This paper uses the horizontal regulation system as the base analysis framework. The study clearly defines the regulatory goals of the followings: the horizontal cross-ownership regulations on program provider (PP) and platform provider, the vertical regulation on cross-ownership between PP and platform operator, the regulation on cross-ownership of program provider by terrestrial broadcasting company, and the regulation on cross-ownership between terrestrial broadcasting company and platform provider. Then, by analyzing the conformity between goals and criteria of regulations and the adequacy of the regulation level according to regulatory purposes, this paper examines the justifiability of each regulation and extracts improvement measures that suite regulatory purposes. This analysis finds following appropriate measures: replacing the horizontal cross-ownership regulation on PP with conduct regulations, such as designating major broadcasting programs or replacing the current criterion of cross-ownership regulation from sales to the audience market share; reshaping the horizontal cross-ownership regulation on platform provider so that system operator (SO), satellite broadcaster and Internet protocol television (IPTV) operator would be applied by the same regulation based on the number of subscribers of pay television services; and discontinuing other cross-ownership regulation. In this way, the study shows that with appropriate regulations on cross-ownership of PP, there would be no need for additional regulation on vertical integration between PP and platform operator. On the other hand, given that the regulation on terrestrial broadcasting cross-ownership of PP could be justified only by regulatory purpose of the protection of the diversity of public opinions, it would be desirable to replace the current criteria of the number of PPs with the criteria of the audience market share. Lastly, the study shows that when platform operator is targeted by the cross-ownership regulation based on the number of subscribers of pay television services, the regulation on cross-ownership between terrestrial broadcasting company and platform provider should be replaced with conduct regulations, such as designating must-offer channels and major broadcasting programs.
Tran, Thi Mai Phuong;Nguyen, Khac;Lee, Dal-Heui;Park, Tae-Yoon;Han, Shin
Journal of the Korean Society of Earth Science Education
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v.12
no.1
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pp.18-26
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2019
Vietnam is one of the countries most affected by climate change. Therefore, communication activities on climate change in Vietnam are focused with various media such as television, newspapers, radio, internet etc. In particular, Facebook social network is a potential media but less interested and developed. In this topic, Audience Insight tool of the Facebook social network and the online sociological survey method were conducted to assess the current status and effectiveness of climate change communication activities via Facebook in Vietnam today. Vietnam ranks seventh in the world with 58 million users. However, the number of climate change communication fanpages has only about 15 fanpages with the largest number of followings is 94,721 persons. Among of the 10 most contented Facebook users in Vietnam today, there is no fanpage related to climate change. The results of research and evaluation two fanpages of climate change communication that are the most and most frequent followers in Vietnam showed that climate change communication via Facebook in Vietnam is not as effective as expected. At the same time, online survey results also pointed out the causes of the above problems. This is the scientific basis for management agencies to find the solutions to promote the strength of Facebook social network in climate change communication in the future.
This paper examines the rising value of social networked journalism and analyzes the case of a social news site based on the theory of networked journalism. Social networked journalism allows the public to be involved in every aspect of journalism production through crowd-sourcing and interactivity. The networking effect with the public is driving journalism to transform into a more open, more networked and more responsive venue. "wikitree" is a social networking news service on which anybody can write news and disseminate it via Facebook and Twitter. It is operated as an open sourced program which incorporates "Google Translate" to automatically convert all its content, enabling any global citizen with an Internet access to contribute news production and share either their own creative contents or generated contents from other sources. Since its inception, "wikitree global" site has been expanding its coverage rapidly with access points arising from 160 countries. Analyzing its international coverage by country and by news category as well as by the unique visit numbers via SNS, the results of the case study imply that networking with the global public can enhance news traffic to the social news site as well as to specific news items. The results also suggest that the utilization of Twitter and Facebook in social networked journalism can break the boundary between local and global public by extending news-gathering ability while growing audience's interest in the site, and engender a feasible business model for a local online journalism.
Today people obtain much information about appearances through movies. The stars' body images in movies have been created through total fashion as they play the roles of an ideal model to create actual body images. This study examined the relations between the body images in the film media in terms of appearances or total fashion and actual body images based on the simulation theory by Jean Baudrillard. It conducted a literature study by collecting and analyzing film media-related picture images from books, papers, periodicals and the Internet home and abroad. The research scope was limited to the stars who made appearances in movies and the ones who starred in movies in addition to their other lines of work. As a result, the following conclusions were drawn; the stars' body images went hyperreal between their actual body images and the ones of their roles in movies and then were simulated in fashion. To be specific, 1. the stars' actual body images went hyperreal and were simulated in fashion in the following cases; 1) the stars in the heyday of film; 2) fashionistas; and 3) pictures taken by paparazzi. 2. The body images of their roles went hyperreal in the following cases; 1) through brand participation; 2) through changed body images; and 3) through cyber body images. Their body images became hyperreal and were simulated in fashion by the input of fashion designers and the techniques of other areas. The body images in film are the object of desire to the audience. They go hyperreal and become the ideal body image to real people. The various kinds of hyperreal images in the film media create new beauty as a reference and object of comparison for people to change their body images in reality.
