• Title/Summary/Keyword: 미디어 매개

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A Typology of Media-Public Sphere Relationships (공론장-미디어 관계의 유형화)

  • Cho, Hang-Je;Park, Hong-Won
    • Korean journal of communication and information
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    • v.50
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    • pp.5-28
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    • 2010
  • The theoretical scope of the public sphere has been dramatically expanded as a result of new academic inquiries into the nature of the political and the public in contemporary societies. While appreciating the value of the concept of the public sphere for understanding democratic roles of the media, scholars began to raise questions on Habermasians' exclusive focus on news and public affairs programs, arguing that various entertainment programs also can invoke political deliberation. Terms like affective public sphere, emotional public sphere, aesthetic public sphere, expressive public sphere were used to capture this new conception. To comprehend the theoretical and practical implications of the conceptual expansion of the public sphere for media studies, this study attempted to provide a typology of media-public sphere relationships. By using public-private and rational-emotional axes as two criteria for classification, we created four prototypes of the public sphere (i.e., political public sphere, populism, difference pluralism, and intimacy/privacy) and discussed the characteristics of each type. After setting out media communication as a form of meta-public sphere that mediates and coordinates the four different types of the public sphere, we presented public service broadcasting as an exemplar meta-public sphere in the contemporary society of multiple social antagonisms and differences.

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The Effect of Baby Boom Generation' Leisure Activities on ICT Skills (베이비붐 세대의 여가활동이 ICT 이용 능력에 미치는 영향)

  • Oh, Joo Hyun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.1-12
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    • 2018
  • The objective of this study is to explore the way to improve baby boom generation's ICT skills in their daily life. This study explores the effect of leisure activities on ICT skills. The analysis used 2016 Korea Media Panel data. Results show that the more leisure activities baby-boomers participate, the higher ICT skills they could get. The result of 2SLS regression also supports the leisure activities' effect on the improvement of ICT skills. More specifically, watching performing art such as movies, musicals, affects the improvement of the integrated ICT skills, and creative hobbies such as cooking, painting, affect the ability to use video contents and e-commerce; shopping affects the improvement of communication and information searching with a digital device. These findings suggest that leisure activities could improve ICT skills for baby boom generation who are familiar with face to face communication.

Benefit Analysis of Internet Personal Broadcasting (인터넷 개인 방송의 수익 분석)

  • Jung, Keun-Woong;Park, Seong-Taek;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.319-333
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    • 2017
  • This study is aimed at investigating the factors that influence the profits of Internet personal broadcasting to improve unstable benefit structure. 50 viewers of game broadcasting that includes most of internet personal broadcasting's personalities are surveyed, who are watching the broadcasting everyday more than an hour and backing to a broadcast conductor. For investigating Benefit Structure Analysis of Internet Personal Broadcasting, independent variables are composed of Social viewing experience, Parasocial relationship, and Information seeking motive and mediator is composed of viewing satisfaction that influences dependent variable, purchase intention. As a result the study founds that only two independent variables(Parasocial relationship, Information seeking motive) affect to mediator and viewing satisfaction affected to dependent variable.

Improvement of Multicultural Awareness and Story Building by Community Radio (공동체 라디오를 통한 다문화 인식개선과 스토리설계 방안)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.98-107
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    • 2015
  • This study analyzed the story of 'Good Morning, Ladies of the World', a multicultural program of a community radio Gwanak FM. Furthermore, the study performed an in-depth interview on Korean producing staffs and migrant casts in order to figure out the contents for the improvement of awareness and for the design of multicultural media story telling. As a result, the migrant women presented overall public discourses on their own culture, climate and customs as a sense of representative. While Korean staffs wanted to understand and communicate with their culture and to share private experiences, migrant women wished understanding and respect to their culture and removal of discrimination or prejudice. Accordingly, the storytelling design for the improvement of multicultural awareness must be a private discourse on the basis of a public discourse, and it turned out that the user of a mediator who experienced and knew culture of Korea and the migrant is necessary. And, this study recommended the need of education of migrant women and media support for a proper story planning, structuring and delivery.

