• Title/Summary/Keyword: New media characteristic

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Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

Web 2.0 and Web novels -Focusing on Web-based Romance Novels (웹 2.0 시대와 웹소설 -웹 로맨스 서사를 중심으로)

  • Ryu, Su-Yun
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.9-43
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    • 2019
  • Web novels are one of the most actively adapted genre novels under a new medium called the Internet. Research on cultural content implemented on top of digital media is naturally closely related to environmental changes in digital media. The same goes for Web novels sparked by the identity of Web platforms. Especially in the case of web novels, the platform itself that provides them has triggered direct changes in genre code and reading patterns. From this perspective, this thesis wanted to examine the formation process and strategic features of web novels, which became content and products on the web platform environment. First of all, through the formation process ranging from communication novels to Internet novels and web novels, I arranged the transition to digital media and the change of genre novel market. This was an attempt to extract that Web novels not only have continuity as genre novels, but also have a turning point as digital content. Web novels are digital content that internalizes the values of the Web 2.0 era. It should also be a core product that grows the pie in the market in its own right. This paper noted that web novels are content that embodies these consumption values. So this thesis considered about what is the visualization and commercialization strategy of the web-based novels that is currently formed, and what is the current status of the web-based romance novels as the content and the product that is driving OSMU most actively in the process of commercialization. Through this process, I found that the greatest characteristic of web novels as genre novels that have evolved into digital content is their division and crack of genre.

Can interactive cinema become a new epic theater in the 21st century? : Focusing on (인터랙티브 영화는 21세기의 새로운 서사극이 될 수 있는가? : <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Jiyeon;Kim, Dogyun;Kwon, Hochang
    • Trans-
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    • v.12
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    • pp.245-274
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    • 2022
  • The interactive cinema is based on the interactivity between the cinema and the audience. The discussion of interactive cinema can be divided into two poles. One is to positively look at the possibilities of interactive cinema as a new format and to test with them in various ways. The other is the perspective of a critical warning that the interactivity of interactive cinema risks reinforcing biases while instilling the illusion of freedom and activity in the audience. Considering both of these perspectives, we try to find a way to realize the political and aesthetic possibilities of interactive cinema through characteristic analysis. To this end, we analyzed the interactive film , which has received public and critical attention, based on Brecht's epic theater as a theoretical and practical reference. We analyzed the text/contextual characteristics of this work in three dimensions - an interactive multi-branching structure, a self-reflecting Mise en abyme structure, and an active enjoyment of the audience - and compared them with the epic theater theory. Through this, we examined the conditions and possibilities of interactive cinema as a new epic theater in the new technological/media environment of the 21st century.

A Video-Quality Control Scheme using ANFIS Architecture in a DASH Environment (DASH 환경에서 ANFIS 구조를 이용한 비디오 품질 조절 기법)

  • Son, Ye-Seul;Kim, Hyun-Jun;Kim, Joon-Tae
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.104-114
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    • 2018
  • Recently, as HTTP-based video streaming traffic continues to increase, Dynamic Adaptive Streaming over HTTP(DASH), which is one of the HTTP-based adaptive streaming(HAS) technologies, is receiving attention. Accordingly, many video quality control techniques have been proposed to provide a high quality of experience(QoE) to clients in a DASH environment. In this paper, we propose a new quality control method using ANFIS(Adaptive Network based Fuzzy Inference System) which is one of the neuro-fuzzy system structure. By using ANFIS, the proposed scheme can find fuzzy parameters that selects the appropriate segment bitrate for clients. Also, considering the characteristic of VBR video, the next segment download time can be more accurately predicted using the actual size of the segment. And, by using this, it adjusts video quality appropriately in the time-varying network. In the simulation using NS-3, we show that the proposed scheme shows higher average segment bitrate and lower number of bitrate-switching than the existing methods and provides improved QoE to the clients.

A Personalized Automatic TV Program Scheduler using Sequential Pattern Mining (순차 패턴 마이닝 기법을 이용한 개인 맞춤형 TV 프로그램 스케줄러)

  • Pyo, Shin-Jee;Kim, Eun-Hui;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.625-637
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    • 2009
  • With advent of TV environment and increasing of variety of program contents, users are able to experience more various and complex environment for watching TV contents. According to the change of content watching environment, users have to make more efforts to choose his/her interested TV program contents or TV channels than before. Also, the users usually watch the TV program contents with their own regular way. So, in this paper, we suggests personalized TV program schedule recommendation system based on the analyzing users' TV watching history data. And we extract the users' watched program patterns using the sequential pattern mining method. Also, we proposed a new sequential pattern mining which is suitable for TV watching environment and verify our proposed method have better performance than existing sequential pattern mining method in our application area. In the future, we will consider a VoD characteristic for extending to IPTV program schedule recommendation system.

