• 제목/요약/키워드: K 콘텐츠

검색결과 8,169건 처리시간 0.039초

A Study on the HDTV Programming of Three Major Terrestrial Broadcasting Systems (지상파방송 3사의 HDTV프로그램 편성에 관한 연구)

  • Yu, Sae-Kyung;Kim, Mi-Ra
    • Korean journal of communication and information
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    • 제29권
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    • pp.111-145
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    • 2005
  • In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.

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Factors Affecting User Satisfaction of Mobile Social Network Games: Focusing on the Quality and Self-determination (모바일 소셜 네트워크 게임 이용만족에 영향을 미치는 요인: 품질과 자기결정성 요인을 중심으로)

  • Youm, Dong-sup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • 제14권11호
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    • pp.459-467
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    • 2016
  • This study was conducted to evaluate and identify what factors influence the satisfaction of the users for the fast-growing social network game based on the mobile. To this end, we looked around the variable product characteristic factor, quality and the consumer characteristic factor, user self-determination. Also we surveyed 211 male and female college students. The first finding was that all the sub-factors of the quality factor had positive effects on the satisfaction of the mobile social network games. The second finding was that all the sub-factors of the self-determination factor had positive effects on the satisfaction of the mobile social network games. The third finding was that only the sub-factors of quality had positive relative effects on the satisfaction of the mobile social network games, in the order of playfulness, usability, functionality from the most to the least. The findings of this study are expected to offer meaningful and practical suggestions for the development of high quality game contents for the user convenience, as well as the academic significance, the expansion of game-related area of research through the break from the traditional research trends, technology and engineering point of view and from the PC-based online game.

A Study on the Mobile Internet Use and Digital Divide of Farmers and Fishers (농어민의 모바일 인터넷 이용과 디지털 격차에 관한 연구)

  • Kim, Seung-Hwan;Sung, Wook-Joon
    • Informatization Policy
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    • 제27권3호
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    • pp.19-38
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    • 2020
  • The purpose of this study is to explore the digital divide that appears in the mobile Internet use by farmers and fishers. To this end, we first analyzed the impact of farmers and fishers' attitudes toward technology, material access, and skills on the use of mobile social media. In addition, the digital divide was identified according to the population, socioeconomic factors among farmers and fishers, and the divide and the cause of the mobile Internet use among both part- and full-time farmers and fishers were analyzed. As a result of empirical analysis using the <2018 Report on the Digital Divide>, attitudes, material access, and content-related skills had a significant effect on the use of mobile social media. Also, the digital divide was found in different age groups and residential regions. There was also a significant difference in the use of mobile social media between part- and full-time farmers and fishers, and this divide was caused by attitudes toward new technologies. Based on these results, this study presented policy implications such as the need for education on informatization for farmers and fishers, support for underdeveloped rural communities, and technical support for full-time farmers and fishers in order to bridge the digital divide.

A Study on the Developmental Governance of Hyunpo Port (울릉도 현포항 개발 거버넌스 인식에 관한 연구)

  • Hwang, Yunwon;Song, Yongchan
    • Journal of Digital Convergence
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    • 제14권12호
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    • pp.35-42
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    • 2016
  • This study investigated development method of governance of local residence, central and local government based on fishing ports as a new paradigm for restoration of sustainable space environment on Hyeonpo Harbor in Ulleung Island. According to the result of conducting a questionnaire survey on residents of Ulleung Island in order to carry out the research purposes, vulnerable living environment as poor accessibility and lack of hospital, community health center, and shopping district were pointed out as the biggest problem of residential environment in Ulleung Island of today. Secondly, there was a high recognition that development project on Ulleung Island of the government and local government is not actually contributing to the revitalization of regional economy and improvement in quality of life of Ulleung Island residents, and thirdly, lack of understanding on the importance or usage of various resources in Ulleung Island and insufficient support of the central government and local autonomous entity were pointed out as the bottleneck factors in implementation of the Ulleung Island development project. Fourthly, they perceived the current management level of Hyeonpo Harbor to be unsatisfactory. The results of this study demonstrated the importance of durability of development entities, vision of development of Hyeonpo Harbor, effort for the change of ownership mind, phased implementation considering reality of the area, and development that can provide small-scale profitable contents than a large theme.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • 제9권2호
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

Branding a Place through Cultural Heritage: The Case Study of in Yunnan, China (문화유산 자원을 활용한 장소브랜딩: 중국 운남의 <인상리장>을 사례로)

  • Song, Jung Eun;Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • 제19권2호
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    • pp.189-208
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    • 2016
  • This research aims to discuss the impact of on regional development as a place brand and glocal heritage. Based on understanding of the changes and influences of local heritages in the globalization era as a key component of place branding, this study explores how is used to develop a place branding strategy for Lijiang. The research methods are both a literature review and a field research related to Lijiang and its culture. Also, the resources from news, internet, and YouTube are used to analyze the impact of . The performance has been attracting tourists from both Chineses and foreigners and contributed to increase the economic profits of local tourism industry as one of the representative identities of Lijiang. Also, in the process of preservation and recreation of cultural heritages of Lijiang such as , the participation of local residents and on-going interactions between the residents and global tourists highly influence on a transition from place marketing to place branding. By applying local cultural heritages to place branding strategies, the regional values of Lijiang strengthen its place identity from a place of preserving a minority's heritage to that of flourishing cultural exchanges and hybridization from the world.

