• Title/Summary/Keyword: YOUTUBE

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

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

Effects of Politics Channels of YouTube on Political Socialization (유튜브 정치·시사 채널 이용이 정치사회화에 미치는 영향)

  • Park, Sang-Hyun;Kim, Sung-Hoon;Joung, Seung-Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.224-237
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    • 2020
  • This study is about motivations of using YouTube channels related to politics and its effects on political socialization. Information acquisition from the political channels of YouTube was analyzed from the perspective of uses and gratifications theory. Then, the effects of the variable factors which can influence the perception-attitude-action of political socializations were reviewed. To understand aforesaid aspects, online survey was conducted targeting male and female adults between 20 to 50-year-old. There were four factors observed for the motivations of using YouTube channels of politics, which were 'entertainment of political satire', 'mental stability', 'convenience of the media', and 'pursuit of information'. The impacts on political socialization were verified with path analysis. Among the various motivations of using YouTube channels, 'convenience of the media' and 'pursuit of information' were the factors that positively affected the acquirement of political knowledges. Political knowledges had meaningful influences on increasing people's interest in politics, and their sense of political efficacy. Increased interest in politics led to higher level of sensing political efficacy, then higher political efficacy positively motivated people to participate in politics. The theoretical and practical implications of the study were also discussed based on the findings.

Categorization of Interaction Factors through Analysis of AI Agent Using Scenarios (인공지능 에이전트의 사용 시나리오 분석을 통한 인터랙션 속성 유형화)

  • Cheon, Soo-Gyeong;Yeoun, Myeong-Heum
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.63-74
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    • 2020
  • AI products are used 'AI assistants' as embedded in smart phones, speakers, appliances as agents. Studies on anthropomorphism, such as personality, voice with a weak AI are being conducted. Role and function of AI agents will expand from development of AI technology. Various attributes related to the agent, such as user type, usage environment, appearance of the agent will need to be considered. This study intends to categorize interaction factors related to agents from the user's perspective through analysis of concept videos which agents with strong AI. Framework for analysis was built on the basis of theoretical considerations for agents. Concept videos were collected from YouTube. They are analyzed according to perspectives on environment, user, agent. It was categorized into 8 attributes: viewpoint, space, shape, agent behavior, interlocking device, agent interface, usage status, and user interface. It can be used as reference when developing, predicting agents to be commercialized in the future.

CPS(Cyber Physical System) & Research Opportunities for MIS (CPS(Cyber Physical System)와 MIS의 연구기회 탐색)

  • Choi, Moo-Jin;Park, Jong-Pil
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.63-85
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    • 2017
  • Purpose Recently, much attention in building smart factory has dramatically increased with an emergence of the Industry 4.0. As we noted a connectivity gap between main concerns of MIS and the automated manufacturing systems such as POP and MES, it is recommended that CPS (Cyber-Physical System) can be an important building block for the smart factory and enrich the depth of MIS knowledge. Therefore, first, this study attempted to identify the connectivity gap between the traditional field of MIS (ERP, SCM, CRM, etc.) and the automated manufacturing systems, and then recommended CPS as a technical bridge to fill the gap. Secondly, we studied concepts and research trend of CPS that is believed to be a virtual mechanism to manage manufacturing systems in an integrated manner. Finally, we suggested research and educational opportunities in MIS based on the CPS perspectives. Design/methodology/approach Since this paper introduced relatively new idea of CPS originally discussed in the field of engineering, traditional MIS research method such as survey and experiment may not fit well. Therefore this research collected technical cases through literature survey in engineering fields, video clips from Youtube, and field references from various ICT Exhibitions and Conventions. Then we analyzed and reorganized them to highlight the necessity of CPS and draw some insight to share with MIS academia. Findings This paper introduced CPS to bridge the connectivity gap between the traditional MIS and automated manufacturing system (smart factory), a concern far away from the MIS academia. Further, this paper suggested future research subjects of MIS such as developing software to share big production data and systems to support manufacturing decisions, and innovating MIS curricula including smart and intelligent manufacturing technology within the context of traditional enterprise systems.

Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.

