• Title/Summary/Keyword: media content sharing

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A Study on MZ Generation's Information Seeking Behavior of Contents Platforms: Focused on Information Users in the Field of Science, Technology, and Information (MZ세대의 콘텐츠 플랫폼 활용행태에 관한 연구 - 과학기술정보 분야의 정보이용자를 중심으로 -)

  • Yoo, Suhyeon;Kim, Hyunjung;Hyun, Mi-Hwan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.231-263
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    • 2021
  • The purpose of this study is to analyze the information behavior of so-called "MZ Generation" users who are going to be the main information users of the continuously and radically changing scientific information environment due to the advent of various types of information media and rapid increment of digital information resources. Especially, the characteristics of MZ generation is investigated through questionnaire asking questions about their use of contents platforms, and online resources for everyday life information and scholarly information, and their way of producing, responding, and sharing information contents. The results show that they use YouTube most as the contents platform, prefer Naver as their everyday life information source, and use Google as the main scholarly information source. Their main purpose of using the content platform is to search for everyday life information rather than scholarly or professional information, and they are actively producing information, mostly to keep records of their everyday lives.

Novel Intent based Dimension Reduction and Visual Features Semi-Supervised Learning for Automatic Visual Media Retrieval

  • kunisetti, Subramanyam;Ravichandran, Suban
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.230-240
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    • 2022
  • Sharing of online videos via internet is an emerging and important concept in different types of applications like surveillance and video mobile search in different web related applications. So there is need to manage personalized web video retrieval system necessary to explore relevant videos and it helps to peoples who are searching for efficient video relates to specific big data content. To evaluate this process, attributes/features with reduction of dimensionality are computed from videos to explore discriminative aspects of scene in video based on shape, histogram, and texture, annotation of object, co-ordination, color and contour data. Dimensionality reduction is mainly depends on extraction of feature and selection of feature in multi labeled data retrieval from multimedia related data. Many of the researchers are implemented different techniques/approaches to reduce dimensionality based on visual features of video data. But all the techniques have disadvantages and advantages in reduction of dimensionality with advanced features in video retrieval. In this research, we present a Novel Intent based Dimension Reduction Semi-Supervised Learning Approach (NIDRSLA) that examine the reduction of dimensionality with explore exact and fast video retrieval based on different visual features. For dimensionality reduction, NIDRSLA learns the matrix of projection by increasing the dependence between enlarged data and projected space features. Proposed approach also addressed the aforementioned issue (i.e. Segmentation of video with frame selection using low level features and high level features) with efficient object annotation for video representation. Experiments performed on synthetic data set, it demonstrate the efficiency of proposed approach with traditional state-of-the-art video retrieval methodologies.

A Study on the Development of Larchiveum Strategies and an Instructional Model for School Libraries (학교도서관 라키비움 전략 및 교육모형 개발 연구)

  • Soo-Youn Cho
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.3
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    • pp.35-64
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    • 2024
  • The purpose of this study is to develop educational strategies and models by applying future-oriented elements of libraries, which are transitioning into integrated spaces through collaboration with archives and museums, into school library education. This study focuses on the changes where libraries expand their spaces and roles in response to the trends of a pluralistic society. The term 'Larchiveum' was established to represent a knowledge and culture complex space. The concepts and functions of this term were identified, and the characteristics of materials collected and managed by archives, museums, and art galleries, as well as domestic and international educational information services, were analyzed to explore ways to integrate them into school library education. Based on the ASSURE instructional design model, which emphasizes the effective selection and use of teaching and learning media, this study developed Larchiveum strategies, including 'Inquiry-based Information Utilization,' 'Curriculum Integration and Convergence,' 'Collaboration, Sharing, and Dissemination,' and 'Digital Archive,' and structured the educational content accordingly. The procedures and steps were refined through the evaluation and feedback of field experts, leading to the development of a collaborative educational model that incorporates Larchiveum strategies, resources, and inquiry-based instruction.

