• Title/Summary/Keyword: 미디어 가치

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Social Communication and Media Ethics in the Age of Social Media (소셜미디어 시대에서의 사회적 소통과 미디어 윤리)

  • Lee, Yun-bok
    • Journal of Korean Philosophical Society
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    • v.129
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    • pp.219-246
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    • 2014
  • The media is a tool for communication. Social media, which was created by the modern science and technology, was considered to be the best communication tool. However, despite the current wide spread of social media, social communication is a serious problem in Korea enough to be called a crisis of communication. What is the reason and measures of communication problems? This paper was planned from the awareness of these problems. First, a number of features and possibilities of social media in journalism are discussed in chapter 2. In chapter 3, the role of social media having regard to the social communication was considered in comparison to traditional media. Finally, the value which the newly emerging social media should pursue was discussed in connection with the value which was pursued by the traditional journalism, then the new value to be added to journalism at the level of ethics presented in chapter 4.

The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.357-362
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    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.

VENTURE PRESENTATION-미디어 U

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.112
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    • pp.24-25
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    • 2007
  • 1997년 미국에서 웹web에 쓰는 일지log라는 의미로 읆 붙여진 블로그는 이제 10년이라는 나이테를 인터넷이라는 공간에 아로새겼다. 10년이 지난 지금 거대 미디어에서 일방적으로 제공되는 정보가 아닌, 개개인의 살아있는 지식과 논리, 감정을 담아내는 새로운 1인 미디어 블로그. 미디어로서의 블로그의 새로운 가치를 만들어내며 진정한 미디어 2.0 회사로 발돋움 하고 있는 미디어U(대표 이지선)을 만나본다.

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트랜스미디어 스토리텔링

  • Han, Hye-Won
    • Digital Contents
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    • no.11 s.162
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    • pp.52-58
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    • 2006
  • 미디어는 끊임없이 다른 미디어들과 영향을 주고받으며 변화한다. 하늘 아래 새 것이 없듯, 뉴미디어는 견고한 올드미디어를 벤치마킹 하면서 고유한 가치와 질서를 정립해 나간다. 회화에서 사진으로, 사진에서 영화로, 다시 영화에서 게임으로, 미디어의 계보는 끝없이 이어진다. 이번 호에서는 디지털 게임의 스토리텔링이 다양한 미디어를 넘나들면서 재매개되는 현상을 팩션ㆍ리얼리티쇼ㆍ드라마 등 선형적 스토리텔링장르를 통해서 분석해보고, 그 법칙성과 의의를 찾아본다.

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Educational Prospectus and Tasks in Ubiquitous Broadcasting Media & Contents (유비쿼터스 방송 미디어 교육 콘텐츠의 전망과 과제에 관한 연구)

  • Jung, Chang-Duk;Ghymn, Ji-Sook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.13-18
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    • 2005
  • 유비쿼터스 개념의 방송 및 통신 사업은 방송-컴퓨터-사물-사람 연계의 실현이 우선되어야 한다. 여기에 방송의 디지털 미디어 기술과 정보장치가 가정의 TV이든, 이동시의 휴대폰이든, PC나 노트북이든, 혹은 개인과 관련된 모든 사물이 통합 네트?p으로 연결 될 때 비로소 그 가치를 발휘하게 된다. 최적화된 유비쿼터스 방송 교육 운용 시스템이란 이러한 각종 미디어와 전자 감응 장치를 장착시킨 물건들을 u-컴퓨팅하여 개인과 특정 집단이 원하는 때와 장소에서 원하는 서비스를 제공받을 수 있는 전자 유기체를 가리킨다. 이러한 통합 학습 유기체란 개개인의 능력은 물론 성격이나 욕망까지 컴퓨팅할 수 있는 전자지능시스템과 개인의 내적욕망을 채워주는 다양한 콘텐츠, 그리고 주변기기나 장치 등, 모든 디지털 교육환경까지를 의미한다. 변화란 인간의 욕구에 따라 커스터마이징하는 것이다. 그러한 점에서 급변하는 세상의 변화에 다양한 가치를 추구하고자 하는 교육에 대한 인간의 욕망을 실현하기 위해 개인화된 통합 방송 디지털 미디어, 유비쿼터스 홈 네트워킹과 기술, 그에 따른 다양한 교육 콘텐츠의 통합 개발은 이제 절실한 과제가 되고 있다.

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확대 서평-더글러스 켈너의 "미디어 문화"

  • Won, Yong-Jin
    • The Korean Publising Journal, Monthly
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    • s.222
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    • pp.13-13
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    • 1997
  • 켈너의 야심찬 저서는 '비판적 문화이론'이 덜 포용적인 탓에 미디어 문화의 전 측면을 다 보여주지 못하지만 '미디어 문화'의 입문.지침서 역할은 충분히 해내고 있다. 그가 내세우는 포스트 인식론에 대한 반감은 학문적 논의의 '아젠다'로서 충분한 가치가 있다.

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The Impact of the Media Law Reform on the Media/Contents Firms' Market Value: Event Study Analysis (미디어법 개정이 미디어/콘텐츠기업가치에 미치는 영향분석: 사건연구의 활용)

  • Park, Jongsur
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.411-422
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    • 2016
  • The Media Law including Newspaper Law, Broadcasting Law and Internet Multimedia Law has been reformed in 2009. The main purpose of the reform was to allow media firms to gain a global competitive edge by opening doors to more investments that were nonexistent due to regulatory barriers. Also it aimed to contribute to an increase of employment in the media industry. This paper analyzes the impact that the Media Law reform of 2009 had on many media/contents company's future value by tracking abnormal returns gained during the period of the reform. The analysis with the capital market data of fifteen firms over a one-year period provided evidence that the new law has had an effect on the related firms' future value; however, the impact was shown to not be as significant in the long-term. This study has the significance in that it showed that the impact of the reform was not overall to the industry but given to the limited number of media company and confirmed the relatively strong effect of the unexpected events.

The Effect of Personal Media Contents Characteristic on Perceived Value and Use Intention of Continuous: The Interaction Effect of Novelty Seeking (1인 미디어콘텐츠 특성이 소비자의 지각된 가치 및 지속적 이용의도에 미치는 영향: 신기성 추구성향 상호작용효과)

  • Ju, Seon-Hee;Koh, Bo-Ra
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.167-176
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    • 2018
  • Recently, with coming of various channels, the public are communicating with unspecified massive consumers through personal broadcasting. It is becoming more popular as a positive response. The purpose of this study is to investigate the effect of characteristics of personal broadcasting contents on perceived value, perceived value on continuous use intention and the interaction effect of novelty seeking. As a result of verifying the effects of information quality, information trust, and entertainment on the perceived value, the characteristics of personal media contents all showed a significant positive effect and perceived value has a positive effect on continuous use intention. But The interaction effect of novelty seeking and perceived value is not significant. Therefore, content creators should make efforts to create content as much as to the trust of content as entertainment elements in content and composition. In the future, it will be meaningful to proceed with the research on the direct effects of the novelty trend and the various factors affecting viewers' characteristics using personal media contents.

A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.319-325
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    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.