• Title/Summary/Keyword: 한국 드라마

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Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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Effect of Female Fans' Sport Consumption Motivation on Intention to Re-attend and Word of Mouth Intention According to Level of Team Identification (팀동일시 수준에 따른 여성 스포츠팬의 동기요인이 재관람의도 및 구전의도에 미치는 영향)

  • Rhee, Yong-Chae
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.262-273
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    • 2007
  • The current study sought to acknowledge the female sport fan as a sport marketing segment. In order to do so, female sport consumption motivation was identified and among motivation factors, factors effecting re-attend intention and word of mouth intention according to level of team identification was identified. In order to accomplish the purpose a focus group interview was conducted concerning female sport fans, and a survey took place in Korean Pro-sport event collecting 300 data. Among 300 data 248 data were used for the analysis. Using Lisrel 8.7 and SPSS 15.0 correlation analysis, descriptive analysis, confirmatory factor analysis, and multiple regression analysis was conducted. The results of study are as follows, First, 9 female sport consumption motivation was identified and among these factors, skill, achievement, drama, and escape had a positive effect on re-attend intension. Second, among 9 female sport consumption motivations skill, achievement, and social factor had a positive effect on word of mouth intention. Third, among the motivation factors, factors effecting re-attend intention had difference on the level of team identification. Forth, among the motivation factors, factors effecting word of mouth intention had difference on the level of team identification.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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Appearance Management Activities of Female High School Students Through Star-Entertainer Imitation - School Uniform Modification, Hairstyle, and Makeup - (여고생들의 연예인 모방유형에 따른 외모관리행동의 차이 - 교복변형, 헤어스타일, 화장을 중심으로 -)

  • Choi, Na-Young
    • Journal of Korean Home Economics Education Association
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    • v.24 no.3
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    • pp.175-189
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    • 2012
  • This paper examines the effect of star-entertainer imitation on female high school students in terms of their appearance management activities such as school uniform modification behaviors, hair style care behaviors, and make-up behaviors. For this research, data of 379 female high school students living in Jeollabuk-do was analyzed through reliability analysis, factorial analysis, cluster analysis, one-way analysis of variance, and cross-tabulation analysis. In the research, based on the type of star-entertainer imitation, the female high school students were divided into three categories: active followers, psychological followers, and passive followers. The research showed that active followers, who exhibited imitation behavior most frequently and had the highest imitation desire, were most frequently involved in school uniform modification. Inclined to imitate the school uniform styles of star-entertainers in soap operas, they modified their school uniforms. The active followers were also enthusiastic about hair care, were well aware of trendy hair styles, and demonstrated a fondness for star-entertainer hair styles. In addition, they were actively involved in make-up activities. They put on basic make-up everyday and exhibited a desire to learn about make-up styles. However, passive followers, who showed the least frequent imitation behavior and the lowest imitation desire, were not as keenly involved in school uniform modification behaviors, hair style care behaviors, or make-up behaviors. The study concludes that by providing teenagers with systematic education on desirable mass media and educating them on proper behavior, an effective educational tool for guidance on clothing habits can be derived.

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Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

A Study on the HDTV Programming of Three Major Terrestrial Broadcasting Systems (지상파방송 3사의 HDTV프로그램 편성에 관한 연구)

  • Yu, Sae-Kyung;Kim, Mi-Ra
    • Korean journal of communication and information
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    • v.29
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    • pp.111-145
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    • 2005
  • In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.

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Boosting Film-Induced Tourism in Gyeongbuk (경북 영상관광의 현황과 발전방안)

  • Choi, Jeong-Su
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.2
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    • pp.203-215
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    • 2008
  • Film-induced tourism in Gyeongbuk and Korea is concentrated on the on-location set, one-off events and film tourism as part of a holiday(visiting film locations or studios as an activity within a larger holiday) among several forms of film-induced tourism. Film-induced tourism in Gyeongbuk has been increased since the opening of the KBS on-location set of Mungyeong. The on-location set has brought the growth of film-induced tourism and thus many local governments have competed with one another for the construction of the on-location set without considering the management of the on-location set. This study is aimed at suggesting ways to minimize these negative problems and to boost film-induced tourism. First of all, we should find ways to sustain each characteristic of the on-location set. Second, we should develop the new tourism destinations by diversifying the forms of film-induced tourism through the opening of the film-related events and the construction of the film-related facilities. Last, film-induced tourism should be enlarged to contents tourism. It needs to enlarge the role of the Gyeongbuk Film Commission. The Gyeongbuk Film Commission should take exclusive responsibility of developing the film-related tourism commodities.

