• 제목/요약/키워드: Internet media industry

검색결과 247건 처리시간 0.03초

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.

코로나19 발생 후 지역농산물 이용 간편식에 대한 시장 이슈 변화: 온라인 빅데이터의 텍스트마이닝 (Change in Market Issues on HMR (Home Meal Replacements) Using Local Foods after the COVID-19 Outbreak: Text Mining of Online Big Data)

  • 주유정;변우진;윤지현
    • 한국식생활문화학회지
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    • 제38권1호
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    • pp.1-14
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    • 2023
  • This study was conducted to explore the change in the market issues on HMR (Home Meal Replacements) using local foods after the COVID-19 outbreak. Online text data were collected from internet news, social media posts, and web documents before (from January 2016 to December 2019) and after (from January 2020 to November 2022) the COVID-19 outbreak. TF-IDF analysis showed that 'Trend', 'Market', 'Consumption', and 'Food service industry' were the major keywords before the COVID-19 outbreak, whereas 'Wanju-gun', 'Distribution', 'Development', and 'Meal-kit' were main keywords after the COVID-19 outbreak. The results of topic modeling analysis and categorization showed that after the COVID-19 outbreak, the 'Market' category included 'Non-face-to-face market' instead of 'Event,' and 'Delivery' instead of 'Distribution'. In the 'Product' category, 'Marketing' was included instead of 'Trend'. Additionally, in the 'Support' category, 'Start-up' and 'School food service' appeared as new topics after the COVID-19 outbreak. In conclusion, this study showed that meaningful change had occurred in market issues on HMR using local foods after the COVID-19 outbreak. Therefore, governments should take advantage of such market opportunity by implementing policy and programs to promote the development and marketing of HMR using local foods.

PC 환경에서의 OTT 콘텐츠 데이터 분석 방법 (A OTT content data analysis technique on a PC environment)

  • 이찬우;허준영
    • 스마트미디어저널
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    • 제13권2호
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    • pp.62-67
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    • 2024
  • 시청 기기의 기술 발전과 COVID-19로 인해 기존 영화관에서의 영화관람 방식 및 방송사의 고정된 TV 시청 방식에서 유무선 인터넷을 이용한 자유로운 OTT 시청 방식 선호로 옮겨감에 따라 많은 OTT 전용 콘텐츠가 제작 및 유통되고 있다. 그에 따라 OTT 시청자의 데이터를 활용하는 산업의 경쟁력이 중요하게 되었다. 하지만 OTT 콘텐츠를 제공하는 업체가 아닌 제삼자 업체는 OTT 시청자 데이터의 확보에 어려움을 겪고 있다. 본 논문에서는 기존 시청자 데이터 확보의 단점을 극복한 방법으로 OS와 시청 기기의 성능에 영향을 미치지 않는 웹 브라우저 환경을 채택하여 Web API를 활용한 OTT 시청 데이터 확보 에이전트를 개발하여 음성과 영상데이터를 추출하는 방법을 제안하여 시청 데이터가 필요한 제삼자 업체가 활용할 수 있는 방안을 제시하고자 한다.

빅 데이터의 효율성 시험 평가 방법 (Evaluation Method of Big Data Efficiency)

  • 양형식;김선배
    • 디지털융복합연구
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    • 제11권8호
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    • pp.31-39
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    • 2013
  • 최근 소셜미디어, 산업 간 융합 등이 확대되고, 기존의 PC뿐만 아니라 스마트폰, 태블릿 PC 등 다양한 스마트 기기를 통한 인터넷 이용이 증가하면서 수많은 비정형 데이터를 발생됨에 따라 빅 데이터 시스템에 대한 관심이 증가하고 있다. 시장조사 전문기관에서는 향후 5년에는 현재보다 데이터량이 9배가 증가할 것으로 전망하고 있으며, 빅 데이터 시장도 더 커질 것으로 예상하고 있다. 본 논문에서는 빅 데이터가 갖추어야할 효율성 품질평가 항목을 요구사항 분석을 통해서 도출하고 평가항목을 세분화하여 빅 데이터에 대한 효율성 시험 평가를 하였다.

리더의 스타일에 표현된 패션 폴리틱스 현상이 대중문화에 미치는 영향 (The Influence of Popular Culture in the Fashion Politics Phenomenon of Leader)

  • 김미경
    • 패션비즈니스
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    • 제16권5호
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    • pp.88-105
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    • 2012
  • The purpose of this study is to examine the influence of popular culture in fashion politics phenomenon of leader. As study methods the literature study concerning fashion phenomenon and nature of popular culture were used for theoretical background and visual data from magazine, news paper, and internet were used for exploratory study. The results of this study are as follows. First, fashion politics phenomenon of leader in fashion merchandising through the marketing strategy is characterized as commercial profit. These characteristics enable the fashion industry and popular culture affect the formation to provide opportunity. Second, the fashion politics phenomenon of leader projected through mass media are the fashion icons and strong role models that are copied by consumers, conformity the popular, set a powerful fashion trend. The conformity by the mechanism of the interaction of the public will contribute to the formation of popular culture. Third, Semotics symbolism expressed in the fashion politics phenomenon of the leader, the intended message is communicated to the public by creating a positive image. Positive image of the leader of the public support and acceptance is the power to create.

