• Title/Summary/Keyword: 광고 주목도

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An Exploratory Study on Gotcha Journalism (가차 저널리즘(gotcha journalism), 탐색적 연구: 노무현정부 출범 이후 정치보도를 중심으로)

  • Kim, Dong-Yule
    • Korean journal of communication and information
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    • v.29
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    • pp.43-71
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    • 2005
  • The study attempts to introduce 'Gotcha Journalism' to the Korea journalism, research and analyze it. Gotcha journalism is the journalistic reporting attitude that the journalists repeatedly and intensively reports public figures, especially politicians' mistakes or happening. 'Gotcha' is abbreviation of "I got you", frequently used in the English and American culture. In order to get the goal of this study, several journalists who are currently working for Chosun, Joongang, Dong-a, Hangyore, Kyunghyang and Seoul, national covering daily newspapers. In addition, the reporters who work for KBS, MBC, and SBS were Interviewed. All journalists who have been worked more than 5 years at the politic department were selected as interviewees. Thus, Intensive interviews are prime source of this study. Based the result of the research, gotcha journalism is externally derived from obsessive interest of Korean people to politics. Internally, it is easy to report happening or mistakes rather than big argument or ideological agenda of the politicians as news for journalists and to catch readers. In addition, the competition with advertising income accelerates this situation. And gotcha journalistic reporting behavior or attitude highly relates to political propensity of the newspapers or broadcastings. Especially some of the newspapers take gotcha journalism as a political struggling tool. It is appeared that another major cause for gotcha journalistic reporting behavior is customer-driven news production.

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The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Beacon-based Internet of Things(IoT) analysis of the Case Study (비콘 기반의 사물인터넷(IoT) 활용 사례 분석)

  • Hwang, Hyun-seo;Park, Jin-tae;Yun, Jun-soo;Phyo, Gyung-soo;Moon, Il-young;Lee, Jong-sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.977-980
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    • 2015
  • Beacons have been noted in the core of the recent things Internet. It is also the technology is spreading most rapidly among the things Internet-related communication technologies. Beacon is a data communications technology that provides information that is customized to know the user's location. Using the BLE technology, to grasp the position of such people and goods. In addition to the non-contact method, since it is possible to communicate within the maximum 70m, it has attracted the interest than the NFC. Beacon, guidance for the current coupon, you can use as an advertising platform, such as the provision of product information, it has also been used in the indoor positioning service. Therefore, in this paper, we introduce about whether Case Study beacon is utilized how in the Internet of Things, were analyzed. Beacon exit the smart phone, the date to be used in conjunction with a wearable device, such as Google glasses and smart watch was not far away. Future it is expected or beacons are used everywhere to be expanded.

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Analysis of the Spread of Issues Related to COVID-19 Vaccine on Twitter: Focusing on Issue Salience (코로나19 백신 관련 트위터 상의 이슈 확산 양상 분석: 이슈 현저성을 중심으로)

  • Hong, Juhyun;Lee, Mina
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.613-621
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    • 2021
  • This study conducted a network analysis to determine how COVID-19 vaccine-related issue spread on Twitter during the introduction stage of the COVID-19. Issue diffusion tendency is analyzed according to the time period: phase 1 (initiation of vaccine introduction: March 7 - April 3, 2021), phase 2 (stagnant period of vaccination: April 4 - April 22, 2021), and phase 3 (increase of vaccination: April 23 - May 5, 2021). NodeXL was used for data collection and analysis. Daily Twitter network data were collected by entering search terms highly related to the COVID-19 vaccine. This study found that side effects-related opinions were repeatedly formed throughout the analysis period. As the vaccination rate increased and death cases were reported on media, death-related issues also emerged on Twitter. On the other hand, vaccine safety did not receive much attention on Twitter. The results of this study highlight the role of social media as a channel of issue diffusion when a national disaster strikes. We emphasize the need for the government to monitor public opinions on social media and reflect them in crisis communication strategies.

The Social Dilemma of Chinese Village Community: Focusing on the Film (중국 마을 공동체의 사회적 딜레마: 영화 <빈관>을 중심으로)

  • Sun, Ming-Yue;Lee, Hee-Seung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.375-381
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    • 2021
  • This study aimed to examine the dilemma of rural China under rapid urbanization process after economic reform, by paying attention to the problem of the order of village community and the expression of individual desires depicted in the film with a rural background. To this end, the narrative analysis, which is suitable for exploring the story structure and expression style of the text, was conducted to examine the community order and ethics, patriarchy and paternity, and the expression of desires of subject. In the film, closed space and villagers, who are disciplined by community customs, local culture, and formality of the rule of manners, are depicted. The film is covered in a form of mystery movie dealing with the deaths of members of the village community. However, the film talks about the rise of the Imaginary desire of subject against the symbolic rules of community order and ethics through the puzzle pieces story according to the perspectives of the characters. In conclusion, through the narrative analysis, it was possible to examine the implications of weakened communal discipline and paternity of the countryside by the rapid urbanization of China, and implications of the lethargy and neurosis of the subjects.

