• Title/Summary/Keyword: Digital media contents

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Correlations between Stereoscopic Perception and Colour Attributes in Graphic Images (그래픽 영상에서 입체감과 색채 속성의 연관성 관련 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.19-24
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    • 2019
  • Digital technologies in the digital image field are developing and changing rapidly while creating various forms of media environments. In particular, broadcasting image-processing technologies provide more realistic images through the development of multimedia technology. Consequently, the needs of flat image quality have been nearly met, leading to technological saturation. Currently, flat images possess the advantages of popularity and freedom from visual fatigue over three-dimensional stereoscopic images. A complementary technology for flat images is the stereoscopic perception improvement technology. To examine correlations between stereoscopic perception and colour attributes for graphic images on flat displays, we have conducted experiments related to stereoscopic perception and analysed the results. In these experiments, the colour attributes of hue, value, and chroma were applied at different levels. Next, the factors that provide the highest stereoscopic perception and their interactions were analysed through analysis of variance. Finally, this study defines the significance of colour factors related to stereoscopic perception by analysing the experimental results, and proposes a colour adjustment method for improved stereoscopic perception in graphics image processing.

The Effect of Quasi-social Interaction on Intention of behavior of YouTube beauty content users (유튜브 뷰티콘텐츠 이용자의 준사회적 상호작용이 행동의도에 미치는 영향)

  • Park, SuJeong;Yang, EunJin
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.457-462
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    • 2021
  • YouTube has established itself as a major media platform. Businesses give more attention to YouTube's influence as marketing using the platform demonstrates positive effects. Accordingly, this study aims to look into how the quasi-social interaction of the users of beauty content on YouTube affect purchase behavior intentions and provide results as basic data for establishing an efficient marketing strategy. Quasi-social interaction exerted significantly positive influence on purchase behavior and purchase intention. This suggests that the stronger the quasi-social interaction becomes, purchase behavior and purchase intention get stronger. Therefore, strategies for facilitating marketing should be devised by increasing efficient quasi-social interaction according to user characteristics.

A Study on the Intention to Use of Augmented Reality-based Educational Content (증강현실 기반 교육콘텐츠 이용의도에 관한 연구)

  • Cho, Hang-Min;Kim, Chan-Won
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.541-551
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    • 2022
  • The purpose of this study is to propose implications that can be effectively applied to the educational field by exploring the intention to use of augmented reality-based educational contents for college students. To this end, a survey was conducted with college students, and confirmatory factor analysis, correlation analysis, reliability analysis, and path analysis were performed using the SPSS 21.0 program and the AMOS 21.0 program. The results of the study were presented as follows. First, individual innovativeness influenced positively on perceived ease of use, perceived usefulness, and perceived enjoyment. Second, social influence influenced positively on perceived ease of use, perceived usefulness, and perceived enjoyment. Third, perceived enjoyment influenced positively on perceived usefulness. Fourth, perceived ease of use influenced positively on perceived usefulness and perceived enjoyment. Fifth, except for perceived ease of use, perceived usefulness and perceived enjoyment influenced positively on intention to use.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

Corporate strategy in Korean Contents production industry (국내 방송 콘텐츠 제작사의 기업 전략 특성)

  • Lee, Moon-Haeng
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.155-163
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    • 2022
  • The ecology of Korean Production Industry has been changing rapidly. Small & medium size independent production companys have been shrinking in market share while big size production companys are taking larger share than before. This study intends to show the dramatic change of the ownership in Korean production industry and the consequencies. When considering positive development of production industry, small & medium size independent production companys should play important roles but the environment of the industry is not easy for them. The implication of this study is that small & medium size independent production companys have to search for survival strategies to adapt environmental change.

A Critical Review on the Study of Online Political Participation: Focused on the Demestic and International Issues (온라인 정치참여: 국내·외 연구동향)

  • Min, Hee;Yun, Seongyi
    • Informatization Policy
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    • v.22 no.2
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    • pp.3-18
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    • 2015
  • We explore the issues on online political participation study in Korea compared with international one. More specifically, we characterize Korea's study trends as focusing on "who" is participating while international studies center on what the new "forms" of online political participation are. In other words, domestic studies try to show that online media play a role as a factor promoting bottom-up model of civic participation. Moreover, this function of online media is stimulated by the rapid growing of civic participation during democratization and citizens' deep disapproval of political institutions since then. However, previous studies are more interested in the expansion of participants, in particular, ordinary people. Therefore, the themes on conceptualizing and categorizing the online political participation seem to have been treated lightly. In this perspective, we need to view online political participation in a more multidimensional manner. In addition, we should pay attention to "those who do not participate" as well as "those who participate" in politics. Because the current media environment more tends to provoke citizens' political indifference than ever before. If it comes to that, we will be likely to face the circumstances worrying the democratic divide beyond the digital divide.

