• Title/Summary/Keyword: 미디어 매개

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프로티언 경력태도가 무형식 학습 및 창업의도에 미치는 영향

  • Ga, Hye-Yeong;Jeon, Hye-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.143-148
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    • 2019
  • 시대적 변화에 따른 경력성공의 관점이 변화하고 있지만 다수의 연구들은 창업과 취업을 분리하여 연구되어 왔다. 또한 환경의 변화뿐만 아니라 개인 가치관의 변화에 따라 평생 직장의 개념이 사라졌으며 전 생애에 걸친 학습의 필요성이 대두 되고 있다. 학습의 형태는 기존의 지식을 전달하는 형태에서 다양하게 변화해왔다. 교실 수업의 형태는 팀활동과 미디어 활용을 중심으로 변화하고 있으며 교실 밖 수업에서는 자율적인 동아리 활동이나 커뮤니티의 참여 등을 통해 역량을 향상시키는 기회를 제공하고 있다. 개인의 경력은 인생에 걸친 학습과 일에 관련된 경험 및 행동과 연관된 태도로부터 발생한다. 이러한 경력을 이끌어가는 태도는 새로운 환경속에서 즉각적인 요구를 받아들이는 적응학습과 새로운 행동 및 지식을 유발하는 생성학습, 그리고 상호작용 패턴 인식을 통해 새로운 시도를 하는 전환학습을 지속적으로 일으킨다. 또한 이러한 무형식 학습들은 취업과 연계 될 뿐만 아니라 창업의도에도 긍정적인 영향을 줄 수 있다. 본 연구는 자기주도성과 가치지향성을 척도로 하는 프론티언 경력태도가 창업의도에 영향을 미치지 확인함으로서 기존의 취업역량과 연결시켜왔던 연구에 새로운 시사점을 제시하고자 한다. 또한 무형식학습 활동을 매개변인으로 투입하여 학습 과정에서 자연스럽게 발생하는 학습의 효과를 확인하여 변화된 교육형태의 중요성을 확인하는데 의의가 있다. 이에 더해 스마트미디어를 활용하는 능력인 스마트미디어 리터러시와 팀 학습을 지향하는 팀학습 선호도를 조절효과로 보아 분석함으로서 스마트미디어활용 학습과 팀학습의 형태로 변화하고 있는 교육 현장의 특성을 함께 확인하고자 한다. 이를 위해 2019년 3월부터 6월까지 교육과 경력 환경의 변화의 중심에 서있는 대학생들을 대상으로 설문조사를 실시하여 이를 분석하고자 한다.

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Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

An Optimization Method of Neural Networks using Adaptive Regulraization, Pruning, and BIC (적응적 정규화, 프루닝 및 BIC를 이용한 신경망 최적화 방법)

  • 이현진;박혜영
    • Journal of Korea Multimedia Society
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    • v.6 no.1
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    • pp.136-147
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    • 2003
  • To achieve an optimal performance for a given problem, we need an integrative process of the parameter optimization via learning and the structure optimization via model selection. In this paper, we propose an efficient optimization method for improving generalization performance by considering the property of each sub-method and by combining them with common theoretical properties. First, weight parameters are optimized by natural gradient teaming with adaptive regularization, which uses a diverse error function. Second, the network structure is optimized by eliminating unnecessary parameters with natural pruning. Through iterating these processes, candidate models are constructed and evaluated based on the Bayesian Information Criterion so that an optimal one is finally selected. Through computational experiments on benchmark problems, we confirm the weight parameter and structure optimization performance of the proposed method.

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Design of a Lossless Audio Coding Using Cholesky Decomposition and Golomb-Rice Coding (콜레스키 분해와 골롬-라이스 부호화를 이용한 무손실 오디오 부호화기 설계)

  • Cheong, Cheon-Dae;Shin, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1480-1490
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    • 2008
  • Design of a linear predictor and matching of an entropy coder is the art of lossless audio coding. In this paper, we use the covariance method and the Choleskey decomposition for calculating linear prediction coefficients instead of the autocorreation method and the Levinson-Durbin recursion. These results are compared to the polynomial predictor. Both of them, the predictor which has small prediction error is selected. For the entropy coding, we use the Golomb-Rice coder using the block-based parameter estimation method and the sequential adaptation method with LOCO-land RLGR. The proposed predictor and the block-based parameter estimation have $2.2879%{\sim}0.3413%$ improved compression ratios compared to FLAC lossless audio coder which use the autocorrelation method and the Levinson-Durbin recursion. The proposed predictor and the LOCO-I adaptation method could improved by $2.2879%{\sim}0.3413%$. But the proposed predictor and the RLGR adaptation method got better results with specific signals.

