• Title/Summary/Keyword: 매체 경험

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A Study of the Influence of Medium Richness and Learner's Experience with Various Mediums on the Usefulness of Mediums and Learning Commitment in Integrated Media Korean Classical Education (매체통합 고전문학수업에서 매체풍부성과 매체경험이 매체유용성과 학습몰입에 미치는 영향 연구)

  • Hyun, Young-Ran;Chung, So-Yeon
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.471-491
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    • 2015
  • The purpose of this paper is to examine the structural relationship between the use of a web medium and learning commitment to develop creative talent for higher media integrated Korean classical literature education. For this we used DBs of The 'Encyclopedia of Korean Local Culture(a local culture DB)' built by the Academy of Korean Studies, and a survey was conducted on 418 high school students, attending a classical literature class which used a local culture DB. The result of this study demonstrates media usefulness of local culture DBs' positive effect on learning commitment. Specifically, media richness and media experience affects the learning commitment through the medium usefulness. These results indicate that in order to encourage learner's medium experience and increase medium richness it is necessary to increase the utilization of mediums, such as local culture DBs.

The Determinant Factors of Media in Solving Performance Assessment Task of Elementary and Middle School Students (수행평가 과제 해결에 있어 초·중학생의 매체 결정 요인에 관한 연구)

  • Lee, Seung-Min;Lee, Byung-Ki
    • Journal of Korean Library and Information Science Society
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    • v.48 no.3
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    • pp.131-152
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    • 2017
  • The purpose of this study was to investigate the relationship between media richness, media usefulness, media experience and media decision in order to identify factors that determine the media of school library in solving performance evaluation tasks. For this purpose, 132 primary and middle school students were surveyed and their structural equation was set up by hypothesis setting, validity test, and causal model. As a result, it was confirmed that media experience of school library is a major factor in media decision. Also, media richness and media experience appeared to influence media decision through media usefulness. The analysis implies that school library is centered on teaching - learning process and evaluation, so information literacy education should be carried out in school curriculum and school library is required to provide students experience on media as the center of school education.

The Effect of Communication Media Richness on Continuous Intention to Use: The Moderating Effect of User Experience (커뮤니케이션 매체의 풍부성이 지속적인 사용 의도에 미치는 영향 - 이용경험의 조절효과)

  • Choi, Ju-Choel;Kim, Te-Gyun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.187-195
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    • 2020
  • Although multimedia messaging services (MMS) are becoming increasingly popular, and companies are maximizing the use of their content, few systematic studies on MMSs exist. This study examined technology acceptance factors for MMS in 398 young people aged 10 to 39 to identify MMS users' continuous intention to use (CITU) via a questionnaire and SPSS21 and PLS-Graph 3.0. The results showed that perceived media richness (PMR) had a positive effect on perceived usefulness, perceived ease of use, and most importantly, CITU. Furthermore, PMR had a positive effect on perceived ease of use as a moderating effect on experience. To increase use efficiency in MMSs based on these results, media richness, perceived ease of use, perceived usefulness, and user experience may serve as important variables affecting users' CITU and provide a basic reference and development direction for MMS users. Future studies should include more variables and examine additional factors when analyzing the structural model.

Relationships Between Using Rate of Information Media on Diversion by Traffic Condition (소통상황에 따른 정보매체별 우회이용률 분석)

  • Choe, Yun-Hyeok;Choe, Gi-Ju;Go, Han-Geom
    • Journal of Korean Society of Transportation
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    • v.28 no.1
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    • pp.39-49
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    • 2010
  • Although many studies have been carried out on the pattern of behavior of drivers which result from the provision of traffic information, there have been few detailed studies on the composition of message, method for message expression, timing of provision, point of provision, media for provision, changes by traffic condition, etc. This study was intended to provide an insight into the changes in the characteristics related to the provision of information by analyzing how the patterns of information utilization change depending on the traffic condition and reclassifying such patterns according to the characteristics of media. Unlike the existing studies, this study adopted the traffic condition, using rate of information media, and the correlation coefficient label as the basis for information media classification, and categorized them into passive utilization media, active utilization media, and past experience in order to ensure the statistical reasonability. The categorized using rate of information media and traffic condition was found to have a positive(+) correlation with the travel speed in the case of passive utilization media during both consecutive holidays(Korea's traditional Thanksgiving day) and weekends, but had a negative(-) correlation with the positive utilization media and past experience. The rate of decision to take a detour based on the past experience was high at the condition of congestion or slow during both consecutive holidays and weekends, but the rate of decision to take a detour through passive utilization media was high in a smooth traffic. In other words, if the traffic condition worsens, using rate of passive utilization media would be low while the diversion rate would be high which uses the active utilization media and past experience. Therefore, it should be established to suit the traffic condition and media characteristics for strategies of traffic distribution through drivers' diversion behavior on weekends and consecutive holidays.

