• 제목/요약/키워드: Convergence Content Keyword analysis

검색결과 28건 처리시간 0.02초

A Study on the Consumer Perception and Keyword Analysis of Meal-kit Using Big Data

  • Jung, Sunmi;Ryu, Gihwan;Lim, Jeongsook;Kim, Heeyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.206-211
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    • 2022
  • As the level of consumption is improved and cultural life is pursued, the consumer's consciousness structure is rapidly changing, and the demand for product selection level, variety, and quality is becoming more diverse. The restaurant economy is falling due to the prolonged COVID-19, the economic recession, income decline, and changes in population structure and lifestyle, but the Meal- kit market is growing rapidly. This study aims to identify the consumer perception of Meal-kit, which is rapidly growing as an alternative to existing meals in the fields of dining out, food, and distribution due to the development of technology and social environment using big data. As a result of the analysis, the keywords with the highest frequency of appearance were in the order of Meal-kit, Cooking, Product, Launching, and Market and were divided into 8 groups through the CONCOR analysis. We want to identify consumer trends related to the key keywords of Meal-kit, present effective data related to Meal-kit demand for Meal-kit specialized companies, and provide implications for establishing marketing strategies for differentiated competitive advantage.

A Study on User Perception of Tourism Platform Using Big Data

  • Se-won Jeon;Sung-Woo Park;Youn Ju Ahn;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • 제13권1호
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    • pp.108-113
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    • 2024
  • The purpose of this study is to analyze user perceptions of tourism platforms through big data. Data were collected from Naver, Daum, and Google as big data analysis channels. Using semantic network analysis with the keyword 'tourism platform,' a total of 29,265 words were collected. The collection period was set for two years, from August 31, 2021, to August 31, 2023. Keywords were analyzed for connected networks using TexTom and Ucinet programs for social network analysis. Keywords perceived by tourism platform users include 'travel,' 'diverse,' 'online,' 'service,' 'tourists,' 'reservation,' 'provision,' and 'region.' CONCOR analysis revealed four groups: 'platform information,' 'tourism information and products,' 'activation strategies for tourism platforms,' and 'tourism destination market.' This study aims to expand and activate services that meet the needs and preferences of users in the tourism field, as well as platforms tailored to the changing market, based on user perception, current status, and trend data on tourism platforms.

Analysis of Time, Duality, Difference, and Virtual Image in Partially Moving Image Cinemagraph

  • Kim, Young Il
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.191-196
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    • 2019
  • Humans use images on a daily basis-so much so that images are integral to their lives. Seeing is represented by an image, created or lived in it. Images required and developed a new paradigm from past to present. Today, images are in digital formats, and new techniques are increasing. Among them, cinemagraphs can find features that differ from previous images. The keywords found by comparing them in the image development are analyzed in detail through four characteristics in this paper. Cinemagraphs appearing in the keywords are interpreted in terms of each keyword and, through the example, the cinemagraph image can be approached concretely.

A study on Metaverse Consumer perception survey before and after Covid-19 using CONCOR analysis on BIG Data

  • Min, Byun Kwang;Hwan, Ryu Gi
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.36-40
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    • 2022
  • Many parts of life have been changed due to the unprecedented coronavirus outbreak, and Noncontact has now become a general culture of society around the world. Also, many years later, after the Fourth Industrial Revolution, it is now deeply embedded in the human lifestyle. The purpose of this paper's research is to investigate the metaverse perception before and after Corona. It was confirmed that the number of metaverse, the central keyword, was 70971 before Corona, but 261767 after Corona, which was more than three times the frequency. In addition, it was confirmed that the number of COVID-19, the reference point of this study, increased significantly to 1,9236 during the pre-COVID-19 period. Through this, it can be inferred that the metaverse accelerated and developed significantly after the corona. Metaverse about Keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above. As such, it was confirmed that keywords for metaverse were changing before and after Corona, and as such, Consumers' perceptions were also changing.

A Study on the Change of Tourism Marketing Trends through Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.166-171
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    • 2024
  • Recently, there has been an increasing trend in the role of social media in tourism marketing. We analyze changes in tourism marketing trends using tourism marketing keywords through social media networks. The aim is to understand marketing trends based on the analyzed data and effectively create, maintain, and manage customers, as well as efficiently supply tourism products. Data was collected using web data from platforms such as Naver, Google, and Daum through TexTom. The data collection period was set for one year, from December 1, 2022, to December 1, 2023. The collected data, after undergoing refinement, was analyzed as keyword networks based on frequency analysis results. Network visualization and CONCOR analysis were conducted using the Ucinet program. The top words in frequency were 'tourists,' 'promotion,' 'travel,' and 'research.' Clusters were categorized into four: tourism field, tourism products, marketing, and motivation for visits. Through this, it was confirmed that tourism marketing is being conducted in various tourism sectors such as MICE, medical tourism, and conventions. Utilizing digital marketing via online platforms, tourism products are promoted to tourists, and unique tourism products are developed to increase city branding and tourism demand through integrated tourism content. We identify trends in tourism marketing, providing tourists with a positive image and contributing to the activation of local tourism.

