• Title/Summary/Keyword: Culture of Internet

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The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

AgeCAPTCHA: an Image-based CAPTCHA that Annotates Images of Human Faces with their Age Groups

  • Kim, Jonghak;Yang, Joonhyuk;Wohn, Kwangyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.3
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    • pp.1071-1092
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    • 2014
  • Annotating images with tags that describe the content of the images facilitates image retrieval. However, this task is challenging for both humans and computers. In response, a new approach has been proposed that converts the manual image annotation task into CAPTCHA challenges. However, this approach has not been widely used because of its weak security and the fact that it can be applied only to annotate for a specific type of attribute clearly separated into mutually exclusive categories (e.g., gender). In this paper, we propose a novel image annotation CAPTCHA scheme, which can successfully differentiate between humans and computers, annotate image content difficult to separate into mutually exclusive categories, and generate verified test images difficult for computers to identify but easy for humans. To test its feasibility, we applied our scheme to annotate images of human faces with their age groups and conducted user studies. The results showed that our proposed system, called AgeCAPTCHA, annotated images of human faces with high reliability, yet the process was completed by the subjects quickly and accurately enough for practical use. As a result, we have not only verified the effectiveness of our scheme but also increased the applicability of image annotation CAPTCHAs.

A Study on the Organizational Resilience of Netflix

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.40-50
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    • 2022
  • The purpose of this study is to prove the global OTT, Netflix's organizational resilience (OR). For this, we review previous literatures regarding Netflix's OR and the theoretical logic of the OR. Then, we investigate Netflix's organizational culture (OC), corporate structure and business strategies based on the five levers of the OR. As a result, the first lever, the coordination makes Netflix to get rid of the inner wall by creating Netflix terms like 'sunshining,' and 'postmortem,' which makes their employees extraordinarily candid with each other. The second lever, the cooperation provides employees with understanding customers by sharing company and service information openly and broadly through transparent board system, billboard advertising, etc. The third lever, the clout allows Netflix to encourage independent decision-making by their employees. Netflix customers are under scrutiny and served 24/7 via live chat or phone by supporting a high-performance workplace. The fourth lever, the capabilities are related to Netflix's keeping highly effective people and it establishes a culture of highly motivated employees. The "dream team" policy is run by what is known as the "keeper test." The last lever, the connections make Netflix to forge external strategic partnership to stay agile. There is no rule for partnering with key content producers by allowing creative freedom to them.

A Study on the Effects of Internet Games Shutdown Policy in Korea (한국의 인터넷 게임 셧다운제 정책의 효과성에 대한 연구)

  • Jeon, Jong-Soo
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.99-108
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    • 2014
  • This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.

The Effect and Problem on Mathematics Study Through E-Learning (e-러닝을 이용한 수학 학습의 효과 및 문제점)

  • Kang, Hyo-Soon;Jung, Jung-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.413-416
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    • 2012
  • The information technology such as personal computers and the internet has become a critical factor in forming a common and popular culture over the last few decades. Those technical inventions have transformed the educational environment. In the past, the only way to get an education was for students to attend schools or private institutions by themselves. In contrast, the internet enables people to learn from a distance by using cyber-education courses and many e-learning contents are provided. Based on those infrastructures, students can be educated in a convenient and flexible way without totally depending on attending school. The purpose of this paper is to examine what the effect of cyber-learning at home is, and to analyse what the problem is? Lastly, this paper also suggests measures to alleviate the adverse effects of it.

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Use Of Interactive Internet Services In Education

  • Moskalenko-Vysotska, Olena;Melnyk, Emiliia;Tovstenko-Zabelin, Serhii;Lehka, Svitlana;Didenko, Maryna;Hrubych, Kostiantyn
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.218-224
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    • 2022
  • The article describes the concept of a Web-portal of an educational institution; the technical conditions for the creation of the Web-portal of the educational institution were determined; the features of the use of the Web-portal in the educational process and its organization are revealed. The scientific and practical value of the article lies in the fact that the use of portals in education will improve the management of an educational institution, activate and bring the educational process to the level of modern technologies at all its stages, as well as enhance the interaction of parents and students with employees of the educational institution.