Today, visitors of art galleries like to share their life in their communities than interacting with artwork. Meantime, image sharing of an exhibition on social media has become more important than actual watching of the artwork. Accordingly, most of the galleries have started paying more attention in organizing an exhibition environment for proof-shots to attract more visitors. We initially conducted research about the internet environment from the late 1990s to the recent years and analyzed the changing watching patterns of the exhibition since the advent of social media. Secondly, for empirical case analysis, we selected 'Plastic Fantastic' held in D-Museum as the target of analysis. The analysis targeted 500 recent postings that were discovered on Instagram on March 4, 2018, as 'Plastic-Fantastic'(in Korean). The methods of analysis included classification types of image, hashtag, and text on Instagram and were arranged in an order of relation to the exhibits. Based on the image analysis, 44.2% of the images involved exhibition displays; the others included a person or other goods. Based on the results of the text and hashtag analysis, only 3.6% of posting included information about the exhibition and 56.4% had non-related inflow hashtags only with image. The behavior of these shares is likely to gradually lose the inherent meaning of the exhibition and to the value rather than imparting the artistic thrill that viewers derive from art. Exhibition should try to seek deep interaction between the display, audience, and social media users, rather than encouraging the visitors to take proof-shots.
The purpose of this study is to explore the way that power in cyberspace is constructed and work and the factors that contribute to forming the power by analyzing a bulletin board system(BBS) on an everyday drama, "Can't Take My Eye Off You"(MBC). Research findings are as follows. The participants in the BBS produce various discourses and constantly compete with each other. In the process, the participants who produce a dominant discourse in quantity tend to exclude other discourses from the BBS and the participants who produce the minority discourses sometimes resist the dominant discourse but tend to refrain from expressing the minority discourses. These tendencies have intensified, and eventually the dominant discourse overwhelmingly powers over the BBS at the end of it. The dominant discourse in the BBS is confucian patriarchal one and this is primarily due to the characteristic of the BBS as the fandom of the drama, the participants' experience and dominant culture in their embodied social world, and the authorship of the drama.
Journal of the Korea Fashion and Costume Design Association
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v.2
no.2
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pp.113-136
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2000
Problems and improvemental measures for the historical inquiry of TV drama costumes and for the reproduction of them were investigated. For this study, the MBC historical drama 'The way of the Great King' started on march 24 in 1998 and ended on september 26 in 1998 was selected as the subject. The reasons why the drama was selected are as follows. First, the historical background was the time of King Young & drama introduced various kinds of costumes Joungjo, which is the starting era of traditional costumes peculiar to Korea. Second, the based on the historical inquiry of that time. There is a limitation in the process of historical inquiry about the costumes of that time because we don't have enough research data such as relics, remains, references, literary works, pictures, etc. Although, in some cases, exact historical inquiry about the costumes were made, they could not be reproduced in the original forms due to several reasons: the absence of the materials of that time, structural changes including length and size for convenience of action, alterations of the manufacturing method for the reuse, addition of the gorgeous and various olors for the enhancement of image quality, variations in colors according to the actor's character, modulations of the structures and colors by the producer's intention, and the restraints in time and money for manufacturing. In view of these situations, it seems to be difficult for us to settle the problems occurring between the historical inquiry about the traditional costumes and the reproduction of them in drama. However, the costumes presented in historical drama have the meanings to provide informations of that time with TV audience. Therefore I think that it is necessary to narrow the gap between the historical inquiry of TV drama costumes and for the reproduction of hem, First, It should be restrained that each broadcasting stations show the costumes under the similar situations of the same age in different ways. Second, We need to unify the inquiry systems concerning historical drama costumes, In addition to this, it is also necessary for broadcasting stations to establish internet sites of traditional costumes for communication.
Samguk Yusa is a important historic record about the dynasties of ancient Korea. It consists of information about the hidden, mythical history, old languages and poems. This historical book has been translated many times since the Liberation of Korea in 1945. However, these books are the result of academic research so we are restricted in our usage of them to understand Korean history. There are many historical documentaries and TV series on Samguk Yusa. However, these programs can be viewed only and not be utilized in any way by the audience. Since the computer was introduced to the public, multimedia technology has been a good source to combine text, image, moving picture, sound, animation and graphic. Producing the CD-ROM about historical books not only produce digital images but also a valuable high quality digital information. Digitalization process also keeps the original content of the historical books as well as provide value as a research material as historical, artistic and archaeological item. Furthermore, its information would be provided through a network, like internet, to share and to promote more advanced studies. The purpose of this study is to produce the basic method of multimedia design of Samguk Yusa. This study also researches the problems of multimedia process for more effective usage.
We are able to watch international multimedia anytime and anywhere, if we have the devices to connect Internet. Netflix and Youtube are the most massive and the most visited streaming platforms in the world. So If audiences are not familiar with the exotic culture such as behaviors, contexts, sarcasm, history and the current issues, It would happen a consequence that they entirely have to rely on subtitles in order to get inform. This research hereby aims to compare Korean transcriptions of the same movies streamed by the two selected platforms(Netflix and Youtube). As a result, good translation is that translators should use appropriate omissions and detailed explanations in limited time and space so that audience can concentrate on the vedio. If translators study the work in depth and spend enough time working on it, the quality of translation will definitely increase. Finally, this study contributed to the revitalization of the video translation market, which is still in the past, through the misinterpretation of videos produced at a low unit price and with minimal time without guidelines for video translation.
International journal of advanced smart convergence
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v.12
no.1
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pp.164-172
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2023
In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.
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