Enhancing the corporate image through social media: An approach based on multi-dimensional scaling (다차원척도법에 의한 기업이미지 제고를 위한 소셜미디어 활용방안)

  • Kim, Suhyun;Lee, Hanjun;Suh, Yongmoo;Han, Jinyoung
    • Journal of the Korean Data and Information Science Society
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    • v.24 no.3
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    • pp.427-436
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    • 2013
  • Social media is drawing attention among companies for its potential as a marketing tool. There are many types of social media and their characteristics are varied, and thus choosing the appropriate social media considering the purpose of the company is important. In this paper, we conduct comparative analysis on the popular social media such as Facebook, Twitter, Naver blog, Youtube, Cyworld and Me2day using multidimensional scaling method. The result shows that there are differences in the effectiveness of enhancing diverse dimensions of corporate image among social media. This result can be used in developing social media based marketing strategy.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

Ontology and Sequential Rule Based Streaming Media Event Recognition (온톨로지 및 순서 규칙 기반 대용량 스트리밍 미디어 이벤트 인지)

  • Soh, Chi-Seung;Park, Hyun-Kyu;Park, Young-Tack
    • Journal of KIISE
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    • v.43 no.4
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    • pp.470-479
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    • 2016
  • As the number of various types of media data such as UCC (User Created Contents) increases, research is actively being carried out in many different fields so as to provide meaningful media services. Amidst these studies, a semantic web-based media classification approach has been proposed; however, it encounters some limitations in video classification because of its underlying ontology derived from meta-information such as video tag and title. In this paper, we define recognized objects in a video and activity that is composed of video objects in a shot, and introduce a reasoning approach based on description logic. We define sequential rules for a sequence of shots in a video and describe how to classify it. For processing the large amount of increasing media data, we utilize Spark streaming, and a distributed in-memory big data processing framework, and describe how to classify media data in parallel. To evaluate the efficiency of the proposed approach, we conducted an experiment using a large amount of media ontology extracted from Youtube videos.

Access Control Mechanism Based on Key Assignment and User Trust Level for Social Network Services (소셜 네트워크 서비스를 위한 키 분배와 사용자 평판을 이용한 접근 제어 메커니즘)

  • Quan, Wenji;Hwang, Junho;Yoo, Myungsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.5
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    • pp.410-415
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    • 2013
  • Recently, as Internet enters WEB 2.0, many social network services through such as Facebook, Twitter and Youtube appeared. In these social network sites, users can easily make friends, join groups and access others personal information. Therefore, a malicious user can easily gather information of others. In order to protect user's personal information from the unauthenticated users, we propose privacy protection mechanism based on key assignment and user's trust level. A master-key is generated for each users and is segmented into a core-key and several sub-key. The master-key stores at the information owner's side and the sub-key will be distributed to requestor according to the relation and trust level. At last, in order to proof the efficiency, the performance of our proposed mechanism is compared with those of existing mechanisms.

A Study on the Extraction of Emotional Words for Media Facade (내용분석 및 자유연상을 통한 미디어 파사드의 감성어휘 추출)

  • Lee, Seung-min;Bang, Kee-chun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.741-748
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    • 2015
  • The aim of this paper is to select a distinct vocabulary for understanding the media facade of user and to lay the foundation for a media facade emotional scale. Firstly, we assembled a set of emotional words that were sufficient to represent a general overview of korean emotions, collected from various literature studies. Secondly, we found emotional words from collecting user opinion on the Youtube website. Finally the emotional words were collected from phrase by using non-structural survey. The collected words were integrated according to standards and they were organized 39 pieces that can be used in the survey. As a result, we extracted 21 emotional words for measuring user's emotions expressed while watching media facade, such as 'novel', 'cool', 'awesome', 'gorgeous', 'exciting', 'amazing', 'wonderful,', 'showy', 'great,', 'intense', 'good', 'grand', 'colorful', 'unique', 'variety', 'new', 'fun', 'beautiful', 'luxurious,', 'mysterious', 'satisfactory'. And we categorized the 21 words to form 5 elements by using factor analysis such as 'surprise', 'attention', 'variety', 'aesthetics', 'interest'.