• 제목/요약/키워드: New media content

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A Study on the Media Consumers' Behavior Related to Online Communications: Behavioral Economics Perspective

  • Ma, Alice Kyoungran;Kim, Takhun;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권5호
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    • pp.2491-2508
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    • 2019
  • This research investigates the media consumers' behavior with behavioral economics perspective, especially regarding TV content viewers' behavior; how do online communications influence TV viewers' decision when choosing a new TV content among options. We focus on quantity and attribute of comments or reactions on the online news articles. We analyze that online communications data, which were generated before the first broadcast, affect the TV content consumers' choice for a new TV series. Here we identify a predicted utility, experienced utility and distinction bias in TV media consumption to find the effectiveness of the first viewing choice on whole TV series' episodes. To avoid the crucial influence by exogenous factors, such as season and social issue, the test was done with specific conditions. This research found that the total number of reactions to the comments by itself positively affects the audiences' decision-making behavior for a new TV content choice. This influence was regardless of favor/ non-flavor reactions. This study contributes to the literature on media economics and management by exploring the media content users' consuming behavior and making a first step for finding an important influencer on the media content consumption.

The types and expressions of new media fashion film

  • Kim, Sejin
    • 복식문화연구
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    • 제28권1호
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    • pp.96-113
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    • 2020
  • A new form of media is changing the expression and content of fashion. In this paper, fashion films that have appeared since 2010 - when digital fashion communication was increasing - will be discussed and explored to consider how technological transitions in fashion media are changing the appearance and role of fashion. A literature review was conducted to derive characteristics, types, and expressive elements of new media fashion films, which were defined for this study as fashion films produced and distributed since 2010 using digital media. Films were categorized into three types: promotional, editorial, and independent fashion films. Furthermore, elements of the films were identified as fashion mise-en-scene, auditory structure, and content structure. Types and expressions of digital fashion images in 40 fashion films were analyzed according to these elements. The results showed that promotional fashion films maximize various narrative and sensory effects on fashion products, whilst editorial fashion films strengthen the role of entertainment. Independent fashion films expand the area of fashion and promote the diversification of fashion systems. Moreover, the results show that fashion films are not a secondary form of media that just expresses fashion; they provide a tool for the creation of new fashion content. New media fashion films promote the expansion of expressive spectra and boundaries, offering various multisensory experiences of fashion, and enhancing creativity and the aesthetic values of fashion.

한국 방송 콘텐츠의 뉴미디어 플랫폼 비즈니스 모델 (Business Model of New Media Platform in K-Content Use)

  • 김영환;정회경
    • 디지털융복합연구
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    • 제14권10호
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    • pp.431-438
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    • 2016
  • 본 연구는 뉴미디어 플랫폼을 통해 글로벌 시장에서 소비되는 한류 콘텐츠 서비스에 초점을 맞추어, 서비스별 비즈니스 모델 분석을 통해 성공/실패 요인을 살펴본 것이다. 단순한 콘텐츠 공급자가 아니라 서비스 제공자로 시장을 확대해 나가는 관점에서, 효과적인 뉴미디어 콘텐츠 플랫폼 모델을 제시하는 것이 목적이다. 대표적인 한류 OTT서비스인 비키, 드라마피버, 마두닷컴을 대상으로 서비스 경영전략과 성공/실패 요인을 살펴보았다. 성공적인 비즈니스 모델의 네 가지 요소-고객 가치, 이익 공식, 핵심 자원, 핵심 프로세스-를 기반으로, 관련 자료와 문헌, 설립자 및 CEO 인터뷰 등을 통해 사례연구를 했다. 글로벌 OTT 플랫폼의 성공 요인은 타깃 고객의 커버리지, 수익 모델, 커뮤니티의 활성화 등 세 가지로 정리된다. 명확한 타깃 고객을 정하고, 넓은 고객 커버리지를 갖는 것이 서비스의 가치를 결정하는데 중요하다. 또 플랫폼의 수익모델은 광고를 기반으로 유료 서비스를 제공해야 하며, 한류 콘텐츠 팬덤을 형성하고 지속적인 콘텐츠 소비를 이끌기 위해서는 커뮤니티의 형성과 관리가 필수적이다.

