• Title/Summary/Keyword: entertainment culture

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Web TV in Network TV: Digitextuality and Hybridization of Media Labor in My Little Television

  • Jung, Sookeung
    • Journal of Contemporary Eastern Asia
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    • v.16 no.2
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    • pp.59-81
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    • 2017
  • The emergence of the new audiences floating across multimedia platforms and engaging in TV production and distribution have forced producers and broadcasters to think of not only the fragmented distribution of their content but also the development of a new format beyond the frame of traditional TV production. A Korean entertainment TV show My Little Television combining the form of live webcasting and traditional TV show reflects such a trend. Because of the distinct format, My Little Television carries out a unique strategy in managing the two screens - Internet and TV. The dualistic production requires all players to understand not only online subculture and communication styles and methods, but also implicit and explicit rules of traditional TV production. Through text and visual image analysis on the show, this study discusses how MLT negotiates with the original Internet text, the producers' paratext, and the supertext of the national TV network in the context of the transitory screen culture.

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Modeling Vulnerability Discovery Process in Major Cryptocurrencies

  • Joh, HyunChul;Lee, JooYoung
    • Journal of Multimedia Information System
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    • v.9 no.3
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    • pp.191-200
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    • 2022
  • These days, businesses, in both online and offline, have started accepting cryptocurrencies as payment methods. Even in countries like El Salvador, cryptocurrencies are recognized as fiat currencies. Meanwhile, publicly known, but not patched software vulnerabilities are security threats to not only software users but also to our society in general. As the status of cryptocurrencies has gradually increased, the impact of security vulnerabilities related to cryptocurrencies on our society has increased as well. In this paper, we first analyze vulnerabilities from the two major cryptocurrency vendors of Bitcoin and Ethereum in a quantitative manner with the respect to the CVSS, to see how the vulnerabilities are roughly structured in those systems. Then we introduce a modified AML vulnerability discovery model for the vulnerability datasets from the two vendors, after showing the original AML dose not accurately represent the vulnerability discovery trends on the datasets. The analysis shows that the modified model performs better than the original AML model for the vulnerability datasets from the major cryptocurrencies.

Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.747-759
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    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.

Visitors Satisfaction and Behavioral Intention of Local Historical Culture Festival (지역역사문화축제 방문객 만족도와 행동의도)

  • Choi, Cheol-Su
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.209-215
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    • 2020
  • The purpose of this study was to investigate the factors that the festival image has on the festival satisfaction of visitors, and the effect of festival satisfaction has on the degree of visitors' behavior. In order to accomplish this research purpose, this study collected data of 233 visitors. Regression analysis was conducted in order to achieve the causal relationship between each variables. The result of data analysis revealed that the factors of festival image suitability, convenience, and entertainment had a positive (+) effect on satisfaction. And, satisfaction was verified to have a positive effect on behavioral intention. Therefore, these results implied that this study will contribute to the revitalization of festivals by both discovering images based on unique historical characteristics and presenting them as utilization plans. Especially, it is necessary to find unique contents with history, representative programs by age, and stories related to historical figures. Further validation studies are necessary to ascertain this fact utilizing the image value factors that have negative influences.

A Study on the Influence of Consumers Functional Recognition on Their Switching Behaviors, using Food Providers' Web Sites (외식기업 온라인 웹사이트를 이용하는 소비자들의 기능별 지각 수준이 전환 행동에 미치는 영향)

  • Choi, Eun-Joo
    • Culinary science and hospitality research
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    • v.16 no.2
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    • pp.31-48
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    • 2010
  • The purpose of this study was to examine the influence of food service web site users' functional recognition extent on switching behaviors. For this, a survey of web site users was carried out. As for analytic methods, frequency analysis was used to examine respondents' demographic features. In addition, simple regression analysis and multiple regression analysis were carried out used to look into the influence of functional recognition of food providers' web sites on switching behaviors. Study findings are as follows: all the functional variables such as entertainment, advertisement & public relations, communication and purchase decision-making function have significant influence on users' switching behaviors. When users' recognition extent of food providers' online web sites is high, their switching behavior is also high. In particular, the following clause have the greatest influence upon users' switching behaviors pattern. In the function of entertainment, (1) it is easy to search on web site; in the advertisement function, (2) the image of restaurant can easily be recognize; In the communication function, (3) the image of new products can be seen with ease; and in the purchase decision-making function, (4) web sites are easily accessible.