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Factors Affecting the Popularity of Video Clip: The Case of Naver TV (영상클립의 인기요인에 대한 실증 연구: 네이버 TV를 중심으로)

  • Yang, Gimun;Chung, Sun Hyung;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.706-718
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    • 2018
  • This study analyzed Naver TV users' pattern of video clip watching, and analyzed the factors affecting the popularity of Naver TV's video clip. We selected 572 individual video clips that were ranked 50th in Naver TV rankings from September 10th to September 24th in 2017. We classified video clip's characteristics into several factors, including the number of likes, the number of subscriber, genre, video clip's types, and star appearances. We indexed the popularity of video clip, which implies the degree of popularity for each video clip. The results showed that the number of likes for video clips and the number of subscribers for each video clip were positively related to the popularity of video clip. Video clip's genre, video clip's type and star power positively affected the popularity of video clip. The effect of extras genre on the popularity of video clip was the lowest, followed by entertainment, music, and drama genre. but the difference among entertainment, music and drama genre was not statistically significant. Web-only video and non-broadcast video positively affected the popularity of video clip. Finally, the popularity of video clip was higher when stars appeared in the video clip.

The Digital & Glocal Strategy of CJ E&M for the Growth of Hallyu (한류 확산을 위한 CJ E&M의 디지털 및 글로컬 콘텐츠 전략)

  • Kwon, Sang-Jib
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.78-90
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    • 2016
  • The contents industry is usually divided into the movie industry, music industry, drama industry and the online digital industry. In Korean contents industry, since mid-1990s CJ E&M (Entertainment and Media) has implemented and continued experimental attempts in order to expand the hallyu contents. On basis of a theoretical background, I designed a case study to investigate the mechanism how the CJ E&M's strategy influences on hallyu growth. This study categorized the strategic direction into two key factors: digital business and glocal (global + local) contents production. Those attempts have made positive effect to the expansion of hallyu contents and creation of growth in CJ E&M. CJ E&M have increased experimental movement through digital platform augmentation, digital contents enhancement, and contents creator promotion strategies. In addition, utilization of local contents expert who provide production services for joint production at overseas markets should also be organized to expand the hallyu contents and growth of CJ E&M. This study suggests that the quality of digital business and glocal contents production have a positive relationship with hallyu contents growth and corporate performance.

A Study on the IPTV Usage and Service Satisfaction (IPTV 수용자의 이용행태와 서비스 만족도에 대한 연구)

  • Seol, Jin-Ah;Bong, Mi-Sun
    • Korean journal of communication and information
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    • v.46
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    • pp.485-510
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    • 2009
  • Since the inception of Internet Protocol TV's real-time service on January, 2009, technological challenges and lack of content diversity of IPTV have been cited as problem areas. While past researches focused on IPTV's technological, industrial and policy facets, this research surveyed the viewers' viewing and usage patterns, and the level of service satisfaction among actual audiences of MegaTV, SKBroadband, and LGTV since January. The results show that subscription fee and content types were the two dominant determinants in audience's choice of a particular IPTV company. The high users of IPTV were on average aged between 30-39, and women tended to be heavier users than men. The surveyed audience also regarded IPTV to be more similar to the Internet than any other medium such as Cable TV and Satellite TV. IPTV audience cited 'lifestyle service' and 'additional service' offerings to be highly relevant to their usage and satisfaction; interactive service and educational service also showed high correlation to usage and satisfaction. The most watched contents on IPTV were domestic TV series, followed by foreign movies and variety shows. 'Fees for additional features,' 'lack of real-time terrestrial TV service', and 'lack of content variety' were the major areas of concern for IPTV viewers. They answered that the monthly fee was the most important factor in the selection of IPTV. Use of pay-per-view contents and add-on interactive service fees were also seen as problematic. With regards to future usage, the IPTV audience revealed that they were very sensitive and reluctant to pay for additional services. While existing researches concentrated on IPTV's technological problems and lack of content diversity, this study illuminated the more pragmatical side of the viewers, namely, the importance of price in audience's selection of an IPTV service provider. From these results, it is recommended that, before doing anything else, the service providers try to meet the audience's expected price points in order to garner the full potential of IPTV and the attendant mass audience.

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