• 제목/요약/키워드: Media Content

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소셜미디어 사용자가 만드는 동영상 광고효과에 관한 연구: 동영상 콘텐츠 유형 및 정보 프레임워크 중심으로 (A Study on the Effectiveness of Video Advertisements Generated by Social Media Users: Centered on Video Content Type and Information Framework)

  • 장녕;김치용
    • 한국멀티미디어학회논문지
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    • 제25권1호
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    • pp.103-113
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    • 2022
  • Based on the information framework and regulatory focus theory, this paper verifies the impact on the advertising effect when the matching effect forms between the video advertising content type (Information Type, Entertainment Type) and the information framework (Promotional, Prevention) and the regulatory focus (Promotion Orientation, Prevention Orientation) in social media. In order to verify, after selecting of the experimental subjects and finishing the prior investigation of the experimental operation, four video advertisements and formal experiments were performed. The experimental results showed that first, the content type affects the advertising effect of the video and the information framework; when the information video matches the preventive information framework, it will have a more obvious positive effect on the advertising effect; when the entertainment video matches the promotion information framework, it will have a more obvious positive effect on the advertising effect. Second, with the two matches of video content type and information framework, the entertainment-oriented video has a more obvious positive effect for the information-oriented video audience; the above results enrich user created content research and improve the quality and communication efficiency of video in social media.

The Effect of Social Media Content Types on User Reactions: Focused on a Case Study of Kew Gardens

  • Park, Yumin;Shin, Yong-Wook
    • 인간식물환경학회지
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    • 제24권2호
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    • pp.209-218
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    • 2021
  • Background and objective: Instagram, an image-based social media, is being used as an important outlet for the communication and place marketing of public spaces. The purpose of this paper was to analyze how types of place-based content affect user reactions (Likes and Comments) on Instagram in order to provide basic data on the operation and utilization of social media by public places such as botanical gardens and arboretums. Methods: A total of 850 posts uploaded to the Instagram account of Kew Gardens from November 6, 2014 to July 3, 2020 were classified using 14 subject codes. Multiple regression analysis was performed to evaluate the user's reaction between the dependent variables ("Likes", "Comments") and the independent variables (14 subject codes). Results: The findings showed that user reactions appear to differ depending on the typology of the content, and "Likes" and "Comments" were presented in independent behavioral reactions. In particular, "close-ups of plants (botanic, macro)," "plant colony (botanic, wide)," "place-specific landscape (building, landscape)," "anniversary" and "information" showed positive impacts on both "Likes" and "Comments"which could lead to electronic word-of-mouth and content sharing. Conclusion: Based on these findings, it can be argued that the typology of a botanical garden's content can be used to determine factors that affect the immediate reactions and enhance engagement with users.

클라우드 기반 미디어 서비스 플랫폼을 위한 DRM 마켓 시스템 (DRM Market System for Cloud-based Media Service Platform)

  • 조득연;황석찬;정근호
    • 한국멀티미디어학회논문지
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    • 제20권6호
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    • pp.918-926
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    • 2017
  • Various types of media services are emerging due to the development of Internet and digital media production and distribution technologies. Various DRM technologies are being developed to prevent illegal copying of media contents and to protect the rights of content creators. There is a problem that the DRM provider and the content service provider must provide services in a mutually dependent manner through individual contracts. In this paper, we propose a cloud-based DRM market system which can be used only by content service providers when necessary for various DRM. The DRM market system is expected to show the effect of service activation for related small and medium sized companies by providing an interface that satisfies the requirements of DRM providers and contents service providers by using multi DRM technology.

