• Title/Summary/Keyword: 미디어 관여도

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교육용 멀티미디어 컨텐트 품질인증 정책 방향

  • 조정우
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.272-275
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    • 1998
  • - 정보화 사회의 시대적 요청 - 교육정보화의 방향 및 과제 - 인프라의 기반 위에서 상보적인 발전 - 교육 컨텐트의 중요성 인식 -학습 패러다임의 변화에 대한 이해를 바탕으로 - Side-effect에 대한 대비 - 교육정보화 사업 속에서의 교육용 소프트웨어 인증의 위치 2. 좋은 소프트웨어와 나쁜 소프트웨어에 대한 기본 시각 - 구성주의 학습관이 시사하는바 - 1 : 1 개인교수 효과의 원인 변수 - 고차적 지적 능력의 함양 - 학습의 경제성(중략)

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A Study of the Public's Perception and Opinion Formation on Particulate Matter Risk Focusing on the Moderating Effects of the Perceptions toward Promotional News and Involvement (미세먼지 위험에 대한 수용자의 인식과 의견 형성에 관한 연구 프로모션 기사 인식정도와 관여도에 따른 분석)

  • Kim, Yung-wook;Lee, Hyun-seung;Lee, Hye-jin;Jang, You-jin
    • Korean journal of communication and information
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    • v.72
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    • pp.52-91
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    • 2015
  • The purpose of this study is to examine the effects of attribute agenda-setting and priming through content analysis and a survey about Particulate Matter($PM_{10}$ & $PM_{2.5}$) using both promotional news and general news. The study results were as follows. First, promotional news and general news were found to showcase similar cognitive attributes. Second, the results did not show a significant relationship between highlighted attributes in media coverage and the public's salient attributes, but media attributes had been generally reflected in the public's perception because the public was highly aware of the importance of all media attributes. Third, the recognition of the public's attribute importance affected the direction of public opinion, which resulted in the acceptance of priming effects. Meanwhile, the recognition of the public's attribute importance towards economic damage, international cooperation, individual response, and the recognition of promotional news had affected risk perception. Furthermore, the recognition of promotional news and involvement appeared to have an interaction effect on risk perception.

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Design of a multimedia interface for the description of human error caused nuclear power plant trips (인적오류로 인한 원자력발전소 고장정지 사건묘사를 위한 멀티미디어 인터페이스 설계)

