• Title/Summary/Keyword: Crossmedia

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Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.134-144
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    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.

A Study on the Methodology of Design history through the using CORSSMEDIA SYSTEM (실내디자인의 CROSSMEDIA SYSTEM 도입을 위한 디자인사 영역과 범위에 관한 연구)

  • 최정민
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.79-82
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    • 1999
  • A study on methodology of Design history of the using crossmedia system, Accordingly the study is aimed at focusing the interior design history that readily appreciates and accommodetes the internet characteristics of various design, from this point of view it make it a purpose of this study to make basic design history through the using crossmedia system.

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Cross-media Storytelling Strategy Utilizing N-Screen Service: Focusing on ASMD (N스크린 서비스를 이용한 크로스미디어 스토리텔링 전략: ASMD를 중심으로)

  • Shin, Donghee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.1-10
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    • 2014
  • This study discusses crossmedia storytelling strategy plans by utilizing N-Screen service. It conceptualizes the definitions of N-Screen service in terms of smart contents. Related previous researches are extensively introduced to clarify how N-Screen service would be different from previous similar services. Most domestic N-Screen services have adopted OSMU method which provides the same contents from various platforms. It is, however, centered only on a development company's one-sided service and neglects to reflect the characteristics of a media or platform. In this light of gap, this study introduces ASMD method which is based on cross media. By providing right contents services according to types of smart media and enhancing a user's participation, users can enjoy a variety of entertainment and rich contents experiences and development companies can expect better promotion effects and an increase in sales. Finally, this study argues for strategies of crossmedia storytelling by using ASMD method, based on both domestic and overseas examples of contents development with crossmedia. As more and more diverse forms of media and platform would be introduced in the future, new strategies and perspectives would be imperative to cope with new environment. Conventional OSMU method bears inherent limitations to cover the range of N-Screen application. This study discusses the ways to mitigate the limitations by proposing ASMD method with crossmedia.

A Comparative Study on fandom of Media Conversion Storytelling (매체 전환 스토리텔링의 팬덤 양상 비교 연구 -강박형과 히스테리형 주체의 비교를 중심으로-)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.79-88
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    • 2017
  • This study aims to examine attributes of fandom related to storytelling of media conversion in terms of division of obsession and hysteria from the psychoanalysis. Fandom of crossmedia storytelling represented by adaptation of the original is the subject who experienced a great satisfaction from the original and also the obsessive subject who does not accept easily story transformation by adaptation. Besides, fandom of transmedia storytelling is the hysterical subject who recognizes lack of the storyworld and enjoys such a lack. The original fandom of crossmedia enjoys phallic order in the authority of an original author and the original storyworld, and fandom of transmedia experiences continual and infinite 'other enjoyment' through active and direct experience beyond the linguistic order. This study is a theoretical argument to identify characteristics of fandom shown from both extremes of media conversion through comparison of obsession and hysteria. It is expected to prepare a foundation for understanding fandom of media conversion through complementing qualitative analysis on the real fandom in the follow-up research.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

Multi-Source/Multi-Use Model of Storytelling Related to Patent (특허 연계 스토리텔링의 멀티소스/멀티유즈 모델)

  • Lee, Ga-Hee;Lee, Sang-Zee
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.447-456
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    • 2015
  • In this paper a new model of storytelling related to patent in the field of business as a sort of Intellectual Property(IP) was proposed. The patent related storytelling is investigated in the view points of variety of customers, purposes and applications which is different from the conventional OSMU, transmedia or crossmedia storytelling. In business there are several stages related to patent such as the initial conceptualization and development of technology, apply for and registration of patent, legal conflict like patent invalidation trial and action for infringement of patent and damages, and the commercialization stage like development of product based on patent, advertisement and marketing. Multiple sources optimized to the purpose in each stage of patent related business as well as to multiple convergence application of a patent. Similarly, multi-use refers to the fact that storytelling can be applied in each stage of patent oriented business. The effectiveness and usefulness of proposed MSMU model is also investigated.

Analysis on the Risk-Based Screening Levels Determined by Various Risk Assessment Tools (I): Variability from Different Analyses of Cross-Media Transfer Rates (다양한 위해성평가 방법에 따라 도출한 오염토양 선별기준의 차이에 관한 연구 (I): 매체 간 이동현상 해석에 따른 차이)

  • Jung, Jae-Woong;Ryu, Hye-Rim;Nam, Kyoung-Phile
    • Journal of Soil and Groundwater Environment
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    • v.16 no.2
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    • pp.12-29
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    • 2011
  • Risk-based screening levels (RBSLs) of some pollutants for residential adults were derived with risk assessment tools developed by United States Environmental Protection Agency (USEPA), American Society for Testing and Materials (ASTM), and Korea Ministry of Environment (KMOE) and compared each other. To make the comparison simple, ingestion of soil, dermal contact with soil, outdoor inhalation of vapors, indoor inhalation of vapors, and inhalation of soil particulates were chosen as exposure pathways. The results showed that the derived RBSLs varied for every exposure pathway. For direct exposure pathways (i.e., ingestion of soil and dermal contact with soil), the derived RBSLs varied mainly due to the different default values for exposure factors and toxicity data. When identical default values for the parameters were used, the same RBSLs could be derived regardless of the assessment tools used. For inhalation of vapors and inhalation of soil particulates, however, different analysis methods for cross-media transfer rates were used and different assumptions were established for each tool, identical RBSLs could not be obtained even if the same default values for exposure factors were used. Especially for inhalation of soil particulates pathway, screening level derived using KMOE approach (most conservative) was approximately 5000~10000 times lower than the screening level derived using ASTM approach (least conservative). Our results suggest that, when deriving RBSL using a specific tool, it is a prerequisite to technically review the analysis methods for cross-media transfer rates as well as to understand how the assessment tool derives the default values for exposure factors.