A Study on Main Features of SNS Affecting SNS User Acceptance Decision (SNS의 수용결정에 영향을 미치는 SNS의 주요 특성에 관한 연구)

  • Oh, Eun-Hae
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.47-73
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    • 2012
  • SNS allowed users to serve not only as the content and message producer but as the consumer, with development into various types of SNS platforms. Instead of a traditional media structure of media-to-many and unspecified users, it also made it possible to achieve one-to-one or one-to-many interactions, regardless of time and space, through SNS platforms. Moreover, according to development of digital communication technology, IT, media contents and communication network have been mutually connected, though they were once separate. The changes in communication environments have caused rapid disorganization and reorganization in popular culture led by specific expert groups. Such trend has a greater influence on marketing strategies of enterprises. In other words, it will lead them to mostly introduce new information technologies, based on consumer market, and to strategically participate in SNS for promotion and marketing for their products and brands. Likewise, SNS has currently appeared as the main media affecting consumers' behaviors. In consideration of the importance of SNS features, which can stimulate responses of other users, analysis of main features affecting SNS user acceptance decision is required, as well as its utilization strategies. Accordingly, this study conducted division of SNS features into openness, quickness, interactiveness and economical efficiency to derive strategies for increasing the usage frequency of SNS and ultimately maximizing the expectation effect, in addition to an empirical analysis of effects of SNS features on usefulness, easiness and pleasure perceived in SNS, and SNS user intention.

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Trend Analysis of Movie Content Curation and Metadata Standards Research - Focus on the Art Management Perspective - (영화 콘텐츠 큐레이션과 메타데이터 표준 연구의 동향 분석 -예술경영 관점으로-)

  • Bae, Seung-Ju
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.163-171
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    • 2020
  • This study analyzed the contents and changes by year of metadata research that appeared in the study of domestic movie curation from the viewpoint of art management. The research method used thesis search site to search 'movie' and 'metadata' as keywords, and analyzed them in 4 stages of change according to the research trend by year, purpose of research content, analysis by use, and type of recommendation method. As for research results, movie metadata research is highly interested in user-side research, and is developing from an introduction stage to an evolutionary stage of recommendation to a sharing and participation stage. It was concluded that movie curation evolved into 6 stages: search support, content-based, collaborative filtering, hybrid, artificial intelligence, and curation.

Color Application on Sign System Typography for Dynamic Expression (색채를 활용한 사인시스템 활자의 동적표현 연구)

  • Park, Seong-Hyeon;Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.250-258
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    • 2007
  • Typography is the combination of language of formative art. It is indeed the core means of human communication through understanding of language and formative values. Studies began on introduction of various techniques to overcome the phenomenon of the 'reaction of language', which appears as an impediment in delivery and sharing of information as the most fundamental roles. Successively, mobile printing types more readable and effective in delivering of meanings have been developed, thus widely distributed for general use. However, although such printing types might be easily used in image and digital media, such as in computer monitors, screens and mobile phone LCDs, etc., it is in fact difficult to use these printing types in printed surfaces, the traditional medium of information delivery, or in sign systems frequently encountered in our surrounding environment. As a solution for this, it is intended to create an effect of communication closer to dynamic typography expression by approaching visual message delivery system from the essence and substance of the color application, which corresponds to the visual spatial expression effect, the core element of expression in dynamic typography to possess significantly more powerful effect in terms of both message delivery capacity and readability than the conventional means of static typography.

The Current Service Status and the Developmental Direction of Webtoon 2.0: Focusing on the Changing of User Interface and the Applying of Multimedia Effects (웹툰 2.0의 서비스 현황과 발전 방향: 사용자 인터페이스 변화와 멀티미디어 효과 적용을 중심으로)

  • Lee, Suji;Jun, Bong Gwan
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.96-108
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    • 2015
  • The market of webtoon is expanding and the main users' acceptance environment of webtoon is changing from web to mobile. Among this phenomena, platform companies combined various digital technologies and a new user interface to the webtoon. The major directions of change in webtoon are applying multimedia effects and actualize the optimized form for the mobile environment represented by a smartphone. This study defined these types of webtoon as 'Webtoon 2.0' and built a separate concept from 'Webtoon 1.0' which means the early form of webtoon. Through this, we propose a new standard in classifying various types of cartoons that are sporadically serviced to users. Also, through experiments with users, we checked the current status of webtoon 2.0 and webtoon 1.0 by quantitatively measuring and analyzing the degree of user satisfaction with the current webtoon. Through this, this study suggest technical and aesthetic development application of Korean webtoon which is available to platform operators, writers and users.