  • 박근옥
    • Proceedings of the ESK Conference
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    • 1993.10a
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    • pp.65-75
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    • 1993
  • 원자력발전소에서 발생하는 고장정지 사건에 내포된 인적오류의 발생내용을 흥미있고 현장감 있게 묘사시킴과 동시에 종사원들의 인적오류를 저감시키기 위한 새로운 교육훈련방 법으로써 멀티미디어 기술의 사용을 고려하였다. 즉, 컴퓨터 환경하에서 숫자와 텍스트, 음 향 및 음성, 그래픽, 애니메이션, 화상 등의 미디어를 사용하여 인적오류로 인한 고장정지 사건발생의 내용을 전달하는 새로운 교육훈련 방법을 사용하는 것이다. 이를 위하여 고장정 지 사건과 관련한 원자력발전소 구성정보와 종사원의 활동정보를 입출력하기 위한 멀티미디어 인터페이스를 설계하였다. 설계는 멀티미디어 제공환경 구축과 인터페이스 운영논리 설정의 두단계로 구성한 절차에 따라 수행하였다. 멀티미디어 인터페이스는 원자력발전소 구성정보를 설계하여 저장시켜둔 퍼스널 컴퓨터 환경하에서 운영되며, 입력 및 출력의 두가지 인터페이스 를 갖는다. 입력 인터페이스는 인적 오류를 포함한 고장정지 사건의 발생내용을 숫자, 텍스트, 음성 미디어로 받아들여 출력 인터페이스에서 사용될 수 있도록 미디어 결합을 수행하고, 컴퓨터 저장장치에 저장하는 기능을 수행한다. 출력 인터페이스는 저장장치에 기록된 내용을 판독하여 고장정지의 진행경위와 인적오류의 발생내용을 숫자, 문자, 텍스트, 음성, 음향, 그래픽 애니메 이션, 정지화상으로 원자력발전소 종사원들에게 출력시켜 주는 기능을 수행한다. 멀티미디어 출력정보는 사용자가 CRT 화면에 제공되는 버튼 또는 Click Touch 메뉴를 사용함에 따라 이전, 이후의 출력정보로 전이할 수 있도록 하였다.상대적으로 중요한 검사 항목으로 나타났다. 또한 상대적 중요도 결과를 적용한 적성검사 성적이 적용하지 않은 적성검사 성적에 비해 비행성적에 대한 예측 능력이 좋은 것으로 평가되었다.al age)가 있다는 것을 의미하는 것이다. 한편, 생산현장에서는 자동화, 기계화가 진보되어 육체적인 노동이 경감된 결과, 중고령자라도 할 수 있는 작업이 많아지고 있다. 또, VDT (Visual Dislay Terminal) 작업과 같은 정보처리 작업의 수요가 증가하여 그 인재의 부족이 지적되고 있다. 따라서 중고령자의 기능을 조사하여 어떠한 작업에 적합한가를 판단하는 것이 중요한 과제로 되었다. 그러나 노동에는 많은 기능이 관여 하고, 그 내용에 따라서 요구되는 기능이 서로 다르기 때문에 노동적응능력의 기본적인 기능으로 보여지는 것에 좁혀서 작업능력의 연령증가 변화에 대하여다원적 평가를 하는 것이 실제적이라고 할 수 있다. 따라서 본 연구에서는 인간이 가지고 있는 다수의 기능중에서 수지교 치성과 연령증가와의 관계를 조사한다. 만약 연령증가 만으로 수지교치성을 평가 할 수 없는 경우에는 어떠한 요인이 수지기민성의 변화에 영향을 미치는가를 검토한다.t list)에서 자동적으로 사건들의 순서가 결정되도록 확장하였으며, 설비 제어방식에 있어서도 FIFO, LIFO, 우선 순위 방식등을 선택할 수 있도록 확장하였다. SIMPLE는 자료구조 및 프로그램이 공개되어 있으므로 프로그래머가 원하는 기능을 쉽게 추가할 수 있는 장점도 있다. 아울러 SMPLE에서 새로이 추가된 자료구조와 함수 및 설비제어 방식등

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Effects of Media Involvement, Body Satisfaction and Self-Esteem on the Appearance Management Behavior of Preteen Boys and Girls (남녀 프리틴 세대의 외모관리행동 영향요인 -미디어관여, 신체만족, 자아존중감을 중심으로-)

  • Kim, Analia;Lee, Soo-Gyoung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.11 s.158
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    • pp.1538-1549
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    • 2006
  • The purpose of this study was 1) to identify gender differences in appearance management behavior and influencing variables(media involvement, body satisfaction and self-esteem), 2) the effects of influencing variables on appearance management behavior, and 3) to analyze the relationships among influencing variables. The data were collected ken 458 fifth and sixth grade girls and boys of five elementary schools ill Seoul, Korea via self-administered questionnaires, and were analyzed by factor analysis, t-test, and multiple regression analysis. The results of this study were as follows: Regarding the gender differences in research variables, preteen girls showed more interest in clothing/hair style management, weight management, TV involvement and celebrity imitation than preteen boys. Girls showed lower level of satisfaction than boys. Multiple regression analyses were conducted to identify the effects of media involvement, body satisfaction and self-esteem on appearance management behavior. For boy group, clothing/hair style interest was influenced by celebrity imitation, and weight management by TV involvement, body satisfaction and school self-esteem, and height management by celebrity management and school self-esteem. For girl group, clothing/hair style management was influenced by celebrity imitation and general self-esteem, and weight management by body satisfaction, general self-esteem, celebrity imitation and TV involvement, and height management by school self-esteem, TV involvement, time spent watching TV and general self-esteem. From the results of analyzing relationships among influencing variables, it was found that media involvement influenced self-esteem; TV involvement and celebrity imitation influenced school self-esteem; body satisfaction had the effect on all three sub dimensions of self-esteem in boy group. For female group, TV involvement had the effect on body satisfaction, and celebrity imitation on general self-esteem, the family self-esteem and school self-esteem, and body satisfaction on all three sub dimensions of self-esteem.

