• Title/Summary/Keyword: 미디어 매개

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The Mediating Effort of Vacational Consciousness on the Relationship between Job Stress and Turnover Intention in Long-Term Care Worker (재가요양보호사의 직무스트레스와 이직의도의 관계에서 직업의식 매개효과 검증)

  • Kim, Sun-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.8
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    • pp.569-576
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    • 2019
  • The purpose of this study aimed to examine the effects of job stress on the turnover intention through mediation of vacational consciousness and to reduce turnover intention of long-term care workers based on the results. We used 447 long-term care workers working in Seoul and Gyeonggi area. For the research purpose, the mediation effect was verified after the technical analysis and verifying multicollinearity using on SPSS and sobel-test. The results of this study are as follows: First, the lower the age of care worker and the higher the monthly household income, the higher the turnover intention. Second, the higher the perceived job stress, the higher the turnover intention. Third, the higher the job consciousness of the long-term care workers, the lower the turnover intention. Fourth, job stress of long-term care workers showed statistically significant effect on turnover intention by partial mediation of job consciousness. Based on the above results, I suggested the clinical and policy practice to prevent the separation of long-term care workers and improve the quality of care service for the elderly.

A Study on Positive Effects of Personal Game Broadcasting : Focusing on Game Efficacy (1인 게임방송의 긍정적 효과성에 관한 연구 : 게임 효능감을 중심으로)

  • Choe, Min-Ji;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.267-278
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    • 2019
  • The purpose of this study is to verify empirically the effects of BJ worship and perceived homophily on game efficacy through mediating effect of loyalty to viewing. 485 participants who had watched personal game broadcasting were collected as a sample through an online survey and the collected data were analyzed through structural equation modeling. The research model assuming full mediating effect and the alternative model assuming partial mediating effect were compared and bootstrapping was performed to analyze direct and indirect effects between variables. The results showed BJ worship and perceived homophily had significant effects on game efficacy through the full mediated effect of loyalty to viewing. The noteworthy contribution of this study is to verify how viewing personal game broadcasting has a significant impact on the formation of game efficacy and then ultimately provide positive perception of BJ.

Formation of Weak Ties in Social Media (소셜미디어에서 약한 유대관계의 형성)

  • Park, Chala;Lim, Seongtaek;Yun, Sang;Lee, Inseong;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.97-109
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    • 2014
  • Social media is a general term for online services by which users share opinions, perspectives, and experiences. It supports interactions between users in sharing contents on it and weak ties among them play an important role in the process. This exploratory study attempts to identify crucial factors of establishing weak ties between social media users in the perspective of social network theory and uncertainty reduction theory. We collected data through diary study and in-depth interview and analyzed it following grounded theory approach. As a result, social media users more actively interacted each other or shared contents based on weak ties, compared to strong ties. In addition, similarity, self-disclosure, and relevance appeared to facilitate establishment of weak ties, by reducing psychological distance between social media users and perceived uncertainty of them.

Media Use during the Sewol Ferry Disaster and Post Traumatic Stress Disorder (미디어 이용과 외상 후 스트레스 장애(PTSD): 세월호 사건을 중심으로)

  • Park, Nohil;Chang, Seok-Hwan;Jeong, JiYeon
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.673-683
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    • 2018
  • The accident of Sewol Ferry is a disaster that provoked serious mental shock to the Korean people way beyond the level of generally-perceived catastrophic aftermaths. The purpose of this study is to examine the relationship between vicarious disaster experiences through media and post-traumatic stress(PTSD) symptoms of media users related to the accident. The responses of 417 people consisted of college, middle and high school students, and adults in a metropolitan area were collected for 12 days from the April 28, 2014 right after the accident. The results showed that the level of PTSD of social media users were higher than that of traditional media (newspapers or TV news) users on the accident. Also, the amount of use of disaster news information and social media revealed positive correlations with PTSD. Implications of this study are to demonstrate possible mechanisms of psychological trauma mediated by media on a disaster and its empirical data and to facilitate further research.

A Heuristic Search Based Optimal Transcoding Path Generation Algorithm for the Play of Multimedia Data (멀티미디어 자료 재생을 위한 경험적 탐색 기반 최적 트랜스코딩 경로 생성 알고리즘)

  • 전성미;이보영;허기중
    • Journal of the Korea Society of Computer and Information
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    • v.8 no.4
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    • pp.47-56
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    • 2003
  • According to rapidly developed mobile terminals and network in the play environment for multimedia presentation, different end-to-end QoS situations appear. Then the generation of transcoding path algorithm was reviewed to transcode a source'data satisfying the needed QoS from a destination and play it considering given transcoders and network. This method used only workload as a parameter although two parameters, workload and throughput, were needed to process multimedia stream in a transcoder, Therefore generated transcoding path with this method had additional calculation to check playability whether it was safisfed the QoS of a destination or not. To solve the problem this paper suggests T algorithm with evaluation function using isochronous property that is needed for multimedia stream to arrive a destination. That means, most playable path is selected with heuristic search based isochronous property between many transcoding paths. Using the suggested algorithm, a transcoding path can be generated faster to play the multimedia data with different end-to-end QoS in real-time transmission.

