• Title/Summary/Keyword: video popularity

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Mukbang's Foodcasting beyond Korea's Borders: A Study Focusing on OTT Platforms

  • Lim, Jia
    • Journal of Information Processing Systems
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    • v.18 no.4
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    • pp.470-479
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    • 2022
  • Mukbang is a type of foodcasting where a host records or streams their eating rituals for audience consumption in live format. With origins in South Korea via the online broadcast genre found on Afreeca TV in the mid-2000s, the phenomenon has since found global popularity. Its development as a full-fledged genre is based on a communication culture that invites people to a meal rather than to talk to one another; viewers watch in silence as a host consumes a copious number of dishes from Korean gastronomy to fast food to other ethnic cuisine on display. An invitation to eat means the beginning of a public relationship that quickly turns to a private shared experience. This study analyzes several Mukbang video postings and makes use of Linden's culture approach model to provide a view toward a number of cross-cultural connections by Koreans and non-Korean audiences. Prior to the study, 10 Korean eating shows were selected and used as standard models. Korean Mukbang mainly consists of eating behavior and ASMR, with very few storytelling or narrative devices utilized by its creators. For this reason, eating shows make a very private connection. In other ways, this paper shows how 28 Mukbang-related YouTube contents selected by Ranker were evolving and examined through notions of acculturation and reception theory.

Appeared In a Domestic YouTube Video A Study on Makeup Characteristics According to Emotional Emages

  • Na-Hyun, An
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.1-10
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    • 2024
  • While technologies such as the 4th revolution and artificial intelligence (AI), which create new value through the convergence of intelligent information technology, are becoming hot topics, the beauty industry is rapidly developing and combining information and communication technology to produce beauty items based on smartphones among mobile technologies. As the area of expands, YouTube is forming a network through various means of information. In particular, beauty-related YouTube videos are a field of great interest and popularity among the public. By classifying the makeup characteristics according to the emotional images shown in domestic YouTube videos by emotional image and identifying the characteristics of makeup, the needs for watching YouTube makeup videos are identified. We aim to build trust in the delivery of information about makeup. The emotional images were divided into four types: 'modern', 'natural', 'gorgeous', and cute. Among the domestic makeup YouTubers, Pony, Isabe and Shinnim, Lamuque were selected. By organizing more diverse makeup-related content systematically and creatively, we expect to have a positive influence on k-makeup not only domestically but also overseas. We aim to provide basic data for follow-up research on makeup YouTuber videos in the field of cosmetology and contribute to marketing plans for the development of the beauty content industry and establishment of promotional strategies.

Word-of-Mouth Effect for Online Sales of K-Beauty Products: Centered on China SINA Weibo and Meipai (K-Beauty 구전효과가 온라인 매출액에 미치는 영향: 중국 SINA Weibo와 Meipai 중심으로)

  • Liu, Meina;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.197-218
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    • 2019
  • In addition to economic growth and national income increase, China is also experiencing rapid growth in consumption of cosmetics. About 67% of the total trade volume of Chinese cosmetics is made by e-commerce and especially K-Beauty products, which are Korean cosmetics are very popular. According to previous studies, 80% of consumer goods such as cosmetics are affected by the word of mouth information, searching the product information before purchase. Mostly, consumers acquire information related to cosmetics through comments made by other consumers on SNS such as SINA Weibo and Wechat, and recently they also use information about beauty related video channels. Most of the previous online word-of-mouth researches were mainly focused on media itself such as Facebook, Twitter, and blogs. However, the informational characteristics and the expression forms are also diverse. Typical types are text, picture, and video. This study focused on these types. We analyze the unstructured data of SINA Weibo, the SNS representative platform of China, and Meipai, the video platform, and analyze the impact of K-Beauty brand sales by dividing online word-of-mouth information with quantity and direction information. We analyzed about 330,000 data from Meipai, and 110,000 data from SINA Weibo and analyzed the basic properties of cosmetics. As a result of analysis, the amount of online word-of-mouth information has a positive effect on the sales of cosmetics irrespective of the type of media. However, the online videos showed higher impacts than the pictures and texts. Therefore, it is more effective for companies to carry out advertising and promotional activities in parallel with the existing SNS as well as video related information. It is understood that it is important to generate the frequency of exposure irrespective of media type. The positiveness of the video media was significant but the positiveness of the picture and text media was not significant. Due to the nature of information types, the amount of information in video media is more than that in text-oriented media, and video-related channels are emerging all over the world. In particular, China has made a number of video platforms in recent years and has enjoyed popularity among teenagers and thirties. As a result, existing SNS users are being dispersed to video media. We also analyzed the effect of online type of information on the online cosmetics sales by dividing the product type of cosmetics into basic cosmetics and color cosmetics. As a result, basic cosmetics had a positive effect on the sales according to the number of online videos and it was affected by the negative information of the videos. In the case of basic cosmetics, effects or characteristics do not appear immediately like color cosmetics, so information such as changes after use is often transmitted over a period of time. Therefore, it is important for companies to move more quickly to issues generated from video media. Color cosmetics are largely influenced by negative oral statements and sensitive to picture and text-oriented media. Information such as picture and text has the advantage and disadvantage that the process of making it can be made easier than video. Therefore, complaints and opinions are generally expressed in SNS quickly and immediately. Finally, we analyzed how product diversity affects sales according to online word of mouth information type. As a result of the analysis, it can be confirmed that when a variety of products are introduced in a video channel, they have a positive effect on online cosmetics sales. The significance of this study in the theoretical aspect is that, as in the previous studies, online sales have basically proved that K-Beauty cosmetics are also influenced by word-of-mouth. However this study focused on media types and both media have a positive impact on sales, as in previous studies, but it has been proven that video is more informative and influencing than text, depending on media abundance. In addition, according to the existing research on information direction, it is said that the negative influence has more influence, but in the basic study, the correlation is not significant, but the effect of negation in the case of color cosmetics is large. In the case of temporal fashion products such as color cosmetics, fast oral effect is influenced. In practical terms, it is expected that it will be helpful to use advertising strategies on the sales and advertising strategy of K-Beauty cosmetics in China by distinguishing basic and color cosmetics. In addition, it can be said that it recognized the importance of a video advertising strategy such as YouTube and one-person media. The results of this study can be used as basic data for analyzing the big data in understanding the Chinese cosmetics market and establishing appropriate strategies and marketing utilization of related companies.