Why do We Share Information? Explaining Information Sharing Behavior through a New Conceptual Model between Sharer to Receiver within SNS

  • Seok Noh
    • Asia pacific journal of information systems
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    • v.31 no.3
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    • pp.392-414
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    • 2021
  • Social networking services (SNS) is an indispensable method in order to obtain information of the Internet participants. The study identified three variables of social media communication, sharing culture, and online trust in terms of social capital theory (SCT) and reviewed intention& behavior variables in terms of theory of planned behavior (TPB). The data were collected from 330 samples of SNS user, and were involved, and the research model uses AMOS to make confirmatory factor analysis. The findings confirmed our hypothesis that social media communication, sharing culture, and online trust affect individuals' behaviors to sharing information. This study emphasizes that not only social media communication but also sharing culture to SNS can stimulate information sharing. while previous research has predominately focused on personal cognition or social network, the study examines the integrated influence of communication, culture and trust on information sharing in SNS. In sum, by explicating the unique role of social capital, this paper aims at contributing to the continued development and success of SNS in general.

The New Korean Wave in China: Chinese Users' Use of Korean Popular Culture via the Internet

  • Ahn, Jungah
    • International Journal of Contents
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    • v.10 no.3
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    • pp.47-54
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    • 2014
  • Although the Korean Wave originated in China, its presence in this country had been faltering for some time. Recently, however, Korean Wave star centered K-drama via online video websites, Korean Wave TV programs with high ratings, and idol group centered K-pop with glocalization strategies are all popular in China once again. The purpose of this paper is to explore Chinese teens and twenty year olds as the main consumers of Korean popular culture and the how preferred genres, motives, and behaviors of Korean pop culture use and Korean image affect one another. According to the study results, media use via online video service was most common, and among the preferred genres, K-drama has the highest usage rates. In addition, it was discovered that motives and behaviors associated with the use of Korean pop culture had a considerable influence on a positive Korean image.

Attribution of Contemporary Popular Culture through Products Design (제품디자인에 나타난 현대 대중문화의 속성)

  • 최명식;김경희
    • Archives of design research
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    • v.15 no.2
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    • pp.19-26
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    • 2002
  • Comtemporary popular culture fosters information exchanges through the development of digital products. Digital products may lead, or may be led, by outline popular culture. However, popular culture is possible off-line as well. There are certainly diverse classes of people who use digital products; however, the major users are those who mainly use the networks. These users have ample access to information and thereby lead popular culture and also are led by it. Surely, it is not only the popular culture that digital products take into consideration. In modern times, personal computers and the Internet are changing into privately owned digital products. Amid the collective tendency of popular culture, the owned products emphasize the fact that it is ′mine only.′It would be goad if ′interesting′materials, something that teenagers like, are added to digital products. Surely, there is a limit to ′interesting′ materials, but the materials of "S or energy," which has a certain sense of humor as well as giving out fresh energy, can be considered in digital product esign. It can be considered a modern pattern, or at least the addition of a new value, and not the old-time pattern of the "Ten Long-Living Animals." More popular and diverse colors are needed in the mix of digital products used by adults who are middle-aged or elderly. If altered colors are applied to the digital products as much as popular culture changes, it can assist the elderly with their weakened physical abilities.

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Significance of the R16 Korea Contest as Culture Contents ('R16 코리아' 대회의 문화콘텐츠적 가치)

  • Kim, Gigook;Lee, Woojae
    • Cross-Cultural Studies
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    • v.39
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    • pp.97-125
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    • 2015
  • Significance of the R16 Korea Contest as Culture Contents. Known for relentless practice and intense moves, widespread presence on the Internet, strong ethnic elements highlighting Korean physical attributes and collective culture, b-boying occupies a special place in Korea today. News of four consecutive wins in major b-boy contests around the world have changed the common public conception that b-boys are simply a group of problem boys and students in hip-hop clothes intent on showing off their dance moves. B-boying is no longer perceived as a dance that is performed in the shadowy underground but as a dynamic and beautiful art form of physical expression that is part of today's popular culture. This paper examines the significance of R-16 Korea as culture contents and its main event, the World B-boy Masters Championship. It introduces how the contest has developed since 2007 to reach popular influence and gain international recognition. The paper also compares R-16 Korea to the world's four major b-boy contests, Battle Of The Year, UK B-boy Championship, Free Style Session, and Red Bull BC One to see if any distinctions could be found among them and to evaluate the significance of R-16 Korea as cultural content in its rise to one of the world's top 5 major b-boy contests. Finally, this study makes suggestions for b-boying to become more established as part of Korea's culture contents.