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A Code-level Parallelization Methodology to Enhance Interactivity of Smartphone Entertainment Applications (스마트폰 엔터테인먼트 애플리케이션의 상호작용성 개선을 위한 코드 수준 병렬화 방법론)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.381-390
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    • 2015
  • One of the fundamental requirements of entertainment applications is interactivity with users. The mobile device such as the smartphone, however, does not guarantee it due to the limit of the application processor's computing power, memory size and available electric power of the battery. This paper proposes a methodology to boost responsiveness of interactive applications by taking advantage of the parallel architecture of mobile devices which, for instance, have dual-core, quad-core or octa-core. To harness the multi-core architecture, it exploits the POSIX thread, a platform-independent thread library to be able to be used in various mobile platforms such as Android, iOS, etc. As a useful application example of the methodology, a heavy matrix calculation function was transformed to a parallelized version which showed around 2.5 ~ 3 times faster than the original version in a real-world usage environment.

A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

The Non-dual Beauty of TV Makeup Shown in TV Entertainment Programs (TV 오락프로그램의 메이크업에 나타난 불이미(不二美))

  • Kim, Min-Shin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.3
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    • pp.135-148
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    • 2015
  • The purpose of this study was to research into TV makeup types focusing on Korean aesthetics with recognizing importance of Korean thought amid what the global interest pays attention to South Korea thanks to the recent influence of Hanryu(Korean wave). The following are summary and result of this study. The non-dual beauty is an integrative concept of including ambivalence on the categorical difference in sex, culture and class by transcending the extreme binary division. As this is what reflected the open thought of pursuing balance of yin and yang in Korean people, it is being shown in the form of transcendence and far-outness through TV entertainment programs. Transcendence coexisted with maintaining relative relationship beyond separation in sex. Far-outness was pursuing free sensitivity immanent in the non-separated thought of transcending the past, the present and future. This trend is being indicated similarly to a change in its paradigm from separation to convergence these days. Accordingly, even makeup was showing similarity to the recent trend with being paid attention to the makeup of focusing on identity in sex and to the makeup of being coexisted the past, the present and future with the aspect of being mixed space time. The Korean aesthetics has been feeble in its influence compared to the Oriental image of focusing on China and Japan in the meantime. Hence, this study can be said to have significance in a sense of being the first consideration that compared TV makeup types of focusing on Korean aesthetics and suggested its developmental direction.

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Fashion Accessory Design Suggestions Using Firework Images with the OLED Display Platform (불꽃놀이 형상과 OLED를 기반으로 한 패션 액세서리 디자인 제안)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1188-1198
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    • 2011
  • This study proposes the use of firework shapes to design fashion accessories in the judgment that they are appropriate for the expression of creative images in consideration of the display of fireworks as a kind of entertainment and a festive symbol. This study promotes the sustainable application of firework shapes to develop the designs of fashion culture items that feature a distinctive personality and uniqueness. In this present study, the proposed fashion accessory design was intended to create an entertaining new atmosphere that uses an Organic Light Emitting Diode (OLED) that draws attention as a futuristic display. In terms of methodology, a literature review of firework shapes and OLED was conducted; in addition, Adobe Illustrator CS2 and Adobe Photoshop CS2 were used to develop six different standard motive designs with formative design elements represented by a variety of firework shapes. Each of the six motifs was further expanded with different color combinations. Rich images are produced with the use of pink, blue, purple, green, yellow, orange, and red, in conjunction with various OLED effects to express the three-dimensional images of fireworks. The motifs are applied to three types of items: bags, bracelets, and necklaces. For the video images, evening and tote bags, pendants, and bangles were used. Shifting images and lights should produce unique images as well as satisfy the consumer desire for entertainment. The Adobe Image Ready software was used to present the motive of fireworks applied to the design of fashion accessories in video images but not in still-cut images due to physical constraints of this paper.