• Title/Summary/Keyword: online contents creation

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Effects of Online Engagement on Uses of Digital Paid Contents (온라인 관여가 디지털 유료 콘텐츠 이용에 미치는 영향)

  • Yang, JungAe;Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.468-481
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    • 2018
  • This study aims to empirically investigate how users' online engagement behaviors predict their uses of paid contents. To this end, the data from the 2016 Korean Media Panel Survey, which has been conducted annually by the Korea Information Society Development Institute(KISDI), were analyzed. Major findings(N=8.313) were as follows. First, the active type of online engagement(e.g., posting, commenting), which contributes to direct creation of online contents, was the most powerful predictor to explain the DV. On the other hand, relatively passive actions of user engagement(e.g., sharing, endorsing, voting) turned out to have no significant effects on the uses of paid contents, just as personality traits and online privacy concerns did. Based on these results, it is recommended that online contents or platform service providers should try to establish clearly-targeted marketing strategies, after thoroughly collecting and analyzing the data of users' various online behaviors.

Study on Online Community Media Practice: Focus On Daedeok-valley Radio (온라인 공동체 미디어(Community Media) 실천연구: 대덕밸리라디오를 중심으로)

  • Choi, Soonhee
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.39-54
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    • 2017
  • This study started from the consciousness that the community media practice studies have been confined to the traditional terrestrial broadcasting. The following research results and implications were obtained by analyzing Daedeok-valley Radio's case to elucidate characteristics of online-based community media and content production and distribution characteristics neglected in previous researches. First, online community media activities are civic/citizen media activities that capture the value of local communities, and this locality is realized through media content production and its online distribution. Second, contents of online community media link members of the community, and individuals become nodes, interacting both online and offline. Therefore, online-based citizen media activities can be utilized effectively as a means to enhance civic participation and to achieve the locality of community in online and offline spaces depending on strategies for online contents production and distribution. Utilizing online infrastructures for media content creation and distribution in Korea demonstrates potential opportunities of local online media to be considered as niche media that can increase its own sustainability.

Roles of Social Economic Organization and Online Donation System at Disaster Area: Focusing on East Japan Earthquake Damaged Area (재난 피해지역 사회적 경제조직의 역할과 온라인 기부 시스템 -동일본 대지진 피해지역을 중심으로-)

  • Nemoto, Masatsugu
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.119-128
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    • 2014
  • This study analyzes how to support social economic organizations financially -with online donation system. Two methods of online donation system is compared that vouchers contribute to the creation of sound market in damaged area by giving options of selecting service of social economic organization to service beneficiaries while civil fund for these organizations create employment and improve cooperative relationship between givers and receivers through online donation system. It is important for Korean government to improve donation system not only for victim directly but also for social economic organization through voucher and civil fund method of online donation system.

Real-time shadow creation technique for a online game (온라인 게임을 위한 실시간 음영 생성 기법)

  • Lee, Sung-Ug;Bae, Jae-Hawan
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.635-638
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    • 2008
  • Online games' environments have recently changed with developments of computer technique. Various factors such as respective for realistic expression, solidity, the quality of the material, shadow, should be considered. In these factors, shadow expression plays a important role for realistic one. A lot of repeated operation should be executed to provide shadow. In other words, realm division against a lot of dots to estimate objections and the degree of brightness should be divided. This paper provides effective methods to perform realistic shadow through mapping LOD of objections as shadow without drawing data to judge the realm of shadow for shadow creation.

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A Study on an Efficient e-learning Content Creation and Maintenance Method (효과적인 e-learning 콘텐츠 생성 및 관리기법에 관한 연구)

  • Cho, Soo-Hyun;Kim, Young-Hak;Kim, Myoung-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.15-25
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    • 2008
  • Recently, with the growing use of e-learning, instructors develop new online courses using a variety of contents and then store the results on their computers. These contents should be updated with new information as time goes on, and a new content also can be produced by reusing these ones. However, a lot of time will be needed for instructors to search, edit, and manage various contents stored from place to place on their computers. Currently, the development of the e-learning content management tool. which performs efficiently these functions on the PC environment, leaves much to be desired. Therefore, in this paper, we proposed an e-learning content creation and management system which can manage efficiently a variety of contents stored from different locations on an instructor's computer and can develop easily new online courses. The proposed system can be used widely to develop contents for instructors based on the PC environment. For performance evaluation, this paper compared the proposed system with the previous system according to the retrieval time of content keyword, and the experiment showed that our system is much better than the previous one.

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A Classification Method for Item-based Online Game (온라인 게임 아이템 기반 분류법)

  • Hwang, Shin-Hee;Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.419-424
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    • 2007
  • Recently, additional value of games has been started to increase by revitalization of the game market. Especially, Because of the creation of the new trend that is item trade especially in online game, Item trade is as a easy and essential way as item trade can be created. However, compared to other planning factors, occupied weight of item is not as much as expected in exploiting a game. For this reason, we emphasize the importance of game item by giving the opportunity that increases the additional value with raising satisfaction of game through item-based study, plus suggesting new classification.

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A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

Research Issues on Online Content SCM: Focused on Portal SCM (온라인 디지털콘텐츠 산업의 공급사슬관리 연구 이슈 : 포털 SCM을 중심으로)

  • Kim, Yoo-Jung;Kim, Min-Sun;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.5
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    • pp.169-176
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    • 2012
  • The supply chain of online digital contents industry differs much from the supply chain of offline industry which produces and supplies physical products. Portal facilitates the creation, distribution, and usage of online digital contents by providing efficient and convenient content distribution platform to contents suppliers and users, resulting in enhancing competitiveness of portal supply chain. Each portal builds it's own supply chain and various participant firms like CPs(Content Providers) and SPs(Solution Providers) are collaborating together to survive from the fierce competition. However, there is few research work on portal SCM to explain how to design and implement a Portal SCM in a successful way. So, this paper investigates the structure of Portal SCM and the differences between traditional SCM and Portal SCM. Also, this paper proposes seven research issues need to be addressed to design and implement a portal in an efficient and effective way.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • The Journal of Korean Medicine
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    • v.43 no.4
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.