• Title/Summary/Keyword: TV content

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Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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An Analysis of the Comparative Importance of Heuristic Attributes Affecting Users' Voluntary Payment in Online News Content (자발적 독자구독료에 영향을 미치는 온라인 뉴스 콘텐츠의 휴리스틱 속성 간 상대적 중요도 분석)

  • Lee, Hyoung-Joo;Chung, Nuree;Yang, Sung-Byung
    • Journal of Information Technology Services
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    • v.16 no.4
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    • pp.177-195
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    • 2017
  • Traditionally, news was consumed only through printed newspapers and broadcasting media, such as radio and television. However, the Internet has enabled people to consume news content online. Since most of online news content has been provided for free, it is not easy for news providers to charge the fixed subscription fee for online news content. Therefore, as an alternative strategy, some online news providers have tried to adopt the Pay-What-You-Want (PWYW) pricing model, which allows users (readers) to pay as much as they want after consuming news content. As this pricing model shows some possibility to grow and replace the unsuccessful monetization strategy of online news content, we therefore examined the comparative importance of seven heuristic attributes (i.e., article evaluation, article share, article comment, article information design, article length, writer SNS, and writer information) affecting readers' voluntary payment behavior through a conjoint analysis with 379 news articles collected from online news Website (i.e., Ohmynews.com) where the PWYW model has been working successfully. This study found that article share and article length are the most important factors which affect online news content users' voluntary payment. Finally, two major and eight minor propositions are suggested based on the findings of the study. This study would suggest guidelines for how to create online news content which induces much more voluntary payment.

The User Perception in ASMR Marketing Content through Social Media Text-Mining: ASMR Product Review Content vs ASMR How-to Content (텍스트 마이닝을 활용한 ASMR 콘텐츠 분야에 따른 소비자 인식 및 구전효과 차이점 분석: ASMR 제품리뷰 및 ASMR How-to 콘텐츠 중심으로)

  • Tran, Hung Chuong;Choi, Jae Won
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.1-20
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    • 2021
  • Purpose Nowadays, Autonomous Sensory Meridian Response (ASMR) is rapidly growing in popularity and increasingly appearing in marketing. Not even in TV commercial advertisement, ASMR also fast growing in one-person media communication, many brands and social media influencers used ASMR for their marketing contents. The purpose of this study is to measure consumers' perceptions about the products in ASMR marketing content and compare the differences in communication effect of ASMR content creator between product review and how-to in the same Macro tier influencer - the YouTuber that has 10,000-100,000 subscribers. Design/methodology/approach The research methods selected ASMRtist that do product review content and how-to content, Text comments data was collected from 200 videos of tech-device review videos and beauty-fashion videos. A total of 52,833 text comments were analyzed by applying the LDA topic modeling algorithm and social network analysis. Findings Through the result, we can know that ASMR is good at taking attention of viewers with ASMR triggers. In the Tech device reviews field, ASMR viewers also focus on the product like product's performance and purchase. However, there are many topics related to reaction of ASMR sound, trigger, relaxation. In the Beauty-fashion field, viewers' topics mainly focus on the reaction of the ASMR trigger, response to ASMRtist and other topics are talking about makeup - fashion, product, purchase. From LDA result, many ASMR viewers comment that they feel more comfortable when watching the marketing content that uses ASMR. This result has shown that ASMR marketing contents have a good performance in terms of user watching experience, so applying ASMR can take more consumer intention. And the result of social network analysis showed that product review ASMRtist have a higher communication effectiveness than how-to ASMRtist in the same tier. As an influencer marketing strategy, this study provides information to establish an efficient advertising strategy by using influencers that create ASMR content.