Development of unified communication for marine VoIP service (해상 VoIP 서비스를 위한 통합 커뮤니케이션 기술 개발)

  • Kang, Nam-seon;Yim, Geun-wan;Lee, Seong-haeng;Kim, Sang-yong
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.7
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    • pp.744-753
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    • 2015
  • This paper presents the results of research on developing marine unified communications to provide VoIP service based on marine satellites. With the recent popularity of smart-phones and other mobile devices, the demand for Internet-based wired and wireless unified technology has been growing in marine environments, and increasing interest is being directed to VoIP products and service models with high price competitiveness and the ability to deliver a variety of services. In this regard, this research designed three instruments, developed their unit modules, and verified their performances. These three instruments included the following: (1) a marine VoIP module equipped with an analogue gateway that can be linked to the existing devices used in vessels, which is more than 80% smaller than that of a land system; (2) a text/voice/video engine for marine satellite communications that runs on technology that minimizes communication data usage, which is a core technology for a marine VoIP service; and (3) a unified communication service that can support multilateral cloud-based message conversations, telephone number-based call functions, and voice/video calling between a private space in a ship and shore.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Medical Professionals' Review of YouTube Videos Pertaining to Exercises for the Constipation Relief (국내 유튜브 영상으로 배포된 변비 완화 운동 콘텐츠의 의료진에 의한 평가)

  • Lee, Tae Hee;Kim, Seong-Eun;Park, Kyung Sik;Shin, Jeong Eun;Park, Seon-Young;Ryu, Han Seung;Kim, Jung-Wook;Lee, Yoo Jin;Cho, Young Sin;Park, Suyeon;Constipation Research Group of The Korean Society of Neurogastroenterology and Motility
    • The Korean Journal of Gastroenterology
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    • v.72 no.6
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    • pp.295-303
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    • 2018
  • Background/Aims: The primary aims of this study were to evaluate the content quality of YouTube videos on exercises to help relieve constipation and to assess whether the video source, exercise types, and popularity affected their quality. Methods: Eight gastroenterologists independently evaluated the exercises presented in the constipation YouTube videos for seven items: image quality, usefulness in relieving constipation (quality 1), usefulness for general physical health (quality 2), difficulty in following, activity intensity, fun, and overall quality. Raters were asked open-ended questions to evaluate the strengths and weaknesses of the videos. Five-point ordinal scales were used to score each item aforementioned, with the exception of image quality and overall quality that used a six-point Likert scale. Results: The 20 videos had a mean length of 268 seconds and a mean viewership of 32,694. The most common video source was commercial (n=10), and the most common type of physical activity was yoga (n=11). The median values of image quality, quality 1, quality 2, difficulty in following, activity intensity, fun, and overall quality were 3, 2, 2, 2, 2, 2, and 2, respectively. Yoga videos had significantly higher median quality 1 values (3) compared with massage videos (2, adjusted p=0.006) and 'others' videos (2, adjusted p<0.001). A lack of medical evidence was the most common answer to open-ended questions about the weaknesses of each video. Conclusions: Overall, YouTube exercise videos presented a low-quality content. This study highlights the need for evidence-based comprehensive educational videos addressing exercises for treating constipation.