Client-identified Significant Events and Interactional Process in Gestalt Therapy Using the Therapeutic Media (치료적 매체를 이용한 게슈탈트 심리치료에 나타난 중요사건 및 매체와의 상호작용과정)

  • Lee, Jeong-Sook
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.472-491
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    • 2020
  • The purpose of this research is to scrutinize what are characteristics of client-identified significant events and interactional process in Gestalt therapy using the therapeutic media. The subjects of the study were 4 participants. To this purpose, a audio-taped session and a intensive interview were conducted to examine. The collected data for this study were analyzed by Comprehensive Process Analysis. The audio-taped session and interview data were first transcribed and then analyzed for client-identified significant events. A total of 74 pairs of conversations were analyzed to derive the interactional process within the significant event case. In conclusion, it was found that the interactional process of significant events in the Gestalt therapy contributed to the change of the client by interacting with the therapeutic media. 5 major themes of interaction with the therapeutic madia appeared. The 5 major themes are allowance, identification, recognition, acceptance and prospective. Finally, the significance and limitations of the study were clarified and suggested for further study.

Artificial intelligence Artworks and Media Perception (인공지능 미술작품과 매체 지각)

  • Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.741-749
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    • 2022
  • The purpose of this study is to find out what kind of media perception can be experienced by the audience when artificial intelligence technology meets art, where new technologies are invented one after another. Among the artificial intelligence works, I selected works that stand out in relation to perception and investigated what kind of media perception the audience experiences when artificial intelligence technology meets art. By examining the characteristics of machine hallucinations, uncanny, and artificial empathy with the media perception of artificial intelligence art, these perceptions were ultimately identified as aura perception within family resemblance. In the future, artificial intelligence technology will develop further and artists will not stop experimenting with them. It is expected that the works created by artists will expand the audience's perceptual experience while providing new experiences to the audience.

Flow Experiences and Distorted Sense of Time in Computer-Mediated Environment : Comparative Study of Media Environments (컴퓨터 매개환경에서의 Flow 경험과 시간감각의 왜곡 : 매체환경 간 비교연구)

  • Jang, Phil-Sik
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.83-90
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    • 2007
  • Flow theory has been borrowed from psychology to address positive user experiences with computers and Internet. The flow experience in computer-mediated environment (CME) has been correlated to increased communication, loaming, exploratory behavior and positive affect. A comparative experiment between CME and traditional paper-pencil environment was conducted to verify whether particular environments or interfaces are more conducive to yielding flow among users. The results showed that there were no differences in flow dimensions except 'enjoyment' between CME and paper-pencil environment. But the distorted senses of time among users were significantly different between the media environments.

The Effects of Neighborhood and Mass Media Experience on the Prosocial Behavior of Children - Focusing on the Mediating Effect of Empathy (이웃 및 대중매체경험이 아동의 친사회적 행동에 미치는 영향 - 공감능력의 매개효과를 중심으로)

  • Hwang, Hyewon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.615-625
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    • 2021
  • The purpose of this study were to examine the effects of neighborhood and mass media experience on the prosocial behavior of children and to verify the mediating effect of empathy. For this purpose, 419 5th and 6th elementary students living in Chungbuk area were included in this study. The data were analysed using SPSS and the main results of this study are as follows: First, the levels of positive mass media experience, empathy, and prosocial behavior were significantly higher in girls than boys and children who perceive their economic status as high showed higher satisfaction on their community environment, empathy, and prosocial behavior than the others. Also, neighborhood and mass media experience had significant effects on the empathy and prosocial behavior of children. Especially positive mass media experience was the most powerful predictor of empathy and prosocial behavior. Finally, the satisfaction of their community and the positive mass media experience had direct effects on the prosocial behavior of children and had indirect effects through empathy. That is, the partial mediating effects of empathy were verified. Based on the results, several practical intervention strategies for improving empathy and prosocial behavior of children were presented.

