• Title/Summary/Keyword: 미디어 매개

Search Result 366, Processing Time 0.021 seconds

Internet Exposure and Plastic Consumption Behaviors : The Mediating Effect of Social Norms (인터넷 노출과 플라스틱 소비 행동 : 사회적 규범의 매개효과)

  • Kim, Yesolran;Lee, Mina
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.22 no.4
    • /
    • pp.1-8
    • /
    • 2022
  • This study examined the effect of Internet exposure on plastic consumption behaviors, and the mediating effect of social norms. The survey participants in this study were 220 college students. Collected data were analyzed by the SPSS 26.0 and PROCESS macro 4.1 (model 4). The results of this study showed that the relationship between Internet exposure and intention to plastic consumption was mediated by descriptive norms. These results suggest that Internet exposure and social norms are important factors that can promote or constrain plastic consumption behaviors. Based on these results, we presented the theoretical and practical implications of this study.

The Effect of Influencer Factors in Personal Media Contents on Purchase Intention (1인 미디어 콘텐츠의 인플루언서 요인이 상품 구매 의도에 미치는 영향: 브랜드 진정성의 매개효과를 중심으로)

  • Yu, Ines Hyunju;Kim, Hun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.1
    • /
    • pp.45-59
    • /
    • 2020
  • This study is to examine the effects of personal media influencer's source credibility (attractiveness, trustworthiness, expertise) and content authenticity on brand authenticity and product purchase intention. An online survey was conducted, on which the respondents were asked to watch the embedded contents of the influencer provided on YouTube before answering the questionnaire. The results of the regression analysis showed that both influencer expertise and content authenticity had a positive effect on brand authenticity. Moreover, brand authenticity had a positive effect on purchase intention and had a mediating effect between purchase intention and content authenticity. The findings are meaningful in that they not only analyze empirical advertising effects of personal media and media contents but also expand the scope of research on authenticity. This study also provides strategic implications for personal media influencers and companies which want to collaborate with influencers.

국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.44-47
    • /
    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

  • PDF

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.39-50
    • /
    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

Remediation of fashion shows through social media (소셜 미디어에 의한 패션쇼의 재매개)

  • Kim, Sejin
    • The Research Journal of the Costume Culture
    • /
    • v.29 no.5
    • /
    • pp.694-705
    • /
    • 2021
  • Forming perceptions and having experiences through digital media is becoming more common than having in-person relationships in digital media environment. This study, which was conducted when Fashion Week transitioned to a digital platform in 2020, focuses on fashion shows that are announced through social media. The purpose of the study is to explore how traditional fashion media change through social media and what their media characteristics are from the perspective of remediation, which has been suggested by Bolter and Grusin (1999) as the logic of change in the new media. The results of the case analysis in this study, based on the definition and logic of remediation outlined through a literature review, are that social media fashion shows are remediated from traditional fashion shows in the manner that they are represented, improved, refashioned, and absorbed. The characteristics of remediation expressed in social-media-based fashion shows were derived from repurposed video content, improved the elements of fashion shows to express the shows in various ways, expanded places within the fashion shows, and decontextualized and visually flattened spatial discontinuity, and from genre transitions and perceptual shifts. Social-media-based fashion shows are becoming a tool to renew the fashion experience and views of fashion and strengthen the authenticity of the brand by interacting with the audience, improving on the spatial limitations of traditional fashion shows, and diversifying fashion presentation methods.

Effects of External Activities, Online Activities, Media Use, Media Information Evaluation and Household Economic Changes on Corona Blue (외부활동, 온라인활동, 미디어이용, 미디어정보평가, 가계경제변화가 코로나블루에 미친 영향)

  • Oh Dayyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.2
    • /
    • pp.399-405
    • /
    • 2023
  • This study analyzed the cause of Corona Blue and tried to find out ways to improve the mental health of our society. The external activities decreased and the household economy got worse after COVID-19, so Corona Blue increased. The media use and the negative media information problems increased Corona Blue. The online activities had no effects. In order to relieve Corona Blue, it was suggested to increase the external activities personally, to make the social and economic conditions of women and the economic weaker better, to improve the quality of media disaster information, and for the media consumer to use the media properly.