A Study on Space Practice Based on the Discussion about Social Space (사회적 공간 담론에 기초한 공간실천 연구)

  • Song, Young-Min
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.62-69
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    • 2013
  • The purpose of this study is to research the viewpoint of space practice method through the discussion about social space. The study researched how social practice strategy is unfolded through the understanding about daily life, space manufacture and interaction. As a social practice, space design should adopt the interaction approach method on the basis of social relationship latent in the base of space. As a result of study, the viewpoint of space practice can be summarized into 3 viewpoints as below. First, it is the viewpoint of recognition through the experience meeting daily life. Rural space is the one of experience where daily life and social relationship interact each other. As a delicate sensible experience, it is the recognition of special space detected in the space where daily life occurs. Second, it is the viewpoint of form creation as a media product of society and space. Space is a whole creature of the relationship that has been formed socially as a historical process. Depending on the goal of community, new form is created by sharing the characteristic of space and having sense of kinship. Third, it is the viewpoint of tuning as a practice for subject participation. Rural space is the daily space to practice structured society subjectively through interaction. In the place of subjective life, there should a space practice with the tuning and cooperation method between subject and society. The main vein of space practice, which is analyzed with the discussion about social space, shows that out lives are maintained by space practice and directly connected to social relationship and structure. After all, the space, which is searched for through space design, has a clear subjectivity, ensures abundant subject life and is led to realization of community value.

Zoom Lens Distortion Correction Of Video Sequence Using Nonlinear Zoom Lens Distortion Model (비선형 줌-렌즈 왜곡 모델을 이용한 비디오 영상에서의 줌-렌즈 왜곡 보정)

  • Kim, Dae-Hyun;Shin, Hyoung-Chul;Oh, Ju-Hyun;Nam, Seung-Jin;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.14 no.3
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    • pp.299-310
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    • 2009
  • In this paper, we proposed a new method to correct the zoom lens distortion for the video sequence captured by the zoom lens. First, we defined the nonlinear zoom lens distortion model which is represented by the focal length and the lens distortion using the characteristic that lens distortion parameters are nonlinearly and monotonically changed while the focal length is increased. Then, we chose some sample images from the video sequence and estimated a focal length and a lens distortion parameter for each sample image. Using these estimated parameters, we were able to optimize the zoom lens distortion model. Once the zoom lens distortion model was obtained, lens distortion parameters of other images were able to be computed as their focal lengths were input. The proposed method has been made experiments with many real images and videos. As a result, accurate distortion parameters were estimated from the zoom lens distortion model and distorted images were well corrected without any visual artifacts.

Feature of East Asian Modern Comics (동아시아 근대만화의 특징)

  • Yoon, Ki-Heon;Kwon, Ki-Duk
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.152-160
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    • 2010
  • Modern comics find their roots in caricatures, which have a basic element of comics as a combination of wrings and drawings. In three East Asian countries, new media, comics have been developed by joining modern arts and cartoons which is a news form of western comics. As modern comics have evolved according to situations of the three countries, they expand from the satire on the system, foreign invasions, and internal corruption to the enlightenment of the people. However, the criticism on the system lead to the oppression, and the imperialism in East Asian countries enforce the agitation, war engagement, propaganda of the colonialism on the comics. Current East Asian comics have been occupying the largest part in the world comics, and have their roots in the modern comics. So it is meaningful to investigate the characteristic of modern East Asian comics.

Fast block matching algorithm for constrained one-bit transform-based motion estimation using binomial distribution (이항 분포를 이용한 제한된 1비트 변환 움직임 예측의 고속 블록 정합 알고리즘)

  • Park, Han-Jin;Choi, Chang-Ryoul;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.861-872
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    • 2011
  • Many fast block-matching algorithms (BMAs) in motion estimation field reduce computational complexity by screening the number of checking points. Although many fast BMAs reduce computations, sometimes they should endure matching errors in comparison with full-search algorithm (FSA). In this paper, a novel fast BMA for constrained one-bit transform (C1BT)-based motion estimation is proposed in order to decrease the calculations of the block distortion measure. Unlike the classical fast BMAs, the proposed algorithm shows a new approach to reduce computations. It utilizes the binomial distribution based on the characteristic of binary plane which is composed of only two elements: 0 and 1. Experimental results show that the proposed algorithm keeps its peak signal-to-noise ratio (PSNR) performance very close to the FSA-C1BT while the computation complexity is reduced considerably.

Design Aesthetics of Walter Van Beirendonck (Walter Van Beirendonck 디자인에 나타난 미학)

  • Park, So Hyoung;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.353-368
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    • 2015
  • Walter Van Beirendonck expresses a fairy tale world of perverted sexual desire of sadism and masochism, violence, and aggressiveness that breaks from a transient one-time concept as is an essential element of fashion. This study classifies the aesthetic characteristic shown on the design of Walter Van Beirendonck and analyzes the intent of his symbolism and meaning. The attempt has a meaning in exploring a new directionality of fashion by conveying a critical message to this end, contemporary fashion breaks down boundaries with artistic genre and connects a problematic consciousness that exists in life with fashion. The results of study on the aesthetic characteristics of Walter Van Beirendonck are as follows. First, Beirendonck emphasized an interpersonal image about body by giving a question through the deconstruction of image on a perfect body into race, age, and body based on body modification. Second, fetishism appeared as a consciousness that human identity and character can be changed by connecting a fetish element of sexual identity, and sadism and masochism with fashion's imagination. Third, infantilism as an amusement expression of the form metaphorically satirized life of modern people. Fourth, makeup shown on performance or festival of an African tribe was used in the way of mixture or reuse for ethnography to obtain inspiration from ethnography. Fifth, pop art combined a popular culture code as amusement through mass production and mass media. Aesthetics of Beirendonck do not have norm and are bold in using form, color, pattern, print, and styling because Beirendonck reinterpreted critical attitudes about essential problems that human life entails into a motif of his symbolic meaning in amusement. In regards to his design aesthetics, Beirendonck expanded fashion to the scope of Gesamtkunstwerk in a consistent and continued theme combined with philosophical creativity and differentiated from other fashion designers.