Media Improvisation of Lecturers in the State-Owned Colleges of Education in the South-West, Nigeria

  • Ogunwuyi, Babatunde Oyeyemi;Adenike, Omoike
    • International Journal of Knowledge Content Development & Technology
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    • 제12권3호
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    • pp.7-17
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    • 2022
  • Media improvisation among lecturers in colleges is inevitable because of insufficient media resources for utilization. The study investigated media improvisation in the state -owned colleges of education in the South-West, Nigeria. The study is anchored on Media Richness Theory. Stratified sampling technique was adopted to select 812 lecturers. Media improvisation scale (r = .71) was used for data collection and T-test statistical method was adopted for data analysis. The result showed that there was no significant differences between media improvisation of Art/Social Science and Science lecturers (Crit - t = 1.96, Cal. t = 821, df = 278, p>.05) and that of lecturers in the School of Art/Social Sciences and Vocational/Technical Education (Crit. t = 1.96, Cal. t = .136, df = 276, p>.05). Significant difference did not exit between that of the Schools of Languages and Education (Crit. t = 1.96, Cal. t = 1.946, dif. = 288 p<.05) . It is recommended that media improvisation of lecturers in schools should be encouraged and improved upon.

온라인 공동체 미디어(Community Media) 실천연구: 대덕밸리라디오를 중심으로 (Study on Online Community Media Practice: Focus On Daedeok-valley Radio)

  • 최순희
    • 한국콘텐츠학회논문지
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    • 제17권6호
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    • pp.39-54
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    • 2017
  • 본 연구는 그동안의 공동체 미디어 실천연구들이 전통적 방식의 지상파(전파) 방송에 국한되어 온 것에 대한 문제의식에서 출발하였다. 기존연구들에서 소홀하게 다루어진 온라인 기반 위에서 실천되고 있는 지역 공동체 미디어의 특성과 콘텐츠 제작 및 유통의 특성을 규명하고자 대덕밸리라디오의 사례를 분석하여 다음과 같은 연구결과와 시사점을 얻을 수 있었다. 첫째, 온라인 공동체 미디어 활동은 지역 공동체의 가치를 담아내는 시민미디어(civic/citizen media) 활동이다. 둘째, 미디어 콘텐츠 제작과 유통전략에 따라 퍼블릭 액세스(Public Access)를 통하지 않고도 공동체의 지역성을 실현하는 효과적인 매체 활용을 할 수 있다. 셋째, 온라인 미디어의 콘텐츠는 공동체를 연결하며 개인이 연결점(node)이 되어 온라인과 오프라인에서 상호작용한다. 따라서 본 연구를 통해 온라인 기반 공동체 미디어 실천은 시민들의 미디어 활동의 지속 가능성을 높일 수 있는 틈새(니치) 미디어로서 기능할 수 있다는 것을 밝힐 수 있었다.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권1호
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범 서비스 플랫폼 (360 Content Pilot Service Platform of Cultural Assets Based on MPEG-V Standard Realistic Media Testbed)

  • 심태섭;유수빈;신상호
    • 한국항행학회논문지
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    • 제21권6호
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    • pp.666-673
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    • 2017
  • 본 논문에서는 MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범서비스 플랫폼을 제안한다. MPEG-V 국제 표준은 바람(wind), 지속광(light), 섬광(flash)와 같은 실감효과메타데이터(SEM; sensory effect metadata) 에 대한 표준 포맷과 장비와의 통신 규약 등을 정의한 것으로, 360VR 콘텐츠와 융합할 경우 체험자로 하여금 실재감(presence)과 몰입감(immersion)의 증대가 가능하다. 제안하는 플랫폼은 문화재 360 콘텐츠를 재현할 수 있도록 특화된 형태로 설계와 구축을 수행하고, 실감효과메타데이터(SEM; sensory effect metadata)와 콘텐츠를 재현시키는 소프트웨어와 하드웨어로 구성되며, 하드웨어는 실감효과 재현 장치로, 소프트웨어는 콘텐츠 플레이어와 실감효과 재현 서버로 구성된다. 제안하는 플랫폼을 활용한 시범서비스 사례와 플랫폼의 특징과 장점에 대해 언급한다.

