• Title/Summary/Keyword: Producers and Consumers

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A Study on the Change of Editing Style in YouTube Short-From Content (Youtube 숏폼 콘텐츠의 편집스타일 변화에 대한 연구)

  • Kim, Mimi;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.59-90
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    • 2022
  • Short-form content, which means "short video content within 10 minutes," is rapidly emerging as a recent trend among MZ generations based on the fact that it can be viewed whenever there is a short running time, and they are physically short, colorful, and deliver a lot of information in a compressed time, showing differences in both long-form content and format. In addition, entertainment videos such as information delivery videos, eating shows, web entertainment, and dance challenges are mainly produced and distributed, so there is no need to take expertise as a creative work of video experts, and consumers often become producers by directly participating in production using low-end equipment such as smartphones. For these reasons, shortform content creates new image styles rather than general existing image forms such as long-form contents, and this study focuses on changes in editing styles. This study summarized the following five characteristic changes by analyzing the editing style of short form content that has changed compared to long form content according to the 'visual' aspect. The use of frames, memes, screen division, blue screen, and subtitles are included, and by organizing each characteristic, we identified the editing style of shortform content that has emerged as a recent trend and learned about the changes.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

The Characteristics of the Advertizing Maps in the Daily Newspaper - JoongAng Ilbo from l966 to 2000 - (일간신문 광고 속에 등장하는 광고지도의 특성에 관한 연구 - 중앙일보($1966{\sim}2000$)를 대상으로 -)

  • Son, Ill;Hwang, Eun-Ok
    • Journal of the Korean association of regional geographers
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    • v.9 no.2
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    • pp.217-231
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    • 2003
  • The purpose of this study is to examine the characteristics of advertizing maps which were presented in one of the major daily newspapers(JoongAng Ilbo) from 1966 to 2000. The use of advertizing maps has been gradually increased year by year. Advertizing maps have appeared much frequently in spring and fall seasons, in October, and on Saturday and Wednesday. The predominance of such seasons, month, days is related to the real estate advertizement. The important categories which have been presented frequently are real estate for sale(62%), clothing sale(7%) and the image advertizement of big corporations(3%). Locator maps are preferred in the first two categories and background maps are usually used in the corporation advertizement. The symbols in the maps are different according to the custom, interest and the preference of map-producers and clients. The basic symbols for the good map, which are required in the general cartography, are scarcely shown in the advertizing maps. That is because the goal of advertizement is to appeal visually to consumers, therefore, the creativity of map-producer and the attraction of maps to draw the reader's interest are much required in the advertizing maps. It is concluded that the advertizing maps have their own values in themselves and we have to treat the journalistic cartography as a special field in cartography.

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Interactive Usage of Social Media for Contents Provider : Focusing on Twitter Activities of the TV Series (콘텐츠 공급자의 양방향적인 소셜 미디어 활동 연구 사례: TV 드라마 <한니발>의 트위터 활동을 중심으로)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.565-573
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    • 2015
  • The development of social media in the 2000s led the unspecified individuals to band together for common interests. Social networking services served as a far-reaching tool for sharing different thoughts and interpretation of the pop culture and helped people build up close relations driven by their common interests for certain works of the pop culture. This Study introduces the TV Series as a case that displays specific patterns of communication between its producer and viewers. Producer Bryan Fuller of the Series as well as key production staffs were quite active on social networking sites with the understanding of what the audience desired and the willingness to sympathize with them, which were eagerly welcomed by the dedicated audience whose number, though, was not big. For the Hannibal production team, SNS was a means for them to just be consumers who appreciate the work instead of solely being the content provider. Their approach is quite different from unilateral marketing approaches employed in the past. Through this case, the Study aims to suggest that social networking sites serve as a powerful medium connecting producers and viewers or as an information hub, and that how interactive contents shall be delivered in the new media environment to be effective.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

Aesthetical Expression Of Contourline Using Real-Time Camera (실시간 카메라를 이용한 등고선의 미학적 표현 연구 - 라인드로잉으로서의 등고선 표현 방법 연구)

  • Kang, Chang-Koo;Kim, Dong-Jo;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.470-474
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    • 2008
  • The image as a media has changed consistently since it was first introduced. According to these changes, the image has been reproduced in different fields and contexts. Thus, the paradigm on the production and the consumption of the image has been changed and recycled rapidly. The relation between the production and the consumption of the image also has changed accordingly, allowing quite ambiguous distinction between the producer and the consumer. The transformation through the transfer of the image among different fields opens up a new potential that these reproduced images could be used as an aesthetically expressive tool, rather than merely leaving images to remain royal to its original function as a sign. The thesis is to explore the potential that the topographical lines have beyond its function as a sign age. During the reproduction of the image, the process actively invites the spectator or the consumer to participate in the formation of the image, which promotes a new relation between the producer and the consumer. Instead, the process encourages the consumers to be active producers as well. As a result, the topographical lines do not merely remain as a sign that demarcates the height of the topography, and new images are constantly reproduced from the active participants. This project questions the fixed idea on the sign as a communicative tool, and suggests a new potential for the sign, especially, the topographical lines.