Impact of the User Experience on OTT services on Continuous Use Intention: Mainly focusing on the Use Satisfaction Mediating Effect (OTT 서비스에 대한 사용자 경험이 지속적 이용 의도에 미치는 영향: 이용 만족의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.513-523
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    • 2022
  • Generally, people act to use Information Technology on the premise of their experience in using various Information Technology. Namely, users perceive Information Technology through their User Experience, and these User Experiences can be said to impact Continuous Use Intention of the Information Technology. Based on this condition, the present study was proceeded to investigate the User Satisfaction's Mediating effect in the relationship between User Experience and Continuous Use Intention of the OTT services. For this purpose, 195 male and female college students' survey data were used for analysis, verified through the SPSS Process Macro. As a result of the analysis, not only the Reliability experience for the OTT services but also the Usability, Convenience, and Pleasurable experiences' User Experiences were verified that Use Satisfaction was Fully Mediating in relation to Continuous Use Intention. This result gives an implication that the importance of User Experience and Use Satisfaction in maintaining customers through continuous use of OTT services are worth noting. Overall, the present study increased the customer utility for OTT services and confirmed the importance of User Experience and Use Satisfaction in order to increase the competitiveness of the company. Also, it proposed a direction for an in-depth future research to develop this study.

A Study on the Role of Policy Broker in the Broadcasting and Telecommunications Convergence Environment (방송통신융합 환경에서 정책중개자의 역할 연구: MediaRep 사례를 중심으로)

  • Sung, Wookjoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.621-634
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    • 2017
  • This study is a study on the requirements, resources, and role of policy broker in the policy process. Particular attention was paid to two requirements of legitimacy (official authority, political support) and professionalism (information and expertise, skilled leadership) as the requirements of policy broker. This study analyzed the process of transforming the actor conflicts surrounding the media rep legislative process into a cooperative relationship by being mediated by a strong influential policy broker. Policy brokers can mediate opinions among participating actors and play a role in coordinating conflicting interests. In the mediarep policy process, the policy brokers were unable to resolve conflicts due to lack of legitimacy and expertise in the first phase (legislative grace period) and the second phase (legislative loophole). However, the legitimacy of the six subcommittees of the National Assembly (the legislative period) and the expertise of the Korea Communications Commission were able to succeed in policy-making by acting as a successful policy brokers through complementary activities.

A Study of Korean Short Animation Films in 1960s - On Animation from Culture Movies of the National Film Production Center of Korea (1960년대 한국단편애니메이션 연구 - 국립영화제작소 문화영화 중 애니메이션에 관하여)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.1-31
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    • 2015
  • The Korean animation that has relatively short history compared to the Western Europe and Japan's animation started out from the non-commercial short-piece animation produced as part of advertisement animation and culture movie in the later part of 1950s. In 1960s, the culture movie animation reflecting for the Movie Act and cultural policies has hardly been mentioned in the history of Korean animation, but they are the precious cultural work produced prior to the theatrical long-piece animation. In particular, compared to the 15-second short CF animation, the short-piece animations are ranging for 4 minutes to 10 minutes as the work pieces with the historic value to measure the level of the Korean animation at that time. in 1960s, approximately 20 short-piece animation works were produced and they contained the educational contents to enlighten general public in the process of modernization policy. Those short-piece animations produced in cultural movie at the National Film Production Center of Korea had been produced not only in cell-facilitating cartoon animation, but also in paper animation and puppet animation. In this background, this thesis takes a close look to the short-piece animation works produced in the National Film Production Center of Korea in 1960s. While there was almost no studies of early short-piece animation other than CF works, it is meaningful to discover and analyze the works, and, Director Park Young-il, Director Han Sung-hak, Director Jung Do-bin, Director Shin Dong-hyun, Director Nelson Shin and others participated in the creative work process have worked as the animation directors for theater that the analysis on the works would be considered as important fundamental studies to understand the Korean animation. Under this thesis, it is intended to study the historic implication and formative characteristics around some 10 work pieces to affirm participating personnel, including directors, for the short-piece animation created by the National Film Production Center of Korea as well as the situation of time to launch the National Film Production Center of Korea in 1960s. Through this effort, it is intended to come up with the starting point to process enriched researches on non-commercial short-piece animation as well as contemplation on the Korean animation history that have been neglected in the study of the Korean animation history through such effort.

Analysis of the Present Condition and Demand for the Assistant Workforce in Korean Childcare Center (어린이집 보조인력의 노동실태 및 요구분석: 보조교사, 대체교사, 부담임 교사를 중심으로)

  • Park, Chang Hyun;Kim, Sang Lim
    • Korean Journal of Child Education & Care
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    • v.18 no.2
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    • pp.85-102
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    • 2018
  • The purpose of this study is to determine the working conditions and demands of the assistant workforce at childcare centers, and to provide suggestions on policies for childcare teachers. To achieve the purpose of the study, a total of 190 assistant teachers, nursing helpers, alternative teachers and others were surveyed online during the month of August 2017. The survey examined the employment route and working motives, working conditions and environment, job and educational difficulties for analyzing the work conditions and demands of ancillary staff. For the analysis method, SPSS 12.0 was used to analyze frequency and difference. The main findings are as follows. First, childcare center assistants were able to work at their respective times, making it mandatory for them to enter the workforce, and making job openings for ancillary teachers. Second, 73.7% said the daily working hours were '4 hours to 8 hours' under the conditions and 57.9% said 'More than 510,000 won to less than 1 million won.' Average amount of rest time per day was about 30 minutes, and 17% had no rest periods. Third, based on the job and education status, ancillary personnel performed "infant and child guidance and interaction", "Cleaning and cleanliness related tasks" most actively, and "care for cleaning and cleanliness" and "care for morning and night care". Fourth, in the job trouble and difficulty, ancillary staff found it difficult to satisfy with wage related complaints and job insecurity, and the reason for agreeing to the non-regular workforce becoming a regular worker was found to be due to the stability of employment. Lastly, the most urgent tasks to solve the problem of non-regular workers were to fill the wage gap between regular and irregular workers, shorten the working hours and improve the working conditions. The policy implications are presented based on the above findings.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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