현대패션에 반영된 판타스틱(The Fantastic)의 표현특성 (The Expression Characteristics of the Fantastic Reflected on the Contemporary Fashion)

  • 긴동욱;최정화
    • 한국의류학회지
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    • 제35권4호
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    • pp.396-407
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    • 2011
  • Various media are expanding the fantastic expression methods and sphere wider than now. As an intermediate for expressing fully self-desires, fashion of the day has surfacing an important concept called fantastic that does not exist and surpasses reality in expressing the ideal body of a desiring body. Goth and cospre are personal expressions of movie costumes that visualize virtual reality as representative of fantastic fashions. The fantastic is a modem concept putting together SF, fantasy, magical realism, fable, and surrealism. Studies in fashion fields related to fantastic have treated fantastic illiberally and peripherally owing to the centering on the SF genre or fantasy. The thesis that dealt with an important fashion as an external favorite as well as the socio-cultural contents of the expressed body in genre expression remains inadequate. In research methods, this study carried out theoretical reviews on the concept and characteristic of the fantastic through literature data that includes local and international theoretical books, monographs, and dissertations that are related to the fantastic. The experimental analysis was executed by collecting fashion works shown after 2000 and included in special fashion editions, collection magazines, Internet materials, and monographs. The results show that the categorization of expression characteristic (according to fantastic spheres) appeared as 5 kinds such as uncanny borderline, cyborg grotesque, heroic superman, myth allegory, and unconscious meaninglessness.

디지털 시대의 효율적인 e비지니스 마케팅 전략에 관한 연구 (A Study on the e-Business Marketing Strategy of Digital Age)

  • 조원길
    • 정보학연구
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    • 제3권4호
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    • pp.89-105
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    • 2000
  • 오늘날 e비즈니스에 관련된 여러 가지 새로운 개념과 툴이 등장했지만, e비즈니스를 전략적으로 수행하게 도와줄 수 있는 체계를 주지는 못하고 있다 f비즈니스를 위한 초기의 시스템 구축이 어느 정도 궤도에 오르자, 이미 구축된 e비즈니스 시스템을 어떻게 전략적으로 고객의 가치창출을 위해서 활용할 것인가에 대한 마케팅 이슈들이 점차 중요시되고 있다. 또한 O마케팅 또는 고객중심이 아니라 기술 또는 시스템 중심으로 치우쳐 e비즈니스 본연의 취지에서 벗어나므로 고객중심의 e비지니스 마케팅 추진 전략을 연구하고, 효율적인 전개방안을 제시하고자 한다.

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키워드의 유사도와 가중치를 적용한 연관 문서 추천 방법 (Method of Related Document Recommendation with Similarity and Weight of Keyword)

  • 임명진;김재현;신주현
    • 한국멀티미디어학회논문지
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    • 제22권11호
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    • pp.1313-1323
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    • 2019
  • With the development of the Internet and the increase of smart phones, various services considering user convenience are increasing, so that users can check news in real time anytime and anywhere. However, online news is categorized by media and category, and it provides only a few related search terms, making it difficult to find related news related to keywords. In order to solve this problem, we propose a method to recommend related documents more accurately by applying Doc2Vec similarity to the specific keywords of news articles and weighting the title and contents of news articles. We collect news articles from Naver politics category by web crawling in Java environment, preprocess them, extract topics using LDA modeling, and find similarities using Doc2Vec. To supplement Doc2Vec, we apply TF-IDF to obtain TC(Title Contents) weights for the title and contents of news articles. Then we combine Doc2Vec similarity and TC weight to generate TC weight-similarity and evaluate the similarity between words using PMI technique to confirm the keyword association.

Development of Web Pages for Consumer Education on Health Claims on Health/Functional Food

  • Kang, Eun-Jin;Kim, Gun-Hee
    • Food Quality and Culture
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    • 제3권2호
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    • pp.82-88
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    • 2009
  • This study developed learning content and web pages providing information on Health/Functional Food (HFF) for consumers who come across information indiscriminately from a variety of advertising media such as the Internet and TV. After coming to an understanding of the current situation through literature review and fact-finding, we collected information and commercials on HFF that are exposed to consumers. Focusing on advanced countries such as the U.S. and Japan, we examined the current status of consumer education programs, especially in terms of HFF industry. Further, we referred to the guidelines for consumer education provided by the U.S. Food and Drug Administration and monitored the information from a web site that sells dietary supplementary products in the U.S. In addition, we surveyed consumer information on foods for special health use provided by the Japanese National Institute of Health & Nutrition, and investigated a DB of raw materials of function food (functionality/safety documents). Upon a literature review, the 13 functions of HFF were classified. As a result of conducting interviews with consumers, we developed content that was fit for consumers' perspectives. Through this research, we established a web page to enable people to search for information by function and then by raw material. After searching for information by raw materials, searching products by raw materials can be done in cooperation with E-marketplace. Subsequently developed content and education programs were offered on an HFF web page, which has been in operation since 2005. Therefore, it is expected that appropriate information on HFF will be available.

CRM의 게임으로의 효율적 접목 가능성에 관한 연구 (A Study on Possible Effective Application of CRM in Games)

  • 지명구
    • 한국게임학회 논문지
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    • 제6권4호
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    • pp.71-77
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    • 2006
  • 많은 게임 개발자와 마케터들은 고객의 정보 분석과 질적 서비스 제공을 위해 지속적으로 진보하는 다양한 인터넷 기술을 이용하고 있다. 하지만 일반적으로 활용되는 인터넷 고객분석 기술로서는 웹 페이지나 커뮤니티 활동으로부터의 단편적인 게임이용자의 정보만을 얻을 수 있을 뿐이다. 따라서 본 논문은 실제로 게임이용자에 대한 정보를 지속적으로 수집하고 분석할 수 있는 시스템을 구축하여 효과적인 서비스를 제공하기 위하여 고객에 대한 체계적인 관리 모델인 CRM(Customer Relationship Management)을 게임에 적용 하고자 한다. 이러한 CRM을 게임 시스템에 적용하기 위해서는 1) CRM의 구성요소 2) 게임 분야의 고객의 특징 3) 효율적인 게임에 CRM 시스템 구현 모델을 기초하여 연구한다.

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