• Title/Summary/Keyword: User-Generated Content

Search Result 137, Processing Time 0.028 seconds

Online Music Distribution Strategy to Develop the future Hallyu Music Industry

  • Woo-Jun JANG;Min-Ho CHANG
    • Journal of Distribution Science
    • /
    • v.22 no.6
    • /
    • pp.115-122
    • /
    • 2024
  • Purpose: The main aim of this study is to analyze and suggest new online music distribution models targeted to facilitate the development of the Korean Wave (Hallyu) music market in all locations of the world. This study is conducted through a close analysis of the prevailing distribution models, the unique challenges of the K-pop market, and the trends in new technologies. Research design, data and methodology: To address the issue of how the online music distribution market could be domesticated for the Korean music industry, a systematic review of the previous studies was conducted. The use of the PRISMA approach was followed so that an accurate and transparent method for choosing the studies is ensured. Results: According to the investigation of literature analysis, the online distribution strategy may consist of four key plannings as follows, 1. Leveraging Social Media and User-Generated Content Platforms, 2. Embracing Immersive and Interactive Experiences, 3. Fostering Direct-to-Fan Connections and Monetization, 4. Harnessing Artificial Intelligence and Big Data Analytics. Conclusions: Finally, collaboration and strategic partnerships will be vital. The Korean music companies should seek to cooperate with the technology companies, social media platforms, and the global music streaming services so that they can grow their market, acquire new technologies, and to better their online distribution strategies.

Region Selective Transmission Method of MMT based 3D Point Cloud Content (MMT 기반 3차원 포인트 클라우드 콘텐츠의 영역 선별적 전송 방안)

  • Kim, Doohwan;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.25 no.1
    • /
    • pp.25-35
    • /
    • 2020
  • Recently, the development of image processing technology, as well as hardware performance, has been continuing the research on 3D point processing technology that provides users with free viewing angle and stereoscopic effect in various fields. Point cloud technology, which is a type of representation of 3D point, has attracted attention in various fields because it can acquired/expressed point precisely. However, since Hundreds of thousands, millions of point are required to represent one 3D point cloud content, there is a disadvantage that a larger amount of storage space is required than a conventional 2D content. For this reason, the MPEG (Moving Picture Experts Group), an international standardization organization, is continuing to research how to efficiently compress, store, and transmit 3D point cloud content to users. In this paper, a V-PCC bitstream generated by a V-PCC (Video-based Point Cloud Compression) encoder proposed by the MPEG-I (Immersive) group is composed of an MPU (Media Processing Unit) defined by the MMT. In addition, by extending the signaling message defined in the MMT standard, a parameter for a segmented transmission method of the 3D point cloud content by area and quality parameters considering the characteristic of the 3D point cloud content, so that the quality parameters can be selectively determined according to the user's request. Finally, in this paper, we verify the result through design/implementation of the verification platform based on the proposed technology.

New Media Content Platform using 6 - DOF Industrial Robot and 3D Game Engine (6축 산업용 로봇 팔과 3D 게임 엔진을 결합한 뉴 미디어 콘텐츠 운용 플랫폼)

  • Park, Beomyeong;Lee, Jimin;Park, Kyungsik;Lee, Sangyup;Lee, Eunkyu;Park, Jaeheung
    • The Journal of Korea Robotics Society
    • /
    • v.12 no.3
    • /
    • pp.306-312
    • /
    • 2017
  • Recently, development of robot technology has been actively investigated that industrial robots are used in various other fields. However, the interface of the industrial robot is limited to the planned and manipulated path according to the target point and reaching time of the robot arm. Thus, it is not easy to create or change the various paths of the robot arm in other applications, and it is not easy to control the robot so that the robot arm passes the specific point precisely at the desired time during the course of the path. In order to overcome these limitations, this paper proposes a new-media content management platform that can manipulate 6 DOF industrial robot arm using 3D game engine. In this platform, the user can directly generate the motion of the robot arm in the UI based on the 3D game engine, and can drive the robot in real time with the generated motion. The proposed platform was verified using 3D game engine Unity3D and KUKA KR-120 robot.

A Study on Smart Network Utilizing the Data Localization for the Internet of Things (사물 인터넷을 위한 데이터 지역화를 제공하는 스마트 네트워크에 관한 연구)

  • Kang, Mi-Young;Nam, Ji-Seung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.6
    • /
    • pp.336-342
    • /
    • 2017
  • Traffic can be localized by reducing the traffic load on the physical network by causing traffic to be generated at the end of the packet network. By localizing traffic, the IoT-based sensitive data-related security issues can be supported effectively. In addition, it can be applied effectively to the next-generation smart network environment without changing the existing network infrastructure. In this paper, a content priority scheme was applied to smart network-based IoT data. The IoT contents were localized to efficiently pinpoint the flow of traffic on the network to enable smart forwarding. In addition, research was conducted to determine the effective network traffic routes through content localization. Through this study, the network load was reduced. In addition, it is a network structure that can guarantee user quality. In addition, it proved that the IoT service can be accommodated effectively in a smart network-based environment.