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A Study on Aerial Perspective on Painterly Rendering (회화적 렌더링에서의 대기원근법의 표현에 관한 연구)

  • Jang, Jae-Ni;Ryoo, Seung-Taek;Seo, Sang-Hyun;Lee, Ho-Chang;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1474-1486
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    • 2010
  • In this paper, we propose an algorithm which represents the distance depiction technique of real painting that named "Aerial Perspective" in painterly rendering. It is a painting technique that depicts the attenuations of light in the atmosphere, and the scattering effect is changed by the distance, altitude and density of atmospheres. For the reflection of these natures, we use the depth information corresponding to an input image and user-defined parameters, so that user changes the effect level. We calculate the distance and altitude of every pixel with the depth information and parameters about shot information, and control the scattering effects by expression parameters. Additionally, we accentuate the occluding edges detected by the depth information to clarify the sense of distance between fore and back-ground. We apply our algorithm on various landscape scenes, and generate the distance-emphasized results compared to existing works.

A Study on the Causal Relationship Between Attributes of VR Ad and Advertising Effectiveness: Mediating Effect of the Consumer's Innovation (VR 광고 특성과 광고효과 간의 인과관계에 관한 연구 : 소비자 혁신성의 매개효과)

  • Choi, Yun-Seul;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.37-45
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    • 2019
  • This study investigated whether the model attributes of VR Ads (3D effect, presence, Dynamics, Amusement) affect the attitude of the advertising. We also examined the mediating role of consumer's innovation in the model attributes and advertising attitude of VR advertisements. To do this, VR equipment was used to induce real advertisers to experience advertisements. The causal relationship between variables was examined through covariance structure analysis. The results are as follows. First, all independent variables of the VR advertising model have a positive effect on the consumer's innovation. Second, the 3D effect, Amusement of the VR advertising model have a positive effect on the attitude of the advertising. Third, the effects of the VR advertising model on all variables are mediated by the consumer's innovation of the VR advertisement. The results of this study provide implications for understanding the characteristics of VR Ads.

The Effect of Selective Exposure of Political Orientation on Online Political Participation: Focusing on the Mediating Effect of Attitude Polarization (유튜브 정치성향에 따른 선택적 노출이 온라인 정치참여에 미치는 영향: 태도극화의 매개효과를 중심으로)

  • Lee, Min Kyu;Kim, Jung Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.261-272
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    • 2022
  • This study investigated the relationship between selective exposure, attitude polarization, and online political participation among 420 YouTube political video users. Additionally, the mediating effect of attitude polarization on the relationship between selective exposure and online political participation was examined. The main results were derived by conducting exploratory factor analysis, correlation analysis, and structural model analysis using the SPSS 21.0 program and AMOS 21.0 program. The results were presented as follows. First, selective exposure had a positive effect on attitude polarization. Second, selective exposure had a positive effect on online political participation. Third, attitude polarization had a positive effect on online political participation. Fourth, attitude polarization was found to mediate the relationship between selective exposure and online political participation. In summary, it was confirmed that selective exposure to YouTube political videos increased attitude polarization and online political participation, and the more the attitude polarization was strengthened by selective exposure, the more it led to online political participation.

A MAC Parameter Optimization Scheme for IEEE 802.11e-based Multimedia Networks (IEEE 802.11e 기반 멀티미디어 네트워크를 위한 MAC 매개 변수 최적화 방법)

  • Sung, Min-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.2
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    • pp.455-461
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    • 2008
  • Enhanced Distributed Channel Access (EDCA) is a channel access scheme adopted by the IEEE 802.11e draft standard for QoS-enabled wireless local area networks. It classifies traffic into separate Access Categories (ACs) and achieves service differentiation by allowing each AC to have its own values of channel access parameters. This paper proposes a scheme to dynamically adapt the EDCA parameters to traffic environment so that they both maximize the throughput of non real-time traffics and meet the delay and throughput constraints of real-time traffics. For this purpose, we develop a design algorithm for efficient exploration of the EDCA parameter space. Using the algorithm, we derive a Pareto curve fur delay-throughput trade-off in each anticipated traffic environment. The Pareto database can then be used to optimally adjust the parameter according to the traffic environment and administrative policies. Simulation results show that compared with the default parameter configuration, the proposed scheme is better for delay, throughput guarantee and can improve the throughput of non real-time traffics by 12% on average.

The Effect of the Use of Smart Devices by the Elderly on Life Satisfaction : Focusing on the Mediating Effects of Self-esteem (노인의 스마트기기 활용이 삶의 만족도에 미치는 영향 : 자아존중감의 매개효과를 중심으로)

  • Kim, Ja-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.424-434
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    • 2022
  • This study is to verify the mediating effect of self-esteem on the effect of the elderly's smart device use on life satisfaction. To this end, secondary data analysis was conducted using the Korea Media Panel Survey conducted by the Information and Communication Policy Institute in 2021. The responses of 3,211 people in their 60s or older who are the subjects of this study were utilized. For analysis, descriptive statistics, correlation, and multiple regression analysis were performed using SPSS, and the Sobel test was conducted to verify mediating effects. As a result, smart device utilization averaged 2.13 points out of 5, indicating that the actual utilization level was less than half. The use of smart devices, an independent variable, had a positive effect on the dependent variable, life satisfaction. Self-esteem, which is a parameter, has been verified as a partial mediating effect in that smart device use affects life satisfaction. Based on the results of this study, various policy and practical measures were proposed to increase the smart device utilization rate of the elderly in Korea, improve self-esteem and life satisfaction, so that they can spend a happy old age.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.