The Effect of Information Diffusion of Program on the Viewing Type of Web Platform Program and the Attention of the Public (웹 플랫폼 프로그램 시청 유형·프로그램의 화제성이 프로그램에 대한 정보 확산에 미치는 영향 연구)

  • Hong, Juhyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.751-768
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    • 2016
  • The success of the journey to the west of tvN's shows the positive prospect of web entertainment. This study highlights how viewers actively select web progrmas and how they diffuse the infomrmation of web programs to explore the possibility of success of web program and the change of viewing environment. This study revealed the attention of viewers affected the diffusion of programs via social media. The highness of the viewer's attention cause the highness of active interaction between users. The production company of web entertaninment has to focus on the high hits strategy. In the view of journalists, they covered on the appearance of the heroin rather than the content of the program. The relationship of viewing type and viral type via SNS is related with the activity of viewers. If viewers participate in viewing they express their opinion on the web entertainment actively.

Effects of female college students' self-image and media involvement on appearance management behavior (여대생의 자기이미지와 미디어관여가 외모관리행동에 미치는 영향)

  • Kim, Jiyang;Yim, Eunhyuk;Chun, Hokyung
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.164-178
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    • 2013
  • The purpose of this study is to verify effects of female college students' self-image on appearance management behavior and investigate the differences caused by TV involvement and entertainer imitation on the appearance managing behavior. Respondents of the survey were 424 college females living in Seoul and Gyeonggi province. For statistical analysis, factor analysis and multiple regression were conducted using SPSS 18.0 program. The results of this study are as follows: First, self-image among college females were composed of 5 factors, which were active image, feminine image, intelligent image, gentle image and modern image. Second, college females' self-image influenced on skin management behavior, hair management behavior, make-up behavior, clothing behavior and weight management behavior significantly. Specifically, as respondents' active image and modern image are getting higher, they tend to perform skin management behavior, hair management behavior and clothing behavior. As female students' intellectual image and modern image were getting higher, more positive effects were found on make-up behavior. As female students' gentle image and active image were getting higher, there was more positive effects on weight management behavior. But, female students' self-image didn't show significant effects on cosmetic surgery behavior. Third, when subjects' TV involvement was high, self-image made greater effect on skin management behavior and cosmetic surgery behavior than those with low TV involvement. Forth, when entertainer imitation was high, self-image made greater effects on skin management behavior, hair management behavior, clothing behavior, make-up behavior, weight management behavior, cosmetic surgery behavior than those with low entertainer management.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

The Current Service Status and the Developmental Direction of Webtoon 2.0: Focusing on the Changing of User Interface and the Applying of Multimedia Effects (웹툰 2.0의 서비스 현황과 발전 방향: 사용자 인터페이스 변화와 멀티미디어 효과 적용을 중심으로)

  • Lee, Suji;Jun, Bong Gwan
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.96-108
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    • 2015
  • The market of webtoon is expanding and the main users' acceptance environment of webtoon is changing from web to mobile. Among this phenomena, platform companies combined various digital technologies and a new user interface to the webtoon. The major directions of change in webtoon are applying multimedia effects and actualize the optimized form for the mobile environment represented by a smartphone. This study defined these types of webtoon as 'Webtoon 2.0' and built a separate concept from 'Webtoon 1.0' which means the early form of webtoon. Through this, we propose a new standard in classifying various types of cartoons that are sporadically serviced to users. Also, through experiments with users, we checked the current status of webtoon 2.0 and webtoon 1.0 by quantitatively measuring and analyzing the degree of user satisfaction with the current webtoon. Through this, this study suggest technical and aesthetic development application of Korean webtoon which is available to platform operators, writers and users.

A Study on the Analysis of Educational Content and Curriculum of UNESCO's Media and Information Literacy (UNESCO의 미디어와 정보 리터러시의 교육내용 분석과 교육과정에 관한 연구)

  • Park, Juhyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.349-374
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    • 2020
  • The purpose of this study is to explore the concept, contents, and curriculum of MIL(Media and Information Literacy) proposed by UNESCO from the perspective of Library and Information Science to obtain the basic information necessary for the revision of the Library and Information Life curriculum and to derive implications. As a result of the analysis, UNESCO used the term MIL to highlight the characteristics and importance of information literacy in media education. The information literacy and library literacy were key factors in forming the concept and curriculum of MIL. UNESCO also presented 'information literacy and library skills' as essential areas of the MIL curriculum, as well as core competencies and achievement criteria. In addition, the MIL curriculum actively embraces information literacy and library literacy, with the five laws of MIL based on the five laws of library science. The results of this study could be used as a basis for the reason why MIL should be actively accepted in Library and Information Science and for the revision of Library and Information Life curriculum.