Independent Production Routines and Environmental Changes In 'Comprehensive Programming Television Channels' in Korea Focusing on Interviews with Independent Producers, Broadcast Writers and Individuals Involved with the TV Channels (종합편성채널의 독립제작 환경과 관행에 관한 연구 독립PD, 작가 및 종합편성채널 관계자 심층인터뷰를 중심으로)

  • Choi, Sun Young;Han, Hee Jeong
    • Korean journal of communication and information
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    • v.73
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    • pp.56-91
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    • 2015
  • This study examined changes in the independent production environment in the perspectives from flexible specialization of labor and media routines since January 2011, when comprehensive programming television channels (JTBC, MBN, Channel A, TV Chosun) emerged in Korea. In-depth interviews were conducted with thirteen individuals, including producers from independent production companies, broadcast writers, and individuals involved with these TV channels. The interview results indicated that a flexible specialization production system had been established by the comprehensive programming channels. This means that they were heavily dependent on independent producers, except in relations to their own news programs. Moreover, it was identified that the production of diverse programs could be difficult due to absurd contract practices such as those related to TV ratings and performance systems. Second, these channels have implemented some positive changes such as the payment of higher production costs and an incentive system, compared to terrestrial TV stations. However, the incentive system also helps to aggravate internal competition in the channel and also instigate contract competitions among independent companies, which can eventually result in the channels for holding exclusive rights to certain content and, hence, unfair business practices. Third, as a result of the newspaper and broadcast cross-owenership system of the comprehensive programming channels, hierarchical independent production practices can be established under the influence of newspaper proprietors and executives or managers who have previously worked for newspapers. Lastly, as a result of interviews with independent producers and individuals involved with the TV channels concerning the awareness of comprehensive programming channels, it could not be ascertained whether it is difficult to produce programs dealing with diverse items and genres, because programming autonomy has been distorted by capital or the advertisement market. In this circumstance, it is not surprising that some comprehensive programming channels mentioned that they prioritize profit and performance in programming. In conclusion, it is absolutely imperative that complementary and legal measures be implemented institutionally in order to redress the existing systematic dysfunctional routines in the independent productions of the comprehensive programming TV channels in Korea.

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A Research of Relationship between Animation Content and Traditional Folk Culture: Centered around Michel Ocelot's <Kirikou et la Sorcière>(Kirikou and the Sorceress) and KBS Satellite Channel's <Animentary Korean Folklore>. (애니메이션 콘텐츠 창작소재와 전통 민속문화와의 만남: 미셸 오슬로의 <키리쿠와 마녀>와 KBS 위성 TV <애니멘터리 한국설화>를 중심으로)

  • Lee, Jong-Seung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.65-88
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    • 2010
  • The purpose of this article is to investigate the relation the animation to culture archetype, focusing on the case of the matter for animation content creation. Furthermore, in the paper, we also study about the animation industry development using various cultural archetypes such as the tale, myth, legend, folk tale, which are usable for animation content industry. For purposes of this study, we analyzed the aspects of power of folk tale and the essential vitality of folk tale in KBS Satellite Channel's and Michel Ocelot's $\grave{e}$re>. Above all, the origin of literature, folk tales are characterized by their uniqueness of each people as well as the global universality, being reproduced over and over again in oral literature. In the existent mode, folk tales have a firm structure because of storytelling, and have characteristics of performance and tradition on the basis of this structure. These characteristics can make emotional experience deepen and insure quality of narrative experience through direct communications. In this context, comparing folk tales of diverse forms of each nation and discovering the ethnicism and universality would not only be critical in the animation content development aspects, but provide precious data for effective animation marketing to apply One Source-Multi Use.

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A Study about the Users's Preferred Playing Speeds on Categorized Video Content using WSOLA method (WSOLA를 이용한 동영상 미세배속 재생 서비스에 대한 콘텐츠별 배속 선호도 분석 연구)

  • Kim, I-Gil
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.291-298
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    • 2015
  • In a fast-paced information technology environment, consumption of video content is changing from one-way television viewing to VOD (Video on Demand) playing anywhere, anytime, on any device. This video-watching trend gives additional importance to videos with fine-speed-control, in addition to the strength of the digital video signal. Currently, many video players provide a fine-speed-control function which can speed up the video to skip a boring part, or slow it down to focus on an exciting scene. The audio information is just as important as the visual information for understanding the content of the speed-controlled video. Thus, a number of algorithms for fine-speed-control video-playing technologies have been proposed to solve the pitch distortion in the audio-processing area. In this study, well-known techniques for prosodic modification of speech signals, WSOLA (Waveform-Similarity-Based Overlap-Add), have been applied to analyze users' needs for fine-speed-control video playing. By surveying the users' preferred speeds on categorized video content and analyzing the results, this paper proposes that various fine-speed adjustments are needed to accommodate users' preferred video consumption.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • v.15
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

