• Title/Summary/Keyword: 콘텐츠 활용 분석

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Symbolization Analysis for a Diamond World Mandala Animation (금강계만다라 애니메이션을 위한 상징성 분석)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.586-597
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    • 2014
  • In this paper, we describe a symbolization analysis of a Diamond World Mandala animation. The mandala means the basic idea of the esoteric Buddhism. The Diamond World Mandala has a very high value as cultural archetype due to have better specific meaning and aesthetic quality than other mandalas. Most researches of Buddhist cultural contents have focused on cultural assets restoration and abstract discussion on contents industrialization until now. However researches on contents directly delivering Buddhism scriptures' meanings are insufficient. Therefore, in this paper, we analyze concept of mandala and symbolical meaning of appeared elements in mandala rather than theoretical development appropriateness of mandalas' contents, then implement a prototype of a mandala animation. The animation is made of intangible culture such as an intellectual legacy of mankind, and its applications are as follows; education service for Buddhist doctrines, and cultural services through easy accessibility of Buddhist culture, etc.

An Empirical Analysis on the Determinants of VOD Viewing Pattern of Users in IPTV Platform (IPTV에서의 VOD 시청패턴 결정 요인에 관한 실증 분석)

  • Cho, Shin;Kim, Hee Sun
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.153-167
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    • 2015
  • This paper empirically analyzes specific characteristics of VOD users and their practical viewing patterns, using socio-demographic data of the current IPTV subscribers in combination with actual data of genre usage and payment. The findings revealed active viewing patterns of male, the unemployed, high earners and early adopters. In terms of preferences, households with large numbers of women prefer time shift contents, whereas households composed of more men or preschoolers prefer non-time shift contents. Likewise, the households that have more women or higher income had relatively a lot of experiences of purchasing time shift contents on one hand, but the households characterized by the larger numbers of family members or unemployed householder or young householder showed much willingness to pay premium contents on the other hand. Given the utilization of correct database, the findings offer useful information conducive to service promotion and marketing strategies to maximize VOD use in the practical dimension.

Usage of Beauty Contents in a Multi-Channel Environment: A Niche Analysis of Webzines, Televisions and Online Video Platforms (다매체 환경에서의 뷰티 콘텐츠 이용: 웹진, TV, 인터넷 동영상 플랫폼 간 적소분석)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.261-270
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    • 2020
  • This study aimed to investigate the competing relationships among webzines, TVs and online video platforms in terms of usage gratification of consumption of beauty contents based on niche theory. Five types of usage gratification including information, entertainment, attractive characters, convenient usage and honesty were identified from the previous literature and they were used for niche analysis. The findings showed that online video platforms had the wider breadth than webzines and TVs in all dimensions of usage gratification except for attractive character and TVs and online video platforms had the least niche overlap. The results also revealed that online video platforms had the competitive superiority over the other media in terms of convenient usage and honesty. This study has meanings in a way that it can be used as guidelines for how the future consumption patterns of beauty contents will be.

Conjoint Analysis of Online Content : A Case of Video on Demand Service (온라인 콘텐츠의 컨조인트 분석 : Video on Demand 서비스 사례를 중심으로)

  • Lee, Jung-Woo;Lee, Moon-Kyu;Choi, Hong-Joon
    • The Journal of Society for e-Business Studies
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    • v.12 no.4
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    • pp.85-98
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    • 2007
  • This study uses conjoint analysis technique to calculate relative importance of each attribute of a specific online content: video-on-demand (VoD) services of TV soap operas. A series of interviews were conducted to identify and derive critical attributes for VoD services. Conjoint instrument was constructed using attributes identified and administered among actual viewers. Price, genre, additional service, and actors were found to be the most highly valued attributes of the VoD services. While price was the most valued attribute for female viewers, it was genre for male viewers. The result suggests that these attribute differentiation would lead to more profitable pricing scheme, and development of additional services may be critical for online content business' success.

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A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.106-117
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    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.

Job Analysis of Video Editors Based on the DACUM Method (DACUM 기법에 의한 영상편집자의 직무분석)

  • Song, Hwa-Sun
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.95-104
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    • 2007
  • As the broadcasting system rapidly migrates to the HD contents production, a broadcasting professional training program has increasingly requested, which provides a professional ability keeping up with new demands and a systematic well-organized education program. This paper utilized a DACUM(developing a curriculum) method for a video editor's job analysis and presented a job model of video editing. With a DACUM job analysis, we retrieved 9 essential job duties and 71 tasks, and then examined their importance, difficulty, frequency, and entry level tasks that are required before job hire. We also established a well-form structure of the job analysis results, completed a DACUM research chart, and consequently built a video editor's job model in TV broadcasting and video production areas. The proposed model is expected to be used as a fundamental material for a future job organization of video editors in TV broadcasting and video production areas, a development of the educational curriculum, and a priority decision of on-the-job training programs.

A Study of the Regional Industrial Ecosystem on Game Industry: Focused on Game Contents Business in Seongnam (게임 산업의 지역산업생태계 분석 연구 : 성남의 게임콘텐츠산업을 중심으로)

  • Leem, Eeksu;Woo, Tack
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.107-122
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    • 2015
  • The aim of this study is to suggest the strategy and policy to promote world class game industrial complex through the analysis of game contents business ecosystem in Seongnam. As a result of analysis, At present of the game contents industry in Seongnam as ecosystem is challenged in many-side as followings. 1)Lack of interaction between core game contents businesses and extended network businesses in same area. 2)Imbalanced relationships between game contents conglomerate and small and medium sized businesses. 3)Insufficient game contents optimized human resource and development program. This study provides a stepping stone for regional industrial ecosystem of game industry and new possibilities of application about regional industry analysis.

A Suggestive Study on the Development of Dance Content for ICT-based Health Promotion of the Elderly (ICT기반 노인건강 증진을 위한 무용 콘텐츠 개발에 대한 제언적 연구)

  • Baek, Ju-Mi;Kim, Hwa-Rye
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.423-429
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    • 2017
  • The rapid progress of aging society gives rise to a variety of problems of the aged. In particular, the health issue among the elderly poses a socio-economic burden on our society. In a bid to promote the health of the elderly, development and application of various contents linked with the ICT technology to our daily life and ways to facilitate their use among the elderly should be sought. Korea has provided a variety of contents designed to promote or maintain health of people of various ages through the wide spread and use of smart phones since 2010 but there has been a severe lack in contents for the elderly in terms of their quantity and quality. Against this backdrop, this study aims to utilize dance characterized by physical movements and bodily expressions as part of developing ICT-based contents for health promotion of the elderly. This study has adopted a number of research methodologies, including analysis of preceding researches into elderly welfare based on the research topics and periods of from domestic academic journals and academic theses (master's, doctoral), ICT-based preceding researches into elderly affairs, preceding researches into dance programs for the elderly, based on which I intend to present a proposal on the development and use of dance contents.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.