• Title/Summary/Keyword: Global Media

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Dilemma of the global news channel, a media diplomatic subject (미디어 외교의 주체, 글로벌 뉴스 채널의 딜레마)

  • Jin, Minjung
    • Anayses & Alternatives
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    • v.1 no.2
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    • pp.13-30
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    • 2017
  • Referred to as a 'media war,' there is a fierce competition for media discourse between different countries. Twenty four hour global news channels like Al Jazeera, France 24, RT, NHK World, China's CCTV and teleSUR emerged to offer their own perspectives and stance in the global society, and to face the monopolization and distorted information created by the hegemony of English news channels which have swayed international public opinions for a long time. As a tool of public diplomacy, the media's role in determining the image of the nation and winning the 'Hearts and Minds' of the international community is decisive, but it cannot be said that they all have a similar influence or play a positive role in media diplomacy. A global news channel, which is both a media diplomatic subject and a journalism organization, can be in the position of acting as a public relations organization or a propaganda agency for the government depending on the regime's attitude because most of global news channels receive support from the government. Sometimes it is difficult for these media to implement quality journalism because of financial difficulties. Media discourse also has limitations in that it is dependent upon changes in foreign policy of its own government. This study examines the current status of global news channels, the dilemma these channels are facing, and suggests some potential directions that can be taken by global news channels in order to become more effective. It is becoming increasingly important for all nations to respond to distorted information about their own countries, to appropriately identify various issues and changes in the international community and to convey their views and positions to the international community. For now, there is a lack of awareness about the importance of media diplomacy in Korea: There are many English-language media, but as yet no global news channel which could have an influence on the international stage. However, there seems to be some understanding about the need for the media to present the Korean alternative discourse to the senseless dependency on Western media. We hope that this study will be an opportunity to think in depth about the attitude of the Korean global media, whether existing global media or new global news channels, in order to help them become more effective in media diplomacy.

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Global Status of Korea's Media Firms and Their Future Strategies (한국 미디어 기업의 글로벌 위상과 미래 전략)

  • Kim, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.174-186
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    • 2011
  • This research addresses global status of Korean media firms and their future directions. Mapping of major international media firms all over the world is used in order to explain global status fully. In the four categories that classified media firms using Forbes Global 2000 mapping, all Korean media firms are included in the fourth group, which is the weakest in terms of global competitiveness. Therefore, it is essential to trace appropriate global strategy from the media industry value chain that has competence. This paper finds out that Korea has advantage in the contents, terminal, and next generation networks. That means alliance strategies of contents-terminal-next generation network have advantage to evolve into global media firms. Moreover, Korean media companies should adopt selection and concentration strategy in terms of geographical expansion. As Korea's broadcasting and game contents are already popular in Asian and Latin American regions, they would better to enter the emerging markets. In so doing, terrestrial broadcasters and game service providers should lead the way.

A Study of Acade Game Scenarios using EMOTIV EPOC (EMOTIV EPOC을 활용한 아케이드 게임 시나리오 연구)

  • Jung, Sang-Hyub;Kim, Hyo-Chan;Kim, Ki-Nam;Han, Seung-Wan;Song, Min-Sun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.309-311
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    • 2015
  • 본 논문에서는 EMOTIV사의 뇌파 측정기 EPOC을 통한 뇌파의 측정과 이를 활용한 게임 시나리오를 제안한다. 이 방안은 다소 복잡하고 어려운 뇌파의 측정과 활용을 EMOTIV사에서 제공하는 응용 프로그램을 이용하여 쉽게 뇌파를 측정하고 이를 실시간으로 아케이드 게임 시나리오와 연동이 가능하게 한다. EPOC Control Panel을 통해 뇌파의 측정 및 훈련을 하고 윈도우상의 키보드 값에 대응 시켜 여러 가지 활용이 가능하다.

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Penetration Strategies of Global Media Companies into Korean Market (글로벌 미디어 사업자의 한국 시장 진입 특성)

  • Lee, Moonhaeng
    • Journal of Information Technology Services
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    • v.12 no.3
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    • pp.195-205
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    • 2013
  • Global media companies like Sony, Fox, Vivendi, and Disney expand their activities aggressively to foreign markets. This paper seeks to find out their precise strategies to succeed in the global market. Our study focus on two companies Fox and Sony who manage successively in Korean market. Particularly, these two media companies launched in Korean market several channels, joint venture companies with Korean partners and have expanded.Korean channel in East asian countries.

Data Empowered Insights for Sustainability of Korean MNEs

  • PARK, Young-Eun
    • The Journal of Asian Finance, Economics and Business
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    • v.6 no.3
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    • pp.173-183
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    • 2019
  • This study aims to utilize big data contents of news and social media for developing a corporate strategy of multinational enterprises and their global decision-making through the data mining technique, especially text mining. In this paper, the data of 2 news media (BBC and CNN) and 2 social media (Facebook and Twitter) were collected for the three global leading Korean companies (Samsung, Hyundai Motor Company, and LG) from April, 2018 to April, 2019. The findings of this paper have shown that traditional news media and also modern social media have become devastating tools to extract global trends or phenomena for businesses. Moreover, this presents that a company can adopt a two-track strategy through two different types of media by deriving the key issues or trends from news media channels and also grasping consumers' sentiments, preference or issues of interest such as battery or design from social media. In addition, analyzing the texts of those media and understanding the association rules greatly contribute to the comparison between two different types of media channels to see the difference. Lastly, this provides meaningful and valuable data empowered insights to find a future direction comprehensively and develop a global strategy for sustainability of business.

