• Title/Summary/Keyword: 미디어 맥락

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An Analysis of Image Use in Twitter Message (트위터 상의 이미지 이용에 관한 분석)

  • Chung, EunKyung;Yoon, JungWon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.75-90
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    • 2013
  • Given the context that users are actively using social media with multimedia embedded information, the purpose of this study is to demonstrate how images are used within Twitter messages, especially in influential and favorited messages. In order to achieve the purpose of this study, the top 200 influential and favorited messages with images were selected out of 1,589 tweets related to "Boston bombing" in April 2013. The characteristics of the message, image use, and user are analyzed and compared. Two phases of the analysis were conducted on three data sets containing the top 200 influential messages, top 200 favorited messages, and general messages. In the first phase, coding schemes have been developed for conducting three categorical analyses: (1) categorization of tweets, (2) categorization of image use, and (3) categorization of users. The three data sets were then coded using the coding schemes. In the second phase, comparison analyses were conducted among influential, favorited, and general tweets in terms of tweet type, image use, and user. While messages expressing opinion were found to be most favorited, the messages that shared information were recognized as most influential to users. On the other hand, as only four image uses - information dissemination, illustration, emotive/persuasive, and information processing - were found in this data set, the primary image use is likely to be data-driven rather than object-driven. From the perspective of users, the user types such as government, celebrity, and photo-sharing sites were found to be favorited and influential. An improved understanding of how users' image needs, in the context of social media, contribute to the body of knowledge of image needs. This study will also provide valuable insight into practical designs and implications of image retrieval systems or services.

Media Diplomacy in the Time of Digital Revolution: A Case Study about 24 Hour English News Channel's Dealing with Libya Crisis in 2011 (리비아 사태와 글로벌 정보전쟁: 24시간 영어뉴스 채널을 통해서 본 미디어 외교의 현장)

  • Kim, Sung-Hae;You, Yong-Min;Kim, Jae-Hyun;Choi, Hye-Min
    • Korean journal of communication and information
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    • v.56
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    • pp.86-116
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    • 2011
  • Recently, media diplomacy takes on a substantial role in information war not only in setting global agenda but also in delivering their favored views and frames. Focusing on its crucial impact, this study attempts to investigate empirically the relationship between national prestigious media's news coverage and it's own foreign policy particularly about the 2011 Libya conflict. The total of 530 news articles in such 24 hour English news channels as BBC World, Cnn International, Russia Today, France24, Al Jazeera English and Deusche Welle were analyzed for this study. The analyses reveal that Libya coverages of those news channels are entirely constructed in the context of the foreign policy. To put it concretely, there was the undeniable level of differences in terms of quoting relevant sources, viewpoints, attitudes and frames for the pursuit of media diplomacy helped by high quality journalism. The authors argue in this regard that protecting information sovereignty should be urgently discussed even in the time of digital revolution. To launch 24-hour English news channel like 'Korea 24' would be a possible strategy for influencing global agenda and perspective in way of supporting national interests.

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A Study on the user attributes for acquisition of information by analyzing the durability of real-time issues (실시간 이슈의 지속성 분석을 통한 사용자 정보 습득에 대한 특성과 패턴에 대한 연구)

  • Oh, Junyep;Lee, Seungkyu;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.299-314
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    • 2017
  • Technological advances in media have expanded users' consciousness. At the same time, users have changed from passive into active voice by interacting media. The emergence of mobile made different structures and contents compared to the past. Especially, Korean culture of mobile converted original media channels to contents in a category. Plus, the usage structure of internet of this time converges in massive portal sites. It is because that the structure has aspect of emitting through remediation in the sites. Also, Korean massive portal sites have provided specific service named 'real-time issues'. This is not only the unique way of offering information that exists in Korea but also high usability of getting issues. We therefore considered the meaning of durability of real-time issues in the view of journalism, compared original media channels. Then, this paper identified the user attributes for acquisition of information following ways using informal and formal data from Korean massive portal sites named 'Daum' and 'Naver'.

The Meaning of the 'Collective Intelligence' in the Transmedia Discourse (트랜스미디어 담론에 대한 집단지성론적 고찰)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.261-285
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    • 2015
  • Transmedia has become a significant theme in the media studies sector and an academic discourse itself since its wide diffusion through Henry Jenkins' seminar book Convergence Culture. The aim of this essay is to examine the authentic intention of the proposer to understand its profound meaning and value in the research discourse. Firstly, Transmedia has originated as a part of the convergence culture research context, which is an identical approach in the 'active audience' research tradition. Thus, a history of the research in terms of Birmingham Cultural Studies tradition and its implication is scrutinized. Secondly, in respect of Pierre Levy's 'collective intelligence' which made significant influence on the making of the Convergence Culture and Transmedia Storytelling, the meaing of the transmedia discourse is studied. Thirdly and finally, the implication of this concept as a critical theory or Critique in the Cultural Studies tradition, which has highlighted the importance of the revelation of the binary oppositions and structures of dominance/resistance, with the interpretation of the role of the collective intelligence idea in the transmedia discourse, is studied.