뉴미디어 패션 콘텐츠 유형에 따른 사용자의 SNS 관심도 연구 -보그 코리아 공식 인스타그램 중심으로- (A Study on the Interest of SNS Users according to New Media Fashion Content Types -Focus on Vogue Korea's Official Instagram-)

  • 이청순;이승희
    • 패션비즈니스
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    • 제24권1호
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    • pp.75-87
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    • 2020
  • The purpose of this study is to find trends in new media fashion content by analyzing the fashion content of the official Instagram accounts of domestic fashion magazines that are being transformed by digital media. The framework for these analysis of fashion content type and methods of production is based on one used in an earlier research project. Empirical analysis is conducted on Vogue Korea's official Instagram accounts, using the highest number of major views as the secondary measure of interest. After screening for fashion content in posts on the Vogue Korea account for four months, 291 short video postings were extracted to analyze the number of views the postings received. The results were categorized as 'star', 'show/exhibition', 'product', 'shop', 'fashion film', 'designer', or 'event', included in the data are the number of postings by type and the number of views by post. Based on the characteristics of the creator and the editing, the posts were classified into 'professional production highlight', 'professional production private', 'UCC' or 'GIF' videos, the number of views per post were also collected. The research results show different levels of interest depending on the type of fashion content, and also on the way the videos were produced. The study also investigated how the combination of these two factors affects interest. When producing a new media fashion content, combining a 'star' type post with 'professional production private' video content was most popular. The selection of production method is therefore important even given the same type of content.

트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 - (Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content -)

  • 박세현
    • 만화애니메이션 연구
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    • 통권44호
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    • pp.235-261
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    • 2016
  • 인터넷 및 디지털 미디어의 환경에서 미디어 수용자는 동일 콘텐츠를 다양한 플랫폼으로 이용하고 있다. 이처럼 여러 장르의 콘텐츠가 디지털 미디어의 기반에서 융합, 조합, 변형, 분화, 복제 등의 과정을 거치면서 새로운 콘텐츠의 형태로 전환되는 것을 트랜스미디어라고 한다. 트랜스미디어 시대에서 성공하는 콘텐츠를 만들기 위해서는 에디큐레이션의 작업이 필요하다. 에디큐레이션은 큐레이터의 큐레이션 작업에 편집과 의미를 부가하는 작업 행위이다. 그런 점에서 이 논문은 트랜스미디어 시대에서 출판 및 만화 콘텐츠의 에디큐레이션에 대한 정의와 의미를 분석했다. 에디큐레이션은 디지털 미디어 환경에서 콘텐츠의 생산자가 곧 소비자며, 소비자가 곧 생산자인 프로컨슈머/프로듀저를 유도하는 역할을 담당하는 프로세스다. 디지털 플랫폼과 디바이스의 다양화, 디지털 1인(혹은 SNS) 미디어의 등장 등은 출판 및 만화 콘텐츠에도 다양한 방식의 에디큐레이션을 요구한다. 미디어 생산자(혹은 수용자)의 의도에 따라 콘텐츠는 복제, 짜깁기, 분해, 해체, 하이퍼텍스트, 압축, 재구성 등의 과정을 거쳐서 새로운 콘텐츠로 탄생한다. 이처럼 에디큐레이션의 작업을 거친 출판 및 만화 콘텐츠는 미디어 생산자의 작업 방식은 물론, 미디어 수용자의 콘텐츠 독법에도 영향을 미친다는 점에서, 트랜스미디어 시대의 에디큐레이션은 중요한 의미를 지닌다. 출판 콘텐츠에서 에디큐레이션 작업은 챕터나 단락의 논리성 파괴, 구어체의 문장, 카드 뉴스의 활용, 동영상 및 미디어 콘텐츠의 변형 등이 있으며, 만화 콘텐츠에서는 칸의 파괴, 말풍선, 의성어, 의태어의 다양한 변형 등을 들 수 있다.

유아용 뉴미디어 콘텐츠의 재미 요소 (Fun Factors of New Media Content for Kids)

  • 정지용
    • 한국콘텐츠학회논문지
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    • 제18권10호
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    • pp.40-52
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    • 2018
  • 뉴미디어 시대에 미디어는 놀이의 한 영역이고 이는 유아들에게도 마찬가지다. 유아용 콘텐츠에 대한 기존의 연구는 학습용 콘텐츠에 대한 연구나 디자인과 같은 특정 요소에 대한 연구 위주로 이루어졌으나 실제 유아들을 위해 개발되는 콘텐츠들 중 재미와 즐거움을 주목적으로 하는 콘텐츠들이 큰 비중을 차지한다. 이에 본 연구는 유튜브에서 단기간에 구독자 수를 가장 많이 확보한 유아용 콘텐츠인 엉뚱발랄 콩순이, 캐리와 장난감 친구들, 그리고 핑크퐁의 재미 요소를 분석하였다. 분석 결과 미디어 환경의 특성과 관련이 높은 재미 요소는 자기결정감과 독립성이고 콘텐츠의 특성에 대한 재미 요소는 감각적 생생함, 공감, 신체적 역동감이며 콘텐츠 연계 활동의 특성에 대한 재미 요소는 자기표현감과 대인교류감으로 정리할 수 있다. 본 연구는 유아들이 뉴미디어 환경에서 콘텐츠를 선택, 소비하고 이를 놀이로 연계하는 전반적인 과정에 대하여 포괄적으로 재미 요소를 분석함으로써 콘텐츠의 특성을 보다 폭넓게 이해하는 시각을 제공하였다.

