• Title/Summary/Keyword: media contents

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The Impact of the Media Law Reform on the Media/Contents Firms' Market Value: Event Study Analysis (미디어법 개정이 미디어/콘텐츠기업가치에 미치는 영향분석: 사건연구의 활용)

  • Park, Jongsur
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.411-422
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    • 2016
  • The Media Law including Newspaper Law, Broadcasting Law and Internet Multimedia Law has been reformed in 2009. The main purpose of the reform was to allow media firms to gain a global competitive edge by opening doors to more investments that were nonexistent due to regulatory barriers. Also it aimed to contribute to an increase of employment in the media industry. This paper analyzes the impact that the Media Law reform of 2009 had on many media/contents company's future value by tracking abnormal returns gained during the period of the reform. The analysis with the capital market data of fifteen firms over a one-year period provided evidence that the new law has had an effect on the related firms' future value; however, the impact was shown to not be as significant in the long-term. This study has the significance in that it showed that the impact of the reform was not overall to the industry but given to the limited number of media company and confirmed the relatively strong effect of the unexpected events.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

An Optimization Technique of Scene Description for Effective Transmission of Interactive T-DMB Contents (대화형 T-DMB 컨텐츠의 효율적인 전송을 위한 장면기술정보 최적화 기법)

  • Li Song-Lu;Cheong Won-Sik;Jae Yoo-Young;Cha Kyung-Ae
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.363-378
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    • 2006
  • The Digital Multimedia Broadcasting(DMB) system is developed to offer high quality audio-visual multimedia contents to the mobile environment. The system adopts MPEG-4 standard for the main video, audio and other media format. It also adopts the MPEG-4 scene description for interactive multimedia contents. The animated and interactive contents can be actualized by BIFS(Binary Format for Scene), the binary format for scene description that refers to the spatio-temporal specifications and behaviors of the individual objects. As more interactive contents are, the scene description is also needed more high bitrate. However, the bandwidth for allocating meta data such as scene description is restrictive in mobile environment. On one hand, the DMB terminal starts demultiplexing content and decodes individual media by its own decoder. After decoding each media, rendering module presents each media stream according to the scene description. Thus the BIFS stream corresponding to the scene description should be decoded and parsed in advance of presenting media data. With these reason, the transmission delay of BIFS stream causes the delay of whole audio-visual scene presentation although the audio or video streams are encoded in very low bitrate. This paper presents the effective optimization technique for adapting BIFS stream into expected MPEG-2 TS bitrate without any bandwidth waste and avoiding the transmission delay of the initial scene description for interactive DMB contents.

Component and Classification Method on 3d Animation Data (3D 애니메이션 데이터 구성요소 및 분류방식)

  • Kim, Hyun-Jo;Kim, Ge-Won
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.118-130
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    • 2008
  • Today, Numbers of "0" and "1" which are represented as a digital code have a role of communicating with various media, result in the development of IT technology. With the changes of the times, new media is created and various contents and media are formed. There is convergence between exiting contents and media at the same time and also is in the rapid progress of unification and collapse between the boundary of the data. Under these digital circumstance, the amount of many data which are created and disappeared is rapidly changed as much as the remarkable growth of the digital technology. The purpose of this thesis is to make a classified method of a effective data component related to data management, data recycling and data copyright in 3D animation.

Effect of Coffee Grounds' Residue on the Growth and Chlorophyll Content of Korean Wheat Sprout (원두커피 부산물 첨가에 따른 밀싹의 성장과 엽록소 성분의 변화)