Chinese Instrument with Sound Visualization function (사운드 시각화 기능을 가진 중국 악기)

  • Xue, Xiangrong;Yuan, Menghe;Yang, Weitiang;Na, Min-Ju;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.271-272
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    • 2013
  • The music with the times, evolved from analogous tape music to digital music. New authoring tools, interfaces, and applications make us to produce high quality music using cheap equipments. Inspired by this concept, we design an classical chinese style-instrument with the audio-visual interactive function. It enables a user to compose music and to see a vivid picture at the same time.

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CUZIC incorporating CUBE and MUSIC (큐브와 음악을 연동하는 큐직)

  • Sim, So-Young;Song, Min-Sun;Ahn, Seon-Kyoung;Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.77-79
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    • 2014
  • 본 논문에서는 Arduino의 I2C 통신을 통해 인터랙티브한 악기를 제안한다. 각각의 큐브는 서로를 인식하고 인식 후 집단이 된 큐브들은 하나의 악기가 된다. Arduino의 통신 핀을 알루미늄 호일에 연결하여 다른 큐브와 접촉 시 통신이 될 수 있도록 하였다. 통신이 이룬 큐브들을 rgbLED 색상 변화를 통해 시각적으로 접촉/비접촉을 나타냈다. 또한 Processing을 통해 그룹이 된 큐브들의 악기 소리를 제어하였다.

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A Study on the State-of-the-Art of 3D Printers (3D 프린터의 활용 및 현황 고찰)

  • Choi, Eun-Ji;Kim, Sang-A;Bae, Ji-Yoon;Kwon, Yeon-Ju;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.385-388
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    • 2013
  • 본 논문에서는 3D 프린터의 다양한 활용분야를 소개한다. 3D 프린터의 원래의 목적은 상품을 내놓기 전 시제품을 만들기 위해서였으나 최근 들어 그 활용분야가 공업, 의료, 실생활 분야로 넓혀지고 있다. 공업 분야에서는 한 장씩 레이어를 쌓아가는 3D 프린터의 장점을 이용해 보다 정밀하고 세밀한 공정이 가능해 진다. 이러한 특성은 기존의 방식보다 진행시간을 5~10배 이상 단축시켜 제품개발에 소요되는 비용과 노력을 절감하는 뛰어난 효율성을 보여준다. 의료분야에서는 3D모형물을 그대로 제작할 수 있기 때문에 인간의 신체와 보다 흡사한 보형물을 만들 수 있다. 나아가 3D프린터가 상용화 된다면 판매사가 제공하는 3D 콘텐츠를 사용자가 쉽게 이해하고 이에 따른 피드백을 받아 빠르게 제품생산에 이용할 수 있어 상품에 대한 만족도를 높일 수 있게 된다.

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Implementation of an Interactive Paper Airplane Game based on SMS Clients, a PHP Server, and Arduino (SMS 클라이언트, PHP 서버, 아두이노 기반 인터렉티브 종이비행기 게임 구현)

  • Kim, Min-Soo;Ko, Han-Sae;Lee, Byung-Man;Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.67-70
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    • 2014
  • 본 논문에서는 아두이노를 이용하고 SMS와 PHP를 기반으로 구축된 인터렉티브 종이비행기 게임시스템을 설계하고 구현한다. 본 시스템은 LCD가 설치된 건물과 센서가 부착되어 물체가 들어오면 인식할 수 있는 각기 독립된 4개의 방, 게임 사용자의 문자 메시지를 읽고 출력하는 용도의 프린트와 개인서버로 이루어진다. 설계단계는 PHP를 이용한 웹 서버를 통해 사용자가 보낸 문자 메시지를 읽어 오는 첫 번째 단계, 사용자가 보낸 문자메시지의 내용을 프린트를 통해 출력하는 단계, 출력된 내용의 프린트물이 비행기로 접혀 센서가 부착된 각기 다른 4개의 방으로 들어갔을 때 프린트에 적힌 문자메시지의 내용이 LCD에 출력되는 단계로 이루어진다.

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A Study on the Effectiveness of Viewer-Media Center

  • Kim, DongHyun;Yoon, JoonSung
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.1-7
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    • 2020
  • Recently, new media such as YouTube and AR/VR have emerged, and media content has become more complex and diversified. To respond to the new media environment, the Korean government wanted to increase people's access to media and to enhance their ability to utilize it through the establishment of viewer-media center. In this paper, based on the score of media literacy, education programs of the viewer-media center were verified to provide their effectiveness. This paper also suggests and comments on the programs that the viewer-media center should focus on by comparing and analyzing the efficacy among educational programs.