The Correlation between Online Comments before Broadcasting and Television Content Viewers' Behavior Pattern: The Anchoring Effect Perspective

  • Ma, Alice Kyoungran;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권6호
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    • pp.3023-3036
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    • 2019
  • This study investigated the television (TV) content viewers' behavior influenced by online communication at the choice of new TV series on a terrestrial streaming platform. For exploring the impact of the anchoring effect on the TV content consumption, this study analyzed the correlation between the first episode's TV ratings and the data of online comments or reactions. These data were potential audiences' communication, which were generated on the online article three weeks before the first broadcasting began. To avoid the crucial influence by external factors, such as season and social issue, the test was done with eight (8) TV series which have same genre (drama), similar core audience targeting (20-49's women), similar broadcasting period (Jun-Oct 2016), same scheduling (10.00 to 11.00 pm, weekdays) and aired on terrestrial TV platforms. This research found that not only the amount of comments and reactions, but also the attitude about the comments created before broadcasting, positively influence the audiences' decision-making behavior for new TV content choices. This investigation contributes to the literature on media economics and management by exploring the media content users' consuming behavior with behavioral economics perspectives (anchoring effect) and making a first step for finding a new effect on the media content consumption.

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • 제8권3호
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

3D Filmmaking for User-Selective UHD Stereoscopic Media System: A Case Study on the Film The Old, the New and the Other

  • Cha, Minchol;Hamacher, Alaric;Simon, Sebastien
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.277-284
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    • 2021
  • Despite skepticism about commercial potential, the stereoscopic 3D cinema is still a form that any filmmaker can choose to employ for its aesthetics and its immersive potential. Based on a haptic illusion, the stereoscopic media content requires a new perspective different from the principle of 2D media content in terms of creation and acceptance. This paper examines the technical and aesthetic issues of stereoscopic 3D film production from the perspective of today's emerging realistic and immersive media through a case study. One of the key factors for successful content creation and research and development in stereoscopic 3D cinema is the combination of artistic principles together with technical mastering of the new image technology. The purpose of this paper is to outline the principal challenges and research topics in stereoscopic 3D cinema through a case study of stereoscopic 3D pilot film production for the 'User-Selective UHD Stereoscopic Media Service Platform' of the ETRI (Electronics and Telecommunications Research Institute). This paper intends to examine stereoscopic 3D filmmaking workflow and production methodologies, as well as technical elements and aesthetic issues.

A Study on the Global Possibilities of Gugak Broadcasting as K-Music Content through the Metaverse Audition Platform

  • KIM, JOY
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권1호
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    • pp.37-43
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    • 2022
  • This study is a sustainability study of K-Music beyond K-Pop through New Media. New media literally means 'new media'. When TV, classified as legacy media, first appeared in the world, it was an innovative new media platform. Of course, it is considered the most traditional legacy media. However, the definition of new media inevitably changes with the times. Most of the media called new media today are based on online and mobile. This thesis focuses on popular music including crossover traditional music genre. And we define popular music exported abroad as K-pop, and propose the possibility of globalization of Korean music using K-pop users and new media, a metaverse based K-pop audition platform, as consumers and suppliers in the global market. Hallyu, the studying of K-Pop through the study of attitudes and economic effects of K-pop, such as reactions to the spread of K-pop and the reactions of fans who like K-pop, are constantly being discussed in various ways. But there has been no case of cultural technology research that linked the sustainability of Gugak as the Korean music through new media to the K-pop business platform. As the overflowing data pours out in the virtual space as an act that gives the meaning of existence, the online is able to become an open market that provides reliable information all over the world. Therefore we would like to propose on the sustainability of Korean music through the 'Korean Traditional Music Broadcasting Metaverse Audition' beyond the K-pop business model as the K-Music content in the cultural technology era.