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Study on the Information Service Improvement through Web content optimization system (웹 시스템 컨텐츠 최적화를 통한 정보서비스 성능개선에 관한 연구)

  • Park, Ki-Hong;Jang, Hae-Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.279-280
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    • 2015
  • 인터넷은 매개라는 강력한 수단을 통해 재생산을 하게 되는데 매개의 비용이 거의 들지 않는다는 특성 때문에 자원의 배포 속도와 범위를 거의 무한대로 확장해왔다. 웹 시스템 제작 경향은 멀티미디어 요소의 무분별한 사용 등으로 거의 모든 웹페이지는 응답 속도 개선에 어려움을 주고 있는 실정이다. 웹 시스템 성능을 향상시키기 위해 자동화된 성능분석 도구를 이용하여, 컨텐츠 구성 비율을 분석하여 웹 시스템 컨텐츠 최적화를 통한 정보서비스 성능개선에 관한 시스템 설계를 제안한다.

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A Literature Review on Media-Based Learning in Science (과학과 미디어 기반 학습 관련 문헌 연구)

  • Byun, Taejin
    • Journal of The Korean Association For Science Education
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    • v.37 no.3
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    • pp.417-427
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    • 2017
  • Media is the medium that impart information beyond time and space. They refer to characters or images that serve as means to convey information. From old media such as newspapers and television to new media such as the internet and smart phones, media has developed cumulatively with the development of technology. The goal of media education is to develop the understanding of the properties of media, the ability of critical interpretation of media and selective acceptance. Furthermore it is to cultivate the ability to express meaning creatively and communicate through media. I carried out 'the research of Korean classroom instruction models based on media' with Korean language and social studies education researchers from July 2016 to December 2016. This study is a fundamental study of the project. Based on 58 research papers published between 2006 and 2016, research trends and factors were extracted through literature studies related to media-based science learning. The Result has shown that the studies related to media-based science learning is on the rise, and more than half of all researchers studied about elementary school students. The studies were divided into research on students, research on teachers and pre-service teachers, research on smart devices or media contents, and research on the development of digital textbooks. Among the four variables, there were many researches related to students' cognitive and affective development, and the development and application of media contents.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

A Study on the factor influencing to smartphone adoption in digital era: Focused on foreign students in Korea (디지털미디어 시대 스마트폰 채택 요인에 관한 연구: 국내 외국인 유학생을 중심으로)

  • Nam, Chong-Hoon
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.749-756
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    • 2015
  • This study focused on smartphone adoption of foreign students who are studying in Korea in digital media era. Smartphone is not only new media but also social media. Based on former research, factor for smartphone adoption of foreign students will be analyzed. Based on TAM theory technological attribute, individual attribute and social attribute were taken out as independent variables. Perceived ease of use and perceived usefulness are applied as mediator variables. In conclusion, some hypotheses for example service quality and individual attribute are rejected as variables which influence positively to mediator variable perceived easy of use. For the next research more various variables and nationwide sampling will be needed.

Image denoising using Generative Adversarial Network (생성적 적대 신경망을 이용한 영상 잡음 제거)

  • Park, Gu Yong;Kim, Yoonsik;cho, Nam Ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.213-216
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    • 2019
  • 영상 잡음 제거 알고리즘은 잡음으로 오염된 영상으로부터 잡음이 제거된 깨끗한 영상을 추정하여 복원하는 연구이다. 기존의 모델 기반 방법의 영상 잡음 제거 알고리즘은 영상을 복원하는 과정에서 최적화 문제를 풀어야 한다는 단점과 매개변수를 직접 선택을 해주어야 한다는 단점을 가진다. 본 논문에서는 딥러닝을 이용한 학습기반 방법의 영상 잡음 제거 연구를 소개한다. 먼저, 신경망의 구축을 위하여 신경망의 구성 요소는 Instance Normalization 과 컨볼루션 신경망을 이용한 모델을 제안하였고, 여러 연구 분야에서 좋은 성능을 보이는 U-Net 구조를 전체적인 구조로 차용하였다. 신경망의 학습을 위하여 DnCNN 에서 제안한 잡음을 학습하는 잔여 학습 기법을 채택하였고, 기존의 영상 잡음 제거 알고리즘의 단점인 결과 영상이 흐릿해지는 현상을 보완하기 위하여 생성적 적대 신경망 학습 방법을 적용하였다. 본 논문에서 제안한 신경망을 이용한 잡음 제거 영상의 결과가 기존의 연구 방법들 보다 인지적인 측면에서 좋은 결과를 보임을 확인하였다.

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