  • Ryu, Eun-Mi;Choi, Hwan-Seok;Shin, Hyun-Jae
    • KSBB Journal
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    • v.29 no.2
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    • pp.106-111
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    • 2014
  • Wheat sprout (Triticum aestivum) shows excellent nutritional and health effects due to the contents in amino acids, minerals, and other nutrients rich in chlorophyll and vitamins. In this study, spent coffee grounds were used to cultivate the wheat sprout for 12 day. An amount of 0%, 20%, 40%, 60%, 80%, and 100% (w/w, based on commercial sterile soil media) spent coffee grounds were used under the same conditions. Total length and weight of wheat sprout, aboveand below-ground length and weight, and the chloropyll contents were compared. Soil media were analyzed before and after wheat cultivation, showing that 40% and 60% (w/w) coffee media promoted wheat growth in view of length and weight. Chlorophyll contents in each group showed almost constant values, while 100% (w/w) coffee media led to a slight decrease. In conclusion, spent coffee grounds stimulated wheat growth, showing nearly stable contents of chlorophyll.

Exportation of Korean TV programs in American Media Market (Focused on Digital Distribution) (국내 방송 프로그램의 미국 시장 수출 활성화 방안 (스마트 유통을 중심으로))

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.127-137
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    • 2015
  • American media market produces and consumes video contents the most in the world. Recently, Korean media contents appeals more than ever to Americans who consume them through online streaming service. This phenomenon reveals a green light which shows a need to seek for new methods in concentrated export area of Korean broadcasting market. To revitalize the exportation in this market, more differentiated strategies of exportation are needed. Therefore, in this study, we find out the activation plans to increase the exportation in American market. Through secondary data analyses with articles, home pages of each Korea TV station and depth interviews of executives of exportation of Korean broadcasting company.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

A Service Model for Multimedia Contents in Communication & Broadcasting Converged Environment (통방 융합 환경에서의 멀티미디어 콘텐츠 서비스 모델)

  • Kim, Kwang-Yong;Kim, Jae-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.643-646
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    • 2005
  • In this paper, we present a service model which serves multimedia contents to end consumer(End-user) that have various mobile communication terminals under a communication & broadcasting converged environment that broadcasting and communication networks are linked. A main feature of this service model is that it has a distribution structure that deliver to end consumer via adaptation of content from production of contents offering End to End (E2E) media QoS and personalized contents consumption. The proposed service model may be used as a reference model for distribution of multimedia content in communication & broadcasting converged environment in the future.

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Synthesis Method for Stereoscopic Still Pictures and Moving Pictures (실사 양안식 정지영상 및 동영상 콘텐츠 지원을 위한 합성 방법 연구)

  • Lee Injae;Jeong Seyoon;Kim Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.153-156
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    • 2003
  • As there is a growing tendency to represent the 3D content instead of the 2D content, researches for the stereoscopic image and video are under way in a variety of fields such as acquisition compression, transmission, authoring and display. The authoring technique for stereoscopic contents has given emphasis to virtual stereoscopic contents. Thus the authoring technique for stereoscopic pictures is insufficient. When we compose a stereo scene with stereoscopic pictures, stereoscopic contents may not match the stereo scene because each stereoscopic picture may have different camera condition. To solve this problem, stereoscopic pictures have been modified manually. It is a laborious work and will be spent much time. Also it is difficult for a user who does not have an elementary knowledge of stereopsis. In this paper, we propose the synthesis method to compose a natural stereo scene with stereoscopic still pictures and moving pictures. Experimental results show that the proposed method in this paper allows a user to synthesize stereoscopic contents easily and compose a stereo scene conveniently.

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Aesthetic Characteristics in Interactive Media Facade (인터렉티브 미디어 파사드에 나타나는 미학적 특징)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.658-666
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    • 2016
  • The term 'Media Facade' is an integrated information-Conveying Medium that turns the inside and outside of a building into a new meaningful space by converging with design, motion pictures and IT technology. Media Facade is not only associated with the exterior of a building but presents new experiences th the visitors in all available spaces where screens can be installed. Moreover, interactive Media Facade has expanded the former one-way communication to a two-way one bringing more sense of realism for the spectators and increasing attraction and participation. In this study, I explored the aesthetic characteristics of interactive Media Facade and analyzed pertinent cases; and based on domestic and overseas cases, I contemplated upon the future objectives of interactive Media Facade in Korea.