An Analysis Study on the Current Status and Integration Methods of the Domestic Early Warning System (국내 재난 예경보 시스템 현황 및 통합 방안에 대한 분석 연구)

  • Hwang, Woosuk;Pyo, Kyungsoo
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.80-90
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    • 2022
  • Currently, the domestic early warning system is issued differently for each disaster, and is operated independently by relevant organizations from central government to local governments. Representative domestic disaster warning systems include disaster broadcasting using CBS(Cell Broadcasting Service) and DMB(Digital Multimedia Broadcasting) Automatic Emergency Alert Service, DITS(Disaster Information Transform System) transmitted and displayed on TV screens, automatic response system, automated rainfall warning system, and disaster message board. However, due to the difference in the method of issuing each emergency alert at the site of an emergency disaster, the alerts are issued at different times for each media, and the delivered content is also not integrated. If these systems are integrated, it is expected that damage to people's property and lives will be minimized by sharing and integrated management of disaster information such as voice, video, and data to comprehensively judge and make decisions about disaster situations. Therefore, in this study, we present a plan for the integration of the disaster warning system along with the analysis of the operation status of the domestic early warning system.

Performance Analysis of MBMS and Wi-Fi Priority Policy in Heterogeneous Networks having a dispersed Single-cell MBMS (분산된 단일 셀 MBMS을 지원하는 이종 네트워크 환경에서 MBMS와 와이파이 사용자 우선 정책에 대한 성능 분석)

  • Jeong, Un Ho;Lee, Jung Moon;Kim, Gi Taek;Nam, Boo Hee;Kim, Dong Hoi
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.215-224
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    • 2013
  • With the rising popularity of smart-phones, the supply of Internet protocol television is largely increased and it causes the wireless communication network load to be increased. To overcome such an overloading problem, 3GPP is now working on the standardization of MBMS since LTE Release 6 specification. MBMS has good performance in bandwidth efficiency by sharing the same bandwidth with the mulitple MBMS users having the same content. According to the proposed algorithm, in heterogeneous networks having a dispersed Single-cell MBMS where 3GPP network and Wi-Fi network are mixed, if the number of MBMS users, who are belonging to cells supporting a dispersed Single-cell MBMS, is more than a specified threshold, the MBMS priority policy is operated. Otherwise, the Wi-Fi priority policy is executed. As the simulation results show both the increase of total available bandwidth ratio and the decrease of network usage cost, it is confirmed that the proposed scheme allows the network efficiency to be maximized.

Exploratory Study of Characterizing Scholarly Communication Patterns in Humanities for Facilitating Consilience in Cyberscholarship Environment: Based on Historians' Research Activities (사이버스칼러쉽 환경에서의 융복합 연구 촉진을 위한 인문학 분야 학술 커뮤니케이션 특성 파악에 관한 연구 - 역사학 분야를 중심으로 -)

  • Yu, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.331-351
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    • 2016
  • Digitalized data and literature in scholarly community has developed the concept of digital humanities and cyberscholarship which indicate the characteristics of a new aspect and approach in scholarly activities with digitalized resources or new media. This study was performed in order to identify the changes in national research activities of art and humanities by using a multi-modal approach. The combined methodology of in-depth interview and content analysis on publishing and citing behaviors in literature was executed. The steps of research process is identified as a non-linear combination of 3 parts: developing research idea, developing the research idea to write, and submitting manuscript to publish. Prominent implementations of cyberscholarship were found in the 2nd step for accessing and using research data and literatures. Understanding the characteristics of scholar communication using cyberscholarhip factors in humanities for interdisciplinarity, sophisticating the environment of cyberscholarhip for data sharing, investing and developing archivist and archives, and providing a various platform for accelerating scholarly communication were derived by the panel discussion for developing interdisciplinary research for humanities.

"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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Analysis of Research Trends Related to Forest Play: Focusing on Domestic Dissertations (숲놀이 관련 연구 동향 분석: 국내 학위 논문 중심으로)