Content Analysis of Food Advertising Directed at Korean Children

  • Kim, Sora;Han, Eun-Jin
    • International Journal of Human Ecology
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    • v.13 no.2
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    • pp.101-111
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    • 2012
  • Children have become the target of intense and specialized food advertising efforts. This study examines the content of TV food advertising and discussed possible concerns from the perspective of children. A total of 102 ads were collected from two cable networks aimed at children. Most of the food ads used emotional appeals and did not provide information clues such as nutrition values. Ads with high sales pressure and celebrity endorsements appeared frequently and the ads for snack foods and high-carbohydrate bakery products were dominant. Understanding food ads can be a significant indicator to establish the orientation of consumer ad education and build educational programs appropriate for children. The issue that appears conspicuous in child targeted advertising and marketing is the childhood obesity and food advertising relation; subsequently, there is a need to evolve advertising that targets children into a positive educational information source.

OSMU Video UCC Learning Content Authoring Tool Design Using Content Sources Created by Others (외부 콘텐츠 소스를 활용한 OSMU 동영상 UCC 학습 콘텐츠 에디터 설계)

  • Oh, Jung-Min;Kim, Kyung-Ah;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.349-352
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    • 2009
  • 최근 정보의 형태는 텍스트나 이미지 기반에서 벗어나 복합 멀티미디어, 즉 동영상 위주로 빠르게 이동하고 있다. 특히 사용자에 의해 제작되고 유통되는 동영상 UCC의 급격한 부상은 사용자의 정보 생산력과 정보 공유, 소비 형태를 능동적으로 변화시키고 있다. PC 뿐 아니라 IPTV에서도 주요 서비스 모델로 관심을 받는 동영상 UCC는 향후 지식 결부형 학습 콘텐츠로 옮아갈 것이라 예상되고 있으며 여기에는 수익 모델의 개발과 저작권 보호 이슈가 해결해야 할 선결 과제로 인식된다. 이에 본 논문은 방송 콘텐츠 제공 표준 기술인 TV-Anytime, 학습객체메타데이터인 LOM(Learning Object Metadata)을 기반으로 OSMU 동영상 UCC 학습 콘텐츠 서비스 모델을 위한 에디터를 설계하고 외부 콘텐츠 소스를 활용할 수 있는 콘텐츠 저작 시나리오에 기반한 메타데이터를 설계하였다. 이를 통해 사용자의 다양한 지식을 활용할 수 있는 UCC 학습 콘텐츠 서비스 모델 발굴과 콘텐츠의 확대 재생산에 있어서 적극적인 저작권 보호가 이루어질 것을 기대한다.

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방송$\cdot$통신 융합 멀티미디어 프레임워크 기술

  • 김재곤
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.10a
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    • pp.259-279
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    • 2004
  • [ $\box$ ] 방송통신 융합의 가속화 $\box$ 통방융합의 Business Models $\box$ 이종망을 통한 다양한 단말에서의 콘텐츠 서비스 $\blacksquare$ Ubiquitous Content Access - Anytime, Anywhere, Any Contene $\box$ 멀티미디어 프레임워크 필수적 - 상호연도 가능한 콘텐츠 생성/보호, 전달, 적응/소비 제공 $\box$ 통방융합 멀티미디어 프레임워크 기술 개발 추진 $\box$ MPEG-21 Multimedia Framework에 기반한 핵심기술 개발 $\blacksquare$ Content Adaptation & Personalization - MPEG-21(DIA), MPEG-7, TV-Anytime Forum $\blacksquare$ End-to-end Qos $\blacksquare$ Scalable Video Coding & Delivery, etc $\box$ UMA 기술 $\box$ EU Project : ENTHRONE

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