A Scalable Index for Content-based Retrieval of Large Scale Multimedia Data (대용량 멀티미디어 데이터의 내용 기반 검색을 위한 고확장 지원 색인 기법)

  • Choi, Hyun-HWa;Lee, Mi-Young;Lee, Kyu-Chul
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.726-730
    • /
    • 2009
  • The proliferation of the web and digital photography has drastically increased multimedia data and has resulted in the need of the high quality internet service based on the moving picture like user generated contents(UGC). The keyword-based search on large scale images and video collections is too expensive and requires much manual intervention. Therefore the web search engine may provide the content-based retrieval on the multimedia data for search accuracy and customer satisfaction. In this paper, we propose a novel distributed index structure based on multiple length signature files according to data distribution. In addition, we describe how our scalable index technique can be used to find the nearest neighbors in the cluster environments.

  • PDF

An Assessment of the Multiple Challenges Associated with Student's Access to Electronic Resources at a Public University Library in Ghana

  • Armah, Nesba Yaa Anima Adzobu;Cobblah, Mac-Anthony
    • International Journal of Knowledge Content Development & Technology
    • /
    • v.11 no.1
    • /
    • pp.65-84
    • /
    • 2021
  • Our understanding of how barriers to access systematically varies with the compositional and contextual characteristics of users is incomplete. Using a public university library in Ghana, this study assessed the heterogeneous barriers or constraints students encounter in accessing electronic resources based on their demographic and contextual attributes. A descriptive survey design was adopted and structured questionnaires were administered randomly to 558 students in the four constituent colleges of the University of Cape Coast, Ghana. Data were collected and analysed using SPSS and descriptive statistics were generated. The results revealed that students faced six key challenges in accessing electronic information resources in the library namely delays in download of information, poor internet connectivity, and limited accessibility of university portal, inadequate computers in the library, poor lighting and limited ancillary services (on the spot printing facilities), with differences based on gender, academic level, and college affiliation. Only 24% males and 26% females had no challenges or problems with delays in download of electronic information. About three-fourth of all users had poor internet connectivity and complained about inadequate computers associated with accessing electronic resources. 40% percent of undergraduate students in the Colleges of Education Studies, Agriculture and Natural Sciences, and Humanities and Legal Studies each encountered four to six simultaneous challenges. Irrespective of gender, first year undergraduate students in all the four colleges were the least likely to report multiple challenges. This suggests the need for targeted and context-specific interventions to address the identified challenges.

Content Analysis of Collaborative Digital Reference Service Knowledge Information Database (협력형 디지털 참고서비스(CDRS) 지식정보DB 내용분석 연구)

  • Jang, Su Hyun;Nam, Young Joon
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.2
    • /
    • pp.101-123
    • /
    • 2021
  • This study analyses the questions and answers contained in the Knowledge Information Database of the collaborative digital reference service, 'Ask a librarian'. And based on the results of status of user requests, this study draws information usage behavior in the early stages of the service was derived. 1,124 Knowledge Information Database items out of 3,506 cases was analyzed by nine criterion. ① Number of questions and whether to be reference questions, ② Subject and keywords of the question, ③ Purpose of the question, ④ Type of question, ⑤ User's information request, ⑥ Information source and reference services provided by the librarian, ⑦ Number of days to answer, ⑧ Level of the participating library, ⑨ Question type by topic. As a results of analysis, first, users asked for reference questions from various topics as needed, rather than one from a similar topic at a time, but more than half of the total pure reference questions were from the field of library information science. Second, about 71.35% of users were using the 'Ask a librarian' service to recommend a list of information resources related to a particular topic or research problem, and there were also questions that required consultation on the reading situation. Third, the most preferred sources of information for users were bibliography, and in the case of online information sources, users did not relatively prefer them. Fourth, the number of days required to answer was able to confirm significant differences depending on the type of question and the level of the participating library. Fifth, 31.33% of the purpose of the general field question showed that were self-generated.

Exploring Factors to Minimize Hallucination Phenomena in Generative AI - Focusing on Consumer Emotion and Experience Analysis - (생성형AI의 환각현상 최소화를 위한 요인 탐색 연구 - 소비자의 감성·경험 분석을 중심으로-)

  • Jinho Ahn;Wookwhan Jung
    • Journal of Service Research and Studies
    • /
    • v.14 no.1
    • /
    • pp.77-90
    • /
    • 2024
  • This research aims to investigate methods of leveraging generative artificial intelligence in service sectors where consumer sentiment and experience are paramount, focusing on minimizing hallucination phenomena during usage and developing strategic services tailored to consumer sentiment and experiences. To this end, the study examined both mechanical approaches and user-generated prompts, experimenting with factors such as business item definition, provision of persona characteristics, examples and context-specific imperative verbs, and the specification of output formats and tone concepts. The research explores how generative AI can contribute to enhancing the accuracy of personalized content and user satisfaction. Moreover, these approaches play a crucial role in addressing issues related to hallucination phenomena that may arise when applying generative AI in real services, contributing to consumer service innovation through generative AI. The findings demonstrate the significant role generative AI can play in richly interpreting consumer sentiment and experiences, broadening the potential for application across various industry sectors and suggesting new directions for consumer sentiment and experience strategies beyond technological advancements. However, as this research is based on the relatively novel field of generative AI technology, there are many areas where it falls short. Future studies need to explore the generalizability of research factors and the conditional effects in more diverse industrial settings. Additionally, with the rapid advancement of AI technology, continuous research into new forms of hallucination symptoms and the development of new strategies to address them will be necessary.

A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
    • /
    • v.20 no.2
    • /
    • pp.39-49
    • /
    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.4
    • /
    • pp.103-114
    • /
    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.