A Study on the Characteristics of Information Design in Multimedia Design (멀티미디어디자인에서 정보디자인 특성에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.1
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    • pp.63-76
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    • 2004
  • Although information design principles had originated from the graphic design field including publishing design in 1970s, information design have taken one of the most important positions in multimedia design fields as the present since Richard Saul Wurmn started his researches on information design and its practical application on internet environments. However, relatively little researches have been performed for building identity of information design in multimedia design fields so far and moreover in some cases, information design is likely to be narrowly viewed as 'the representation of a piece of information and its visualization' which was defined in traditional graphic design field. This research circumstance leads the study to investigate characteristics of information design in current multimedia design with contingent perspective which is compared to the traditional information design. The study results suggest 5 characteristics of information design including 'suggesting context & finding out information hierarchy', 'access of integrated consideration & share of information control', 'using of multi-dimensional media & content first', 'stabilization of information quality & combinational understanding of meaning', 'bilateral information representation & user's knowledge expansion'. Future researches, based on the results of the study, are expected to be expanded to a degree with argument for inter-dependent and/or exclusive characteristics of adjacent fields of information design such as interface design, interaction design and experience design.

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A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

Patterns of Student Evaluation on Media Information Regarding Socioscientific Issues (과학기술관련 사회쟁점 미디어 정보에 대한 중학생들의 평가 양상 탐색)

  • Jo, Serin;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.41 no.1
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    • pp.59-70
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    • 2021
  • Ability to make informed decisions by critically evaluating media information on socioscientific issues (SSI) is one of the crucial elements of scientific literacy that citizens should obtain. This study aims to investigate how middle school students evaluated media information about socioscientific issues (SSI) when they faced two different types of information (i.e., numerical and empathic information). To achieve the aim, 96 middle school students responded to the questionnaires asking them to evaluate reliability and persuasiveness of SSI media information. The questionnaires consisted of two sets of newspaper articles on each SSI (pro-numerical/empathic, against-numerical/empathic). After reading the articles, the students evaluated reliability and persuasiveness of each article and wrote the reasons for their evaluation. The results were as follows: First, the students believed that news articles with numerical information were more reliable than the ones with empathic information in all SSI contexts. They tended to trust scientific evidence and data from numerical information, and real cases, societal problems, expressions, and values from empathic information. In addition, they evaluated their reliability based on the logic of information, accuracy of information, breadth and depth of data, and quantity and quality of sources both numerical and empathic information. Second, in case of evaluating persuasiveness of the articles, they focused more on the values that information contained, richness and logicality of the information, rather than the types of information, regardless of the type of information.

Chaos-Theoretical Approach to Media Convergence on Internet Media (인터넷미디어 중심의 매체융합 현상에 대한 카오스 이론적 접근)

  • Lee, Keun-Yong
    • Korean journal of communication and information
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    • v.19
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    • pp.185-211
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    • 2002
  • Media convergence is prevalent all over the world, and is expected to change our lives dramatically in near future. Chaos theory is a new emerging theoretical approach to various social phenomena including organization management, economic system, stock market fluctuation, and so on. This thesis is intended to explain media convergence phenomena centered on internet media using basic concepts of chaos theory such as self-organization, co-evolution, and feedback loop. The implications of this tentative study are that we can apply chaos theory to media convergence as other social or natural phenomena, and that maintaining chaos state of media system is useful for accelerating creativities, and that developing media system as an organic system to cooperate with other relevant systems is helpful for promoting life qualities, and that establishing moral order or root value is desirable for implementing communicatopia.

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Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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Development of Multimedia Content Usage Analysis Service Platform Utilizing Attention and Understanding Flows (멀티미디어 콘텐츠 응시와 이해도 기반 분석 서비스 플랫폼 기술)

  • Ko, Ginam;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.8
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    • pp.315-320
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    • 2015
  • The purposed of this research is to develop multimedia content usage analysis service platform. In the proposed platform, the content gazing behaviors of the users are monitored and profiled in real-time and a set of quantifiable metrics is provided. These metrics are used to determine the closeness of the users' behavior from the intent set by the provider. Based on the evaluation, it is possible to assess the effectiveness of the contents themselves as well. The content usage assessment is accomplished by utilizing the intention flow and the intent weight, which are embedded into the content by the content provider. Proposed methodology can be effectively applied and used in various application domains such as in education and in commercial advertisements.