홈쇼핑 매체별 소비자 인식 비교

  • 천종숙;양유영
    • Proceedings of the Korean DIstribution Association Conference
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    • 1999.11a
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    • pp.327-338
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    • 1999
  • 본 연구는 카탈로그와 케이블 TV, 인터넷 홈쇼핑 정보전달 매체별로 의류제품에 대한 소비자의 인식 및 기대 수준을 비교 분석하여 홈쇼핑의 정보전달 매체 개발에 기초적인 자료를 구축하기 위하여 설문조사를 실시하였다. 설문조사 대상자는 20세 이상의 카탈로그 홈쇼핑사 회원 219명, 케이블 TV 홈쇼핑사 회원 213명, 네티즌 972명이었다. 매체별 이용자의 분포는 카탈로그와 케이블 TV 홈쇼핑의 경우 여성과 기혼자가 많았고 직업은 주부와 사무직이 많았다. 반면 인터넷 이용자는 남성과 미혼자가 많았고 직업은 사무직이 많았다. 학력은 세 매체 모두 응답자의 절반 이상이 대졸 이상으로 교육수준이 높았다. 설문조사 결과 의류 홈쇼핑에 대한 매체별 소비자의 인식은 다음과 같았다. 1. 케이블 TV 홈쇼핑 이용자들은 케이블 TV를 통해 판매되는 의류제품이 디자인, 색상이 다양하며, 제품의 소재나 품질, 치수에 대한 정보도 충분하다고 느끼며 의류의 품질 신뢰도와 구매의사도 높은 것으로 나타났다. 2. 통신판매를 이용해서 의류를 구매해 본 경험이 있는 집단은 구매를 경험하지 못한 집단보다 구매의사도 높으며 통신판매에 대한 신뢰성도 높은 것으로 나타났다. 특히 케이블 TV 홈쇼핑을 통해 의류제품을 구매해 본 경험이 있는 집단이 의류제품 정보의 다양성에 대한 만족감과 품질 신뢰성이 가장 높았다. 3. 매체와 성별의 차이를 살펴본 결과 케이블 TV를 이용하는 여성은 의류제품의 다양성, 충분한 제품정보, 품질의 신뢰성, 구매의사에 가장 긍정적인 인식을 가지고 있는 것으로 나타났다. 4. 케이블 TV를 이용하는 기혼자와 고소득자가 다른 집단보다 의류제품의 다양성, 제품정보와 품질 신뢰성, 구매의사에서 가장 긍정적인 인식을 가진 집단이었다. 본 연구의 결과는 케이블 TV 홈쇼핑은 카탈로그와 인터넷에 비해 소비자의 욕구를 충족시키는 제품과 소개방식으로 의류를 판매하고 있으며, 특히 의류제품 구매 경험이 있고 고소득층이며 기혼인 여성들을 만족시킬만한 다양한 상품을 구비하고 자세한 제품정보를 제공하며 품질에 대한 신뢰를 심어 주어 긍정적인 구매의사를 갖도록 유도하고 있는 것으로 해석된다.

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Possibility Study about Digital Media Art as a social Capital (디지털 미디어아트의 사회자본으로서의 가능성 연구)

  • Lee, Min-Soo;Chang, Geun-Oh
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.462-467
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    • 2006
  • 이 연구는, 대중매체를 미술에 도입한 미디어아트가 대중에게 긍정적인 평가를 받고 있고 콘텐츠의 범위가 증대되고 있는 시점에서 총체적 의미의 사회자본이 된다는 가능성의 연구이다. 이러한 가정 하에 현시점의 미디어아트와 대중의 유대관계, 그 커뮤니케이션의 변화 양상에 대해 몇 가지 사례를 중심으로 살펴보고자 한다. 미디어아트가 사회자본으로서 영향을 미치기 위한 전제를 세가지로 분류하였다. 첫 번째, 사회 참여적인 미디어 장치로서 저널리즘의 속성을 가진 미디어아트, 두 번째는 다양한 문화활동의 프로토타입이 되는 미디어아트, 세 번째로는 일상공간에서의 미디어아트이다. 대중매체의 이용이 사회자본의 구성 요소인 신뢰와 사회적 연계 망에 미치는 효과에 대해서는 기존에 발표된 연구들과 2003년 수행된 대규모 매체 이용행태 자료에서 이미 검증되었다. 디지털미디어아트가 사회자본의 하위구성 요소인 신뢰와 정치참여, 문화적 아이콘으로서의 역할 및 예술생산품으로서의 기능에 대해서는 현재 국내에서 대중과의 소통을 위한 미디어아트의 시도가 점차 증가되고 있는 추세이다. 웹 아티스트, 미디어 아티스트로 알려진 '장영혜중공업' 은 온라인미디어를 통해 현대사회의 정치적, 사회적 이슈와 화두들을 강력하게 표현하고 있고, 대중매체의 조명을 받고 있는 아티스트 '낸시랭' 은 'SSAMZIE' 브랜드를 통해 예술의 문화적, 경제적 활동에 새로운 모델을 제시하였다. 사용자에게 총체적인 경험을 제공하는 일상 생활공간 속에서의 미디어아트는 예술의 대중화를 실현하고 있으며, 일상에서의 경험으로 인하여 대중에게 시각적, 과학적, 심미적 즐거움을 주고 있다. 이처럼 디지털미디어를 이용한 예술은 인터넷을 비롯한 대중매체를 통해 디지털미디어아트의 공적 신뢰를 확대시키고 콘텐트의 범위와 가치를 증대 시키며, 사용자경험의 폭을 확대시켜 점차 새로운 가치체계를 형성해 나갈 것이다. 이는 디지털미디어아트가 사회자본으로서 아직은 미약하지만 사용자의 조작과 참여의 경험으로 인해 디지털 세대에게 적합한 문화아이콘을 만들어 나가며, 사회의 새로운 이용자 패턴, 참여 의식의 확대, 예술의 대중화로 인하여 미래 우리의 삶을 구성하는 사회자본이 될 것으로 그 가능성을 전망해본다.

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