푸리어1(1822) 그 후

  • Lee, Mun-Ho
    • Information and Communications Magazine
    • /
    • v.28 no.10
    • /
    • pp.50-59
    • /
    • 2011
  • 본 논문에서는 신호 정보의 뿌리를 더듬어 분석했다. 통신신호 처리 분야의 선구자(pioneer)인 푸리에(Jean Baptiste Joseph Fourier, 1768~1830)가 1822년 발표한 푸리에 행렬은 하나의 매개변수(parameter)로 고정된 값을 갖지만, 멀티미디어에 대한 요구가 급증한 오늘날의 상황에 맞추어 2N-1의 매개변수를 갖는 수정된 푸리에 행렬을 제안, 중계 망(Relay Network)으로 어떻게 적용하는지와 융합 DFT와 DCT-II를 보이고, 직교 푸리에 다중 분할(Orthogonal Fourier Division Multiplexing, OFDM) 의 변천과 표준화에 대해 간략히 논한다.

The Impact of Functional and Emotional Factors on User Satisfaction and Commitment toward Mobile Messenger Service: Investigating the Mediating Effects of Intimacy and Fatigue (기능적·정서적 요인이 모바일 메신저 서비스에 대한 사용자 만족과 몰입에 미치는 영향: 친밀감과 피로도의 매개효과를 중심으로)

  • Lee, Ae Ri;Park, Yong Wan;Park, Yujin
    • The Journal of Society for e-Business Studies
    • /
    • v.21 no.1
    • /
    • pp.33-63
    • /
    • 2016
  • The diffusion of smartphone has make people engaged in communication with mobile messenger in everyday life. To understand the rapid growth of mobile messenger usage, this study investigates the unique features of mobile messenger services as communication media. Based on the media synchronicity theory and literature about online communication, we identify the functional and emotional features of mobile messenger. In particular, this study demonstrates that functional and emotional features of mobile messenger would influence intimacy and fatigue. Also, intimacy and fatigue, as mediating variables, have an impact on user satisfaction and commitment toward mobile messenger service. The results of this study provide practical implications for mobile messenger providers and users which attempt to facilitate positive effect such as intimacy among users and reduce negative effect such as fatigue on mobile messenger communication.

Design for multimedia curriculum by using picture books for students in department of early childhood education (예비유아교사를 위한 그림책을 이용한 멀티미디어 수업 설계)

  • Yan Ha
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.219-220
    • /
    • 2023
  • 본 논문에서는 예비유아교사를 위한 그림책을 이용한 멀티미디어 수업에 관한 설계를 하고자 한다. 최근 4차산업혁명시대를 맞아 대학에서 융복합관련 수업 및 교과목에 관한 요구는 많이 있으나 실제로 운영에는 많은 어려움이 있다. 특히 유아교육분야는 멀티미디어 및 최신 IT 기술이 많이 접목되어 유아들의 활동에 많이 활용되고 있으나 기술적인 부분을 포함하여 내용적으로도 융복합이 된 수업 설계가 매우 시급하다. 따라서 본 연구는 유아교육분야에서 그림책이라는 매개체를 활용하여 멀티미디어 기술을 사용함과 동시에 주제별학습이 되도록 한다. 이는 유아교육과 IT기술의 융복합된 수업설계로써 유아교육분야에서 다양하게 공유 및 확산 될 수 있다.

  • PDF

Sucess Factor Analysis of K-POP and A Study on sustainable Korean Wave - Focus on Smart Media based on Realistic Contents (K-POP 한류의 성공요인분석과 한류 지속화 방안연구 -스마트 미디어 기반 실감콘텐츠 활용을 중심으로)

  • Cho, Byung-Chul;Sim, Hichul
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.90-102
    • /
    • 2013
  • K-POP has become a part of killer contents attracting worldwide attention beyond Asia. The purpose of this study aims to identify some critical factors for recent success of K-POP. In order to do that, the influence of the change in media on the globalization of popular culture was explored and its required conditions were analyzed. And the international and domestic contents production cases were investigated and the possibility of expansion of Korean Wave through reproduction of diverse contents was discussed. The potential markets for further development of Korean Wave were also analyzed and gave some suggestions for building new businesses model and effective infrastructure of among producer of contents, platform subscriber, network provider, terminal enterprise and retailers.