Development of Texture Neutralization System for the Invisible e-Performance (투명 e-퍼포먼스를 위한 텍스쳐 중화 시스템 개발)

  • Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.585-594
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    • 2011
  • On live performance such as play and musical, various stage effects are utilized to attract a diverse audience. These stage effects include traditional direction techniques, striking display effects and all kinds of ways of being immersed in the scene. In this paper, we propose a novel digital visual effects(digilog) for controlling the surface texture of objects based on spatial augmented reality. For this purpose, we present a method of neutralizing the appearance of an arbitrary object using a projector-camera system. To make the object appear as if it is a transparent object by projecting a carefully determined compensation image onto the surface of objects, we use the homography method for a simple and effective off-line projector-camera calibration. The successful uses of the basic algorithm of Smart Projector for measuring radiometric parameters led us believe that this method may be used for temporal variation of plays and musicals.

3D Digital Restoration of Traditional Wooden Building Using Parametric Modeling (Parametric 모델링 방식을 이용한 전통목조건축물의 3D 디지털 복원)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1164-1171
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    • 2009
  • This paper proposes an efficient implementation way of traditional wooden building using Parametric modeling method which uses the relations of numerical value ratio between building materials. Building structures and order of construction for Geunjungjeon of Kyuungbok Palace is digitally implemented proving the efficiency of the suggested proposal. Although the existing digital modeling methods for traditional wooden building emphasize the exterior modeling of the building, our modeling method constructed numerous wooden materials and arranged those pieces orderly so that people can see the interior structures of the building which usually is beyond one's vision. The suggested Parametric modeling method, Multi-Object Texture Mapping, Physical Camera Restoration, and GI Renderer for implementing Geunjungjeon of Kyuungbok Palace can be practically used for digital implementation for other traditional wooden buildings.

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Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.

An User-aware System using Visible Light Communication (가시광 통신을 이용한 사용자 인식 시스템)

  • Kim, Jong-Su;Lee, Won-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.715-722
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    • 2019
  • This paper introduces the implementation of an user-aware system using a visible light communication and its operations. The user-aware system using a visible light communication consists of the transmitter based on the Android system and the receiver based on an open-source controller. In the transmitter, user's personal information data is encoded and converted to visible light signals by the Android camera interface. In the receiver, the photodiode module receives the incoming visible light signals and converts to electrical signals and the open-source controller, that is arduino processes the received data. The processing module finds the start bit of 0111 to determine the user information data from the packet for the burst-mode communication. According to the experimental results, the proposed system successfully transmits and receives visible light data with the manchester encoding.

Impacts of the Interaction between Gain/loss Framing and Pre-attitude on the Processing of International Relief Messages (이익/손실 프레이밍과 사전 태도가 상호작용하여 국제구호 메시지의 효과에 미치는 영향)

  • Song, Weon-Seop;Lee, Seung-Jo
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.501-511
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    • 2019
  • Messages to help people far away, such as International relief campaign, are heavily influenced by situational factors. In this light, the study examined whether the message characteristics (gain/loss framing) and the individual characteristics (previous attitude to helping activity) interact to affect the message attitude and behavioral intention. The study was conducted by an experiment involving 220 subjects. The analysis resulted in the significant interactions between gain/loss framing and pre-attitude by the same direction for message attitudes and behavioral intention. It was shown that gain framing worked more effectively for the relatively more friendly group towards helping activities than for the less friendly one. The same direction was shown in the loss framing, but its difference was smaller. The process of the interactions appeared as mediated by anticipated satisfaction. The practical and theoretical implications were discussed for proper planning of messages to help others.

A Study on the Effect of Trust on the Delivery App. Service to Emotional & Rational Factor & User's Word of Mouth (배달앱 서비스 이용자의 신뢰가 감성, 이성적 요인과 구전에 미치는 영향 요인 연구)

  • Ha, Youn-Soo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.85-98
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    • 2021
  • Domestic delivery app services are taking a leap forward as the non-face-to-face culture spreads due to the COVID 19 situation and the industrial scale is also growing. In the expanding delivery app service market, we try to verify the structural relationship between variables by empirically analyzing the influencing factors of users' trust in rational and emotional factors. Delivery app service users trust and discriminate parameters in the relationship between rational and emotional factors. Satisfaction according to the trust of a valid delivery app service and service expansion model through word of mouth was designed. It was verified through a hypothesis whether it had an effect, and it can be used as a variety of service strategies for delivery app service users.