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A Study on the Usability of Digital Humans in New Media Contents
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | 김지한 | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2024-08-08T09:00:41Z | - |
| dc.date.available | 2024-08-08T09:00:41Z | - |
| dc.date.issued | 2023-12 | - |
| dc.identifier.issn | 2288-2847 | - |
| dc.identifier.issn | 2288-2855 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/20775 | - |
| dc.description.abstract | This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied. | - |
| dc.format.extent | 6 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국인터넷방송통신학회 | - |
| dc.title | A Study on the Usability of Digital Humans in New Media Contents | - |
| dc.title.alternative | A Study on the Usability of Digital Humans in New Media Contents | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.7236/IJASC.2023.12.4.300 | - |
| dc.identifier.bibliographicCitation | The International Journal of Advanced Smart Convergence, v.12, no.4, pp 300 - 305 | - |
| dc.citation.title | The International Journal of Advanced Smart Convergence | - |
| dc.citation.volume | 12 | - |
| dc.citation.number | 4 | - |
| dc.citation.startPage | 300 | - |
| dc.citation.endPage | 305 | - |
| dc.identifier.kciid | ART003037725 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Digital Human | - |
| dc.subject.keywordAuthor | New Media | - |
| dc.subject.keywordAuthor | Metaverse | - |
| dc.subject.keywordAuthor | Metahuman | - |
| dc.subject.keywordAuthor | Digital Content. | - |
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