지역마케팅 콘텐츠의 사용자 반응패턴과 품질특성에 관한 탐색적 분석: 지방자치단체가 운영하는 SNS를 중심으로 (An Exploratory Analysis on the User Response Pattern and Quality Characteristics of Marketing Contents in the SNS of Regional Government)

  • 정연수;정대율
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권4호
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    • pp.419-442
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    • 2017
  • Purpose The purpose of this study is to explore the pattern of user response and it's duration time through social media content response analysis. We also analyze the characteristics of content quality factors which are associate with the user response pattern. The analysis results will provide some implications to develop strategies and schematic plans for the operator of regional marketing on the SNS. Design/methodology/approach This study used mixed methods to verify the effects and responses of social media contents on the users who have concerns about regional events such as local festival, cultural events, and city tours etc. Big data analysis was conducted with the quantitative data from regional government SNSs. The data was collected through web crawling in order to analyze the social media contents. We especially analyzed the contents duration time and peak level time. This study also analyzed the characteristics of contents quality factors using expert evaluation data on the social media contents. Finally, we verify the relationship between the contents quality factors and user response types by cross correlation analysis. Findings According to the big data analysis, we could find some content life cycle which can be explained through empirical distribution with peak time pattern and left skewed long tail. The user response patterns are dependent on time and contents quality. In addition, this study confirms that the level of quality of social media content is closely relate to user interaction and response pattern. As a result of the contents response pattern analysis, it is necessary to develop high quality contents design strategy and content posting and propagation tactics. The SNS operators need to develop high quality contents using rich-media technology and active response contents that induce opinion leader on the SNS.

U-Publication 시스템과 비즈니스 모델의 설계와 분석 (Design and Evaluation of U-Publication: Tag-Embedded Publication System and Business Model)

  • 박아름;이경전
    • 지능정보연구
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    • 제14권3호
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    • pp.41-57
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    • 2008
  • U-Publication은 독자가 기존의 출판물을 오프라인에서만 소비했던 것과는 달리, 여러 개의 자동인식태그가 부착되어 있어 자동인식태그 리더(reader)로 태그에 저장된 URL을 통해 온라인으로 접속할 수 있는 출판물을 말한다. U-Media를 기존의 미디어가 사람의 생체시스템에만 호소하는 것과 달리, 사람의 생체 시스템뿐만 아니라 사람에 내재되거나 사람이 가지고 있는 디지털 시스템에 호소하는 미디어라고 정의할 때(Lee & Ju 2007), U-Publication은 온라인과 오프라인이 Seamless하게 연결되어 양방향으로 정보가 이동할 수 있다는 측면에서 U-Media라고 할 수 있으며, 소비자들은 자동인식태그 부착 출판물의 인쇄된 컨텐트 뿐만 아니라 출판물에 부착된 태그의 링크를 통해서 추가적인 컨텐트를 소비할 수 있고 다양한 상거래를 할 수 있다. 이 논문은 U-Publication을 정의하고, 이를 기반으로 한 비즈니스 모델을 설계하고, 이 비즈니스 모델을 평가하는 과정을 시뮬레이션 방법에 의해 제시하고 있다.

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아동소비자의 매체별 유료 콘텐츠 사용특성과 금전인식 연구 (Children's Use of Paid Content Based on Media and Monetary Concepts)

  • 지미화;류주연;옥경영;박주영
    • 한국지역사회생활과학회지
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    • 제25권2호
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    • pp.207-218
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    • 2014
  • This study examines the use of paid content by children and identifies their monetary concept based on the following three research questions: (1) What are the characteristics of paid-content use by children? (2) How can the monetary concept of children be classified? (3) How does this monetary concept vary across use groups? Data were collected from 245 elementary school students. Based on the results, there were two types of media content used by children: mobile and computer content. Children were classified into four consumer groups based on the type media content use and the amount of content use. In addition, monetary concepts of children using paid content had two dimensions: money for means and that for objects. For computer users, monetary concept for conspicuous consumption and mammonism were more likely in the high-use group than in the low-use group. For mobile users, there was no significant difference in money for means and money for objects between the high-use group and the low-use group. The limitations of this study offer some interesting avenues for future research.