  • Kim, Minjung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.77-104
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    • 2022
  • The purpose of this study was to investigate the research trend of forest play. The purpose of this study is to provide basic data for the vitalization of forest play research by analyzing the research period, research content, and research methods. For this study, 57 domestic master's and doctoral dissertations were extracted through the National Assembly Library and the Research Information Sharing Service(RISS) with the keywords of 'forest', 'play', and 'forest play'. The frequency and percentage were calculated by analyzing forest play research based on four criteria: research period, research content, research method, and research subject. As a result of the research, first, the trend of forest play research by period is from 2011 to 2021, with 49 articles (85.9%) for master's degrees and 8 articles (14.1%) for doctor's degrees. Second, the trend by research content was found to be 16 basic studies (28.1%) and 41 practical studies (71.9%). Forest play research is being actively conducted centered on practical research. Third, the trends by research method were in the order of 39 quantitative studies (68.4%), 17 qualitative studies (29.8%), and 1 literature study (1.8%). Forest play research is focused on quantitative research, and comparatively qualitative research and literature research account for a low proportion. Fourth, the trend by study subject was 56 single subject studies (98.2%). The single subjects were 52 children (91.2%), 3 teachers (5.2%), and 1 parent (1.8%). As for the mixed subjects, there is one study (1.8%) targeting children and parents, and it is necessary to conduct a study with mixed subjects. As for the study of material subjects, 42 articles (73.7%) in the natural environment, 13 articles (22.8%) in educational institutions, and 2 articles (3.5%) in the media were found in the order. Research on the home environment related to forest play is insufficient, so research on parents, children-parents, and home environment related to forest play should be conducted in the future.

A Study on Industry-specific Sustainability Strategy: Analyzing ESG Reports and News Articles (산업별 지속가능경영 전략 고찰: ESG 보고서와 뉴스 기사를 중심으로)

  • WonHee Kim;YoungOk Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.287-316
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    • 2023
  • As global energy crisis and the COVID-19 pandemic have emerged as social issues, there is a growing demand for companies to move away from profit-centric business models and embrace sustainable management that balances environmental, social, and governance (ESG) factors. ESG activities of companies vary across industries, and industry-specific weights are applied in ESG evaluations. Therefore, it is important to develop strategic management approaches that reflect the characteristics of each industry and the importance of each ESG factor. Additionally, with the stance of strengthened focus on ESG disclosures, specific guidelines are needed to identify and report on sustainable management activities of domestic companies. To understand corporate sustainability strategies, analyzing ESG reports and news articles by industry can help identify strategic characteristics in specific industries. However, each company has its own unique strategies and report structures, making it difficult to grasp detailed trends or action items. In our study, we analyzed ESG reports (2019-2021) and news articles (2019-2022) of six companies in the 'Finance,' 'Manufacturing,' and 'IT' sectors to examine the sustainability strategies of leading domestic ESG companies. Text mining techniques such as keyword frequency analysis and topic modeling were applied to identify industry-specific, ESG element-specific management strategies and issues. The analysis revealed that in the 'Finance' sector, customer-centric management strategies and efforts to promote an inclusive culture within and outside the company were prominent. Strategies addressing climate change, such as carbon neutrality and expanding green finance, were also emphasized. In the 'Manufacturing' sector, the focus was on creating sustainable communities through occupational health and safety issues, sustainable supply chain management, low-carbon technology development, and eco-friendly investments to achieve carbon neutrality. In the 'IT' sector, there was a tendency to focus on technological innovation and digital responsibility to enhance social value through technology. Furthermore, the key issues identified in the ESG factors were as follows: under the 'Environmental' element, issues such as greenhouse gas and carbon emission management, industry-specific eco-friendly activities, and green partnerships were identified. Under the 'Social' element, key issues included social contribution activities through stakeholder engagement, supporting the growth and coexistence of members and partner companies, and enhancing customer value through stable service provision. Under the 'Governance' element, key issues were identified as strengthening board independence through the appointment of outside directors, risk management and communication for sustainable growth, and establishing transparent governance structures. The exploration of the relationship between ESG disclosures in reports and ESG issues in news articles revealed that the sustainability strategies disclosed in reports were aligned with the issues related to ESG disclosed in news articles. However, there was a tendency to strengthen ESG activities for prevention and improvement after negative media coverage that could have a negative impact on corporate image. Additionally, environmental issues were mentioned more frequently in news articles compared to ESG reports, with environmental-related keywords being emphasized in the 'Finance' sector in the reports. Thus, ESG reports and news articles shared some similarities in content due to the sharing of information sources. However, the impact of media coverage influenced the emphasis on specific sustainability strategies, and the extent of mentioning environmental issues varied across documents. Based on our study, the following contributions were derived. From a practical perspective, companies need to consider their characteristics and establish sustainability strategies that align with their capabilities and situations. From an academic perspective, unlike previous studies on ESG strategies, we present a subdivided methodology through analysis considering the industry-specific characteristics of companies.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.