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CoRapport: Proactive Display Application Supporting Presentation of Various Social Web Contents in Physical Spaces (CoRapport: 실세계에서 다양한 소셜 웹 콘텐츠 표현을 지원하는 능동형 디스플레이 애플리케이션)

  • Lee, Tae-Ho;Lee, Myung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.127-139
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    • 2010
  • The concept of Web 2.0, which means that internet users are producers and also consumers is evolved according to the development of web service technology. In the Web 2.0 space, the enormous amount of web contents are produced using many social web services. Proactive display system supports various types of users's web contents. Unfortunately, private web contents sharing facility is imperfect to date. In this paper, we develop a proactive display application which identifies people, displaying their social contents such as blogs and open cafes through wide display devices or multi-media players in physical spaces. For this, we develop a social contents presentation server where users can register their profiles and information on the social contents to be shared through the developed application. Also, we develop a social contents presentation client that proactively identifies the user in close proximity and displays the user's social contents through an intuitive user interface in physical spaces. In addition, we develop an on-the-spot feedback service which supports posting various types of replies and an on-the-spot scrap service which specifies direct sharing of the contents through the intuitive user interface.

Study on the sampling inspection method for reliability assurance of lot (로트의 신뢰성 보증 샘플링검사 방식에 대한 연구)

  • Jaiwook Baik
    • Industry Promotion Research
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    • v.8 no.1
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    • pp.111-117
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    • 2023
  • Sampling inspection methods for quality control have been proposed a lot in the industry. However, the sampling inspection method for reliability, which is a quality over time, has been relatively less presented, and there are not many literatures that are clearly summarized. Therefore, this paper focuses on the reliability conformity test to verify that the reliability evaluation scale value of the target is satisfied during the reliability test. To this end, first, we look at the conditions that both consumers and producers can satisfy in terms of the OC curve and find out what sampling methods satisfy the desired level of producer risk and consumer risk. Next, two methods of the reliability sampling methods such as attribute and variable reliability sampling methods are examined. Specifically, the attribute reliability sampling method is a form of sampling plan where n samples are tested for a certain period of T hours and the lot is accepted if the number of failures is less than or equal to a certain number c. On the other hand, the variable reliability sampling method is a form of sampling plan where the lot is accepted if the reliability evaluation scale such as MTBF satisfies a certain standard. Both sampling plans may also use inspection tables.

An Analysis of Relationship between Market Structure and Efficiency in Agricultural Products Wholesale Market (농산물도매시장의 시장구조와 효율성 간의 관계분석)

  • Kim, Hyo-Mi;Kim, Yoon-Doo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.238-245
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    • 2020
  • The objective of this study was to analyze the market structure of the Garak Agricultural Products Wholesale Market, which has the greatest influence among agricultural products wholesale markets and plays a key role in domestic agricultural products distribution. In addition, through analysis of the management efficiency of the wholesale market corporation, which is a major distributor of the Garak Market, the connection relationship between the market structure of the Garak Market and the management efficiency of the wholesale market corporation was able to be identified. From 2007 to 2018, it was found that the market structure of Garak Market was a monopoly. In addition, the average production efficiency of the five wholesale market corporations was 0.95, indicating that the wholesale market corporation in Garak Market has an efficient production structure with high output compared to input. Therefore, in order to activate the agricultural products wholesale market and protect the rights of producers and consumers based on the analysis results, it is necessary to implement a policy that can establish a competition system among agricultural products wholesale market distributors.

A Study on Price Sensitivity and Purchasing Attribute of Chinese Cabbage (소비자의 배추 가격민감도와 구매 속성 분석)

  • Ha, Doojong;Lee, Sangyong;Jo, Youngbin
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.2
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    • pp.81-99
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    • 2014
  • This study is carried out to find out Chinese cabbage price sensitivity of consumer. Even though Chinese cabbage is the most important vegetable in our country, the price fluctuation continues to be changed ever year. However, there was no price criteria which is low, high, optimum price level for stabilization policies. In this paper, we investigated urban consumer price sensitivity by using the price sensitivity measurement(PSM), and then suggest to farmer and policy maker the results. The purchasing attribute Chinese cabbage of consumer will be provided to farmer. Optimal willingness to pay price of Chinese cabbage was analyzed between 1,991~2,018 won per head. If the consumer price were formated that price range, the costs will be able to satisfied both producers and consumers. The consumer's acceptable price range was from lower price (PMC) 1,472 won to the upper limit price of 2,714 won (PME). So when the market price researched above 2,714 won, import should be considered. The most important attribute when purchasing was a taste of cabbage, and he most suitable size was 3kg per head.