 중요도 분석)

  • Lee, Chang-Hyung;Park, Chang-Mook;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.401-410
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    • 2013
  • A big success of the 3D film 'Avatar' in 2009 opened a full-fledged 3D movie era. A new industrial possibility of 3D contents was predicted in Korea and then the support for 3D contents production took placed via various media platforms. Korean government also announced the new development policies with a focus on 3D content. However, the 3D content industry has not been activated. Therefore, in this study by applying AHP(Analytic Hierarchy Process) method we tried to grasp the reason of the deactivation of 3D content industry through analyzing the relative importance rate of three research factors(content aspects, technical aspects, and policy aspects) that were mainly considered to activate the industry. The results of this study showed that the relative importance rate of content aspects was higher than that of technical aspects and policy aspects. It means the lack of 3D contents is one of main reason causing the delay of 3D industrial activation. And it also showed that the relief of human factors such as visual fatigue evaluated as a sub-factors of technical aspects are challenges to be solved soon..