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Consumers' Subjective Evaluation of the Benefits of On-line Game - Application of Q Methodology - (온라인 게임의 혜택요소에 대한 소비자들의 주관적 평가 -Q 방법론의 적용-)

  • Nam, Su-Jung;Hwang, Hye-Sun
    • Journal of Korean Home Economics Education Association
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    • 제19권4호
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    • pp.119-135
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    • 2007
  • This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.

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A Study on the Cultural Goods for Vitalization Baekje Cultural Assets (Through the Analysis of National Contest Exhibition for Baekje Cultural Goods) (백제문화제 활성화을 위한 문화상품에 관한연구 (백제문화상품전국공모전분석을통하여))

  • Lee, Jae-Ho;Park, Seung-Chul
    • Journal of Digital Convergence
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    • 제11권11호
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    • pp.667-673
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    • 2013
  • The Baekjae Culture Festival was first held with the objective to re-explore and succeed the traditions of Baekjae culture based on history of Baekjae's seat of government, Gongju and Buyeo. It has contributed to the development of regional culture and establishment of cultural identity of local community with its pride as the leading historical cultural festival that introduces the history and culture of Baekje. However, the current Baekje Culture Festival as a historical and cultural festival is faced with a criticism as it is operated in the direction far from its initial purpose due to the lack of recognition in its significance and application. Therefore, the National Baekje Cultural Products Concours is held as part of various contests of Baekje Culture Festival in order to encourage the pride of Baekje history, draw international attention for the advanced and unique Baekje culture, develop innovative ideas for cultural products and grow the talents in design. The awarded work of this national concours is believed to be effective for the cultural contents industry. However, unlike its initial purpose, the concours has become a one-time exhibitionist event. Hence, through the analysis of general facts and case of domestic cultural products this thesis aims to find a way to utilize the National Baekje Cultural Products Concours in order to re-evaluate the history and culture of Baekje and enhance the public recognition through their viewing, consuming, promoting and experiencing of cultural products.

Effects of Service Quality and Perceived Value of Regional Festivals on Intention of Word-of-Mouth in the trend of Convergence (융복합트렌드에 따른 지역문화축제의 서비스품질과 지각된 가치가 구전의도에 미치는 영향)

  • Cho, Bong-Seok;Heo, Chul-Moo
    • Journal of Digital Convergence
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    • 제15권2호
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    • pp.99-113
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    • 2017
  • The purpose of study was to test the effects of service quality of regional festivals showing the characteristics of convergence service and perceived value of visitors on intention of word-of-mouth, and the moderating role of perceived value between service quality and intention of word-of-mouth. For this empirical study, the data were collected and selected from 320 residents in Wonju province and visitors for Wonju Hanji Cultural Festival from all around from the South Korea by using structured questionnaires. The data were analyzed by hierarchical regression technique. The results showed that both of 7 factors of service quality of regional festivals and 2 factors of perceived value had a positive effect on visitors' intention of word-of-mouth. And also found out the only one out of two perceived value factors, namely 'non-monetary value' had the moderate roles between service reliability out of 7 service quality factors and intention of word-of-mouth. The results of study was summarized and theoretical implications of the findings with practical applications were discussed. After then, the directions for further study were presented based on the limitation of this one.

A Study on Feasible 3D Object Model Generation Plan Based on Utilization, Demand, and Generation Cost (입체모형 활용 현황, 수요 및 구축 비용을 고려한 실현 가능한 3차원 입체모형 구축 방안 연구)

  • Kim, Min-Soo;Park, Doo-Youl
    • Journal of Cadastre & Land InformatiX
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    • 제50권1호
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    • pp.215-229
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    • 2020
  • In response to the recent 4th industrial revolution, the demand for 3D object models in the latest fields of digital twin, autonomous driving, and VR/AR, as well as the existing fields such as city, construction, transportation, and energy has increased significantly. It is expected that the demand for 3D object models with various precision from LOD1 to LOD4 will increase more and more in various industry fields. However, the Ministry of Land, Infrastructure and Transport, and the local government and the private sector have partially built 3D object models of different precisions for some specific regions because of the huge cost. Therefore, this study proposes a feasible plan that can solve the cost problem in generating 3D object models for the whole territory. For our purpose, we first analyzed usage, demand, generation technology and generation cost for 3D object models. Afterwards, we proposed LOD3 model generation plan for all territory using automatic 3D object model generation technology based on image matching. Additionally, we supplemented the proposed plan by using LOD4 generation plan for landmarks and LOD2 generation plan non-urban area. In the near future, we expect this would be a great help in establishing a feasible and effective 3D object model generation plan for the whole country.