• Title/Summary/Keyword: 매체

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Efficient use of the Internet Media in Local College Public Relations (지방전문대학홍보에서 인터넷 매체의 효율적 활용)

  • Ko, Dong-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.478-486
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    • 2010
  • A lot of local colleges are public relation(PR) using on off line media. However, to examine the effectiveness and efficiency can be maximized to promote research is still lacking. This study was presented to the utilization of the Internet media in local colleges. As a result, local college students were used more offline than online media. Add admission period, girls were higher utilization of the internet entrance site. When nonscheduled admission, vocation high school students were more internet media use. Academic high school students used the internet media, when add admission period.

Prospect of u-Learning based on consilience communication aspect between humans and media (인간과 매체 간 통섭적 커뮤니케이션 관점에 근거한 유러닝의 전망)

  • Moon, Chang-Bae;Park, Jung-Hwan;Cho, Jung-won;Ma, Ji-Sun;Kang, Young-Sik
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.700-703
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    • 2010
  • 통합학문을 구성해야 한다는 시대적 요구가 점차 많아지고 있다. 이러한 요구는 둘 이상의 학문이 융합하여 시너지의 효과를 발생하거나 창의적인 문제해결 혹은 그 이상의 새로운 결과물을 창출하는 목적을 가지고 있다. 이는 궁극적으로 합침을 통하여 전혀 다른 새로운 것을 지향하는 통섭을 목적으로 하고 있다고 볼 수 있다. 교수 학습은 교수자와 학습자의 커뮤니케이션 과정이며 교사와 학생간의 원활한 커뮤니케이션이 이루어지지 않고는 교육의 본질적 목표를 달성하기 어렵다. 교수 학습의 연결은 커뮤니케이션이며, 이를 효율적으로 실행 가능하게 해 주는 것이 매체라 할 수 있다. 교수자와 학습자의 관계를 이어주는 커뮤니케이션, 매체와 인간이 하나로 통섭되는 매체의 인간화, 매체를 통한 커뮤니케이션의 확장을 통하여 사용자와 매체, 사용자와 사용자, 매체와 매체의 상호작용이 이루어지게 된다. 본 연구에서는 이러한 측면에서 인간 매체 간 통섭적 커뮤니케이션에 근거한 유러닝을 전망해 봄으로써 학습자 중심의 교육을 실현하는 관점을 제시하고자 한다.

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The General Mass Media System Theory -Based on Theories of Habermas, Luhmann, Delueze, Guattari, and Derrida (하버마스, 루만, 들뢰즈.가타리, 데리다의 이론을 통한 일반 대중매체 체계론의 제안)

  • Park, Daemin
    • Korean journal of communication and information
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    • v.67
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    • pp.119-151
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    • 2014
  • The absence of the commensurable general mass media system theory has been problematic in empirical communication studies. This study first suggests the static mass media system theory based on modified Habermas's two level society, and then develops the dynamic mass media system theory based on the boundary-agencement theory that synthesizes Luhmann's boundary theory and Delueze & Guattari's agencement theory. In the static mass media system theory, the mass media system interpenetrates other social subsystems and the life world as a part of the cultural system coordinated by generalized language media. In the dynamic mass media system theory, the mass media system is a boundary of all social subsystems. The mass media system also articulates its self-referential observations to other-referential observations from other subsystems, mediated interpenetrations between the social subsystems and the life world. Especially, performances in the mass media system deterritorizes social systems to the life world, and reterritorizes the life world to social systems. The general mass media system theory can provide commensurability for various empirical mass media system studies, and prevent biases when researchers choose research topics.

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Comparison of the Cartoon "Tajja" and Movie (The War of Flower): With a Focus on Narrative Structure (Plot) (만화 <타짜>와 영화 <타짜>의 비교: 서사구조를 중심으로)

  • Choi, Sung-Kyu;Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.19
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    • pp.89-112
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    • 2010
  • Today many countries consider the culture and technology industry as a high value-added industry, and make intensive investments into cultural content for its growth. In the culture and technology industry, the OSMU (One Source Multi Use) business structure, which creates content using diverse media based on one original work and thus generates a high added value, has received much attention. Recently Korea has also witnessed an increase in the cases in which the cartoon medium is converted into movies or drama. Cartoons are now put to the most use as an original source, in which the process of active secondary reproduction and recreation are taking place. In the process of recreating original works, media characteristics function as an important variable. Stories are newly reproduced by the detailed information (form) characteristics of each medium. Despite those developments, however, there are not as many active comparative studies on media-converted works as there are actual productions of them, which calls for a need to more fully activate specific comparisons of cases. By comparing and investigating original works and secondarily recreated ones through media conversion, the study made comparisons between the cartoon and movie medium and described the common and different features of the two media in terms of detailed information characteristics. In order to provide a specific case, it also analyzed the cartoon Tajja and movie Tajja through media conversion, focusing on 'conversion of narrative structure.'