A Review on the Scope of the Right of Integrity : Focusing on the Case about the Popular Music (저작권법상 동일성유지권의 범위에 관한 검토 : 대중음악에 관한 사례를 중심으로)

  • Park, Da Hyo;Kang, Seung Hee;Jang, Soon ho
    • Journal of Information Technology Services
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    • v.19 no.4
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    • pp.109-124
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    • 2020
  • In 2012, Psy's music video 'Gangnam Style' spread through parodies, and gained explosive popularity. In 2016, there was a case so-called as 'baseball ground cheering song' in which a author(songwriters) claimed an infringement of the 'right of integrity' related to cheering songs used by professional baseball teams. In response, the court denied violating the right of integrity in 2019. These cases have different effects depending on whether or not the 'right of integrity' is claimed. This study attempted an economic analysis in addition to a legal analysis of the right of integrity. Korean copyright law regards even simple changes that go against the author's will as a infringement of the 'right of integrity' even if they do not harm honor or reputation. Such legislation is one of the most strongly protected forms in the world, so it cause many problems. Meanwhile, we analyzed the cost-benefit analysis of Psy's 'Gangnam Style' case and the 'baseball ground cheering song' case. As a result of the analysis, the right to integrity is inefficient in quantitative and qualitative aspects. Therefore, the right of integrity should be reconsidered with the focus on 'popular music'. In particular, considering the development of information communication technology and changes, a revision direction is needed to meet the purpose of the copyright act. Furthermore, in order to solve the legal issues under the Copyright Act, the requirement for infringement of the right of integrity should be relaxed. Then, we proposed the establishment of a proviso clause on the right of integrity.

Characteristics and Comparison of Popular Channels on Internet Game Broadcasting: Focus on Twitch TV (인터넷 게임 방송에서 나타나는 인기 채널의 특징과 비교: Twitch TV를 중심으로)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study analyzes popular channels of America's Twitch TV that centers on video game among several Internet broadcasting services. Afreeca TV de facto monopolizes the Internet broadcasting industry in South Korea; however, Twitch TV is popular around the globe and tries to expand business in Korea. Specifically, this study collects data of popular domestic/international channels on every Friday 9:00 p.m. 20 times, and examines differences of between those channels: 1) the number of the audience(users) 2) the frequency of games 3) the genre of games 4) nationality of games. Internet broadcasting streaming service does not have a concept of ratings, but it could be categorized as popular based on users connecting the channels. Thus, this study studies characteristics of Twitch TV, and further discusses the future of the Internet broadcasting.

ABRN:An Adaptive Buffer Replacement for On-Demand Multimedia Database Service Systems (ABRN:주문형 멀티미디어 데이터 베이스 서비스 시스템을 위한 버퍼 교체 알고리즘)

  • Jeong, Gwang-Cheol;Park, Ung-Gyu
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1669-1679
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    • 1996
  • In this paper, we address the problem of how to replace huffers in multimedia database systems with time-varying skewed data access. The access pattern in the multimedia database system to support audio-on-demand and video-on-demand services is generally skewed with a few popular objects. In addition the access pattem of the skewed objects has a time-varying property. In such situations, our analysis indicates that conventional LRU(least Recently Used) and LFU(Least Frequently Used) schemes for buffer replacement algorithm(ABRN:Adaptive Buffer Replacement using Neural suited. We propose a new buffer replacement algorithm(ABRN:Adaptive Buffer Replacement using Neural Networks)using a neural network for multimedia database systems with time-varying skewed data access. The major role of our neural network classifies multimedia objects into two classes:a hot set frequently accessed with great popularity and a cold set randomly accessed with low populsrity. For the classification, the inter-arrival time values of sample objects are employed to train the neural network.Our algorithm partitions buffers into two regions to combine the best roperties of LRU and LFU.One region, which contains the 핫셋 objects, is managed by LFU replacement and the other region , which contains the cold set objects , is managed by LRUreplacement.We performed simulation experiments in an actual environment with time-varying skewed data accsee to compare our algorithm to LRU, LFU, and LRU-k which is a variation of LRU. Simulation resuults indicate that our proposed algorthm provides better performance as compared to the other algorithms. Good performance of the neural network-based replacement scheme means that this new approach can be also suited as an alternative to the existing page replacement and prefetching algorithms in virtual memory systems.

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Mobile Cloud Service Platform for Supporting Business Tasks (기업 업무 지원을 위한 모바일 클라우드 서비스 플랫폼)

  • You, Dae-Sang;Ko, Kwang-Il;Maeng, Seung-Ryol;Jin, Go-Whan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.9
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    • pp.2113-2120
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    • 2013
  • As a smart mobile device is gaining popularity as a tool to utilize internet services, the demand on the cloud service (which eliminates the spatial and/or temporal restrictions in enjoying the services) is increasing. This trend also has an effect on the style of performing business tasks so that the concept of 'smart-work' (e.g. doing business tasks in anywhere and anytime) is being spread over the industries. The facilities for the smart-work is, however, focused on providing the tools designed to supporting business tasks such as co-working in writing documents, video conference, searching data via smart (mobile) devices neglecting the industries' needs for the infrastructure by which they can create their own business applications and mobile cloud services at a low (or moderate) price. The paper proposes a mobile cloud service platform, which provides an SDK for developing business applications and offers the applications to smart mobile devices as a PaaS (Platform as a Service).