텍스트 마이닝으로 OTT 인터랙티브 콘텐츠 다시보기 (Analyzing OTT Interactive Content Using Text Mining Method)

  • 이석창
    • 문화기술의 융합
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    • 제9권5호
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    • pp.859-865
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    • 2023
  • OTT 시장의 과열로 서비스 사업자들이 콘텐츠 개발에 주력하는 상황에서 시청자들의 능동적인 참여를 독려하는 인터랙티브 콘텐츠가 주목받고 있다. 그에 따라 인터랙티브 콘텐츠에 관한 연구 역시 활발히 이루어지고 있다. 본 연구는 온라인상의 비정형 데이터를 중심으로 텍스트 마이닝을 통해 인터랙티브 콘텐츠에 관한 분석을 목적으로 한다. 가중치에 따른 키워드 특징 도출, OTT와 인터랙티브 콘텐츠의 관계, 그리고 인터랙티브 콘텐츠의 트렌드 변화를 객관적인 데이터에 근거하여 '워드클라우드', '관계도 분석', 그리고 '키워드 트렌드'라는 세부 기법을 활용하여 연구 결과 및 함의점을 도출하였다.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Research on Changes in the Coffee and Tourism Industries After the End of COVID-19 Through Big Data Analysis

  • Hyeon-Seok Kim;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.43-49
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    • 2024
  • In early 2020, as the COVID-19 pandemic hit the world, widespread changes occurred throughout society. COVID-19 also brought changes in consumers' consumption behaviors and preferences. This study aims to find out how the current status of the tourism industry and the coffee industry has changed since the end of COVID-19 by conducting big data analysis focusing on the search frequency of Naver, Google, and the following, which are representative social networks in Korea. Designating "Coffee Industry + Tourism Industry" as the representative keyword, January 1, 2020 to December 31, 2020, the time of each COVID-19 outbreak, was set before the COVID-19 type, and January 1, 2023 to December 31, 2023 was set after the end of COVID-19. Based on the analyzed search binder big data analysis within the period, we would like to find out how the current status of the tourism industry and the coffee industry has changed since the end of COVID-19. Finaly, the coffee and tourism industries are on the path of recovery and growth. In particular, the rise in coffee consumption, the recovery of the number of tourists, the emphasis on local tourism, and the strengthening of links with global markets are prominent.

A Study on the Meaning of The First Slam Dunk Based on Text Mining and Semantic Network Analysis

  • Kyung-Won Byun
    • International journal of advanced smart convergence
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    • 제12권1호
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    • pp.164-172
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    • 2023
  • In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.

신문 빅데이터와 키워드 분석을 이용한 홈트레이닝 트렌드 분석 (Home training trend analysis using newspaper big data and keyword analysis)

  • 지동철;김상호
    • 한국융합학회논문지
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    • 제12권6호
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    • pp.233-239
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    • 2021
  • 최근 코로나19(COVID-19)라는 신종 바이러스로 인해 사람들은 외출을 자제하고 집안에 있는 시간이 길어졌다. 그로 인해 활동량이 급감하고 체중이 증가하여 건강에 대한 관심이 더욱 높아졌고, 이를 해결하기 위한 방법으로 홈트레이닝이 대안이 될 수 있다. 이에 홈트레이닝의 트렌드를 알아보기 위해 뉴스분석시스템인 빅카인즈(BIG KINDS)에서 제공하는 뉴스를 활용하여 2019년 12월 1일부터 2020년 11월 30일까지의 기사를 수집하였다. 빈도분석, 가중도에 따른 관계도 분석, 연관어 분석을 실시하였고, 빅카인즈에서 개발한 알고리즘을 활용한 프로그램으로 분석을 실시하였다. 결론적으로 첫째, 홈트레이닝은 인공지능의 기술과 등장이 홈트레이닝을 주도하는 것으로 나타났다. 둘째, 홈트레이닝은 이동통신사의 관련한 컨텐츠와 영상서비스 위주로 이루어지고 있음을 추측할 수 있다. 셋째, 운동 종목으로는 필라테스의 선호도가 높고, 이와 관련된 운동용품의 수요가 증가함에 따라 상표출원도 영향이 있음을 알 수 있었다. 다음연구에서는 연구방법론을 보완하고 다양한 분석을 통해 향후 시행될 여러 빅데이터 연구의 기초자료로 활용될 것을 기대한다.