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A Study on The Evaluation for Quality Factors of SNS and SNS Media by Using AHP (AHP 기법을 적용한 SNS 품질요인 및 SNS 매체 평가에 관한 연구)

  • Li, Nan;Park, Deuk
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.299-307
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    • 2014
  • Nowadays, SNS media has become one of the most common and economic communication methods in the modern word. With the rapid development of communication technology, a variety of SNS media makes easier for us to reach other people everywhere and people are getting more and more reliant on them. The surge in SNS media users and SNS media diversity gets more important every day, but academic research on SNS media evaluation program is scanty. In order to present an evaluation program on the SNS media, this study selected some applicable measurement factors based on reference research, and then evaluate major SNS medias by using AHP analysis method. With these purposes, Kakaotalk, Twitter and Facebook, are the three major SNS medias that were chosen for the analysis. Through collections and analysis of usability evaluation factors about SNS quality from related literature, some factors were concluded: system quality, information quality, interface quality and service quality, to build an AHP frame. And to achieve these purposes, this study applied comprehend mutual questionnaire survey for experts and users to gather research date. Empirical studies about the results were performed using AHP method with Microsoft Office Excel 2010. In this study, the final SNS media evaluation result is that Kakaotalk ranks first of the three SNS media, Facebook is in the second place, and Twitter as least. When SNS media are evaluated, system quality, information quality, interface quality and service quality should be considered. Among all factors, service quality is the most important.

Painting, a direction expression study on time and space in the visual media - Focusing on Gilles Deleuze theory- (회화, 영상미디어에 나타난 시·공간 연출표현 연구 - 질 들뢰즈 이론 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.441-446
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    • 2017
  • As mentioned on the paper, this study does not tackle the issue of contention about different media mix. It rather analyzes the capability and intensity of new media created through the correlation of different media, and researches the intermediality relationship among media to create new type of fine quality media. Along with the development of digital technology, the intermediality relationship among painting, video media such as movie and animation has become active. Also, as the study examined, the mix of 'painting and movie', 'movie, animation, game' has blurred the boundary, and formed a mutual inevitable relationship. Thus, this study examined the transfer of media and correlation based on intermediality relationship insisted by Rajewski and Deleuze's theory. Deleuze's theory explains the relationship of being which analyzed the variation of media. As for the intermediality relationship of media, the study examined process of media combining and converting based on 3 types of category of Rajewski, "media combination, media conversion, intermedial relationship matching".

A Study of Checking the Job History of External USB Media (외장형 USB 매체의 작업이력 점검 방법에 관한 연구)

  • Lee, Seongjae;Noh, Bongnam
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.4
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    • pp.753-761
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    • 2017
  • Recently, malicious code infiltration and leakage of confidential documents using external USB medium are frequently occurring in each field. We investigate the media to investigate incidents using external USB media, but there are many difficulties in that they can be lost or damaged. Ultimately, in order to investigate cases of external USB media, it is necessary to conduct a direct analysis of the external USB media as well as the system to which the media is connected. This paper describes an analysis of the artifacts of Windows systems to which external USB media is connected, and how to check the job history on the media. Therefore, it is expected that the system can be used to analyze the job history of the USB medium even if the external USB medium is not secured.

Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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The Intermedial Relationship between the Animations, and (애니메이션 <인사이드 아웃>과 <센과 치히로의 행방불명>에서 나타난 상호매체성 관계)

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.43
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    • pp.103-122
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    • 2016
  • Inside Out(2015) and The Spiriting Away of Sen And Chihiro(2001) have similar narrative structures and scenes. This paper aimed to compare and analyze the intermedial relationship between the two animations. The result of the study showed intermedial relationship between Inside Out and The Spiriting Away of Sen And Chihiro, which was produced and released about 14 years before. However, it was hard to say the former referred to the system of the latter and adopted it. When seen from the narrative structure of exposition, development, crisis, climax, resolution, in Inside Out, various motifs of The Spiriting Away of Sen And Chihiro were restructured, creating a new feeling. This study considered intermediality as something that a single medium overcomes limitations and is transformed through materials, or media, and an important way to provide consumers with contents of better quality, and using Rajewsky's frame of analyzing intermediality, compared and analyzed the relationship of the two animations.

Outlook of the game acceptance and application in the animation, Wreck-It Ralph - Focusing on Intermediality relation - (애니메이션<주먹왕 랄프>에서 게임의 수용과 적용양상 -상호매체성 관계를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.419-424
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    • 2016
  • Wreck-it Ralph is the new genre of animation combining with totally different media, games. Hence, how the game, Fix it Felix, Jr. was digested in the animation to interact each other was reviewed in this article. Upon the review, Wreck-it Ralph did not refer to the images and narration structure of Fix it Felix, Jr. but to the specific motives of the game, which is referring to Intermedial individuals in making Intermedial relations. Wreck-it Ralph is the first animation to refer to the motives of the game and have the Intermedial relation with animation. In addition, it has the meanings enough to be analyzed, so we reviewed its Intermedial relation with Rajewsky's analysis frame in this article.