• Title/Summary/Keyword: 사회적 미디어

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Development of Web-based Contents for Social Science Statistic (웹기반의 사회과학 통계교육에 관한 연구)

  • 조세홍;이장형;이진서
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.553-556
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    • 2003
  • 사회과학 학문을 공부하는 학생들은 현상을 분석하고 미래를 예측하는 기법으로 통계를 많이 사용하고 익혀야 한다. 본 연구에서는 맹목적으로 수치를 다루는 회계 및 통계 학습에서 벗어나 멀티미디어로 흥미를 유발시키고 인터넷상에서 학생들이 직접 실습을 할 수 있는 환경을 구축하여 회계 통계 학습에 도움을 주어 실제 산업체에 적용 가능한 지식을 주고자 한다. 본 연구는 사회과학의 분야에서 어떠한 형태의 자료를 입력하여도 사용자가 바라는 통계를 얻도록 하는데 주안점을 두고 있다. 개발된 멀티미디어 콘텐츠를 통하여 이루어진 학습에 대하여 효과를 측정하여 멀티미디어 기술을 활용한 사회과학 통계교육에 어떤 효과가 있는지를 분석하고자 한다.

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The Digital Divide and Challenges on the Elderly in Intelligence Information Society (지능정보사회 노인층의 디지털 정보격차와 과제)

  • No-Min Park
    • Journal of Digital Policy
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    • v.3 no.1
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    • pp.11-20
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    • 2024
  • The intelligent information society is expected to drastically change our lives. The purpose of this content is to derive tasks in the field of media education for the elderly for the realization of digital inclusion in an intelligent information society. To this end, the vision, goals, strategies, and tasks of the intelligent information society were examined through the 6th National Informatization Basic Plan(2018~2022) and the 2022 Education Informatization White Paper(2022). In addition, the current status of the digital gap among the elderly classified as vulnerable groups was identified through the results of the 2022 Digital Information Gap Survey. In order to ease the digital information gap between the elderly in the intelligent information society, it is believed that the development of intelligent media education services using intelligent information technology, provision of media education services for the elderly through learning online service channels, and support for digital intelligent media education for the elderly are necessary.

Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.187-197
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    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

The Effects of One Person Media Broadcasting Use Motivation and Social Viewing on Consumer Brand Attitudes, Brand Engagement, and Purchase Intention (1인 미디어 인터넷 방송 이용 동기와 사회적 시청이 브랜드 태도, 브랜드 관여 및 구매의도에 미치는 영향)

  • Namgung, Jin;Lee, Jin Kyun
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.30-46
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    • 2020
  • New media is rapidly changing with the recent development of the technology of transmitting, producing, editing, and sharing video information. This study investigates the effects of one person media broadcasting use motivation and social viewing on consumer attitudes toward brand, brand engagement, and purchase intention. It was fond that motives such as differentiation, social interaction with other viewers, mutual interaction with BJ, information-seeking, and new fun-seeking positively affected brand attitudes. Also, the same motives except fun-seeking positively affected brand engagement. Only mutual interaction with BJ and information-seeking were found to be positively related to purchase intention. Meanwhile, para-social relationships, social presence, and subjective norm positively influenced on brand attitudes and purchase intention each. Also, para-social relationships and social presence were positively related to brand engagement. Theoretical and practical implications, and suggestions for future studies are discussed in detail.

The study of smart-media acceptance model for teachers in special education based on personal innovativeness and social influence (개인의 혁신성과 사회적 영향 관점에서 특수교사들의 스마트미디어 수용에 관한 연구)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.75-83
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    • 2012
  • The aim of this study is to test the behavioral acceptance of adopting smart-media for special education teachers on the points of personal innovativeness and social influence with structural equation modeling(SEM). The corelation of factors such as personal innovativeness, social influence, performance expectancy and behavioral intention are significant. The results of SEM analysis show that the direct impact of social influence on performance expectancy and behavioral intention is significant. The indirect impact of social influence toward behavioral intention through performance expectancy is also significant. However, the personal innovativeness is not statistically significant factor affecting performance expectancy and behavioral intention.

Relationships between Perceived Outcome of SNS Use and Social Capital: Focused on Moderating Effects of Victim and Offender Experiences (소셜미디어 사용의 지각된 성과와 사회자본과의 관계 - 피해경험과 가해경험의 조절효과를 중심으로 -)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.448-460
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    • 2020
  • The purpose of this study is to examine the effects of negative experiences on social capital in order to see if the adverse functions of social media could be a barrier to the promotion of social capital through the use of social media. The study verified the moderating effect of perceived performance from social media and negative experiences(victim experience and offender experience) on social capital. The online survey was conducted in November 2019, and a total of 846 responses were used for the final analysis. As a result of the two-step regression analysis using the mean-centering technique first, it was found that the victim experience had no significant effect on the bridge social capital, but the perceived performance and the victim experience had negative moderating effect on the bridge social capital. Second, the victim experience showed a significant positive effect on the binding social capital, but showed a negative moderating effect with the perceived performance indicating positive influence on the binding social capital of the perceived performance could reduce through victim experience. Accordingly it is necessary to educate social media users on the cyber ethics, and regulation is required to mitigate risk factors for trust.

2018 블록체인 기술과 미디어 산업

  • Jeong, Sang-Seop
    • Broadcasting and Media Magazine
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    • v.23 no.3
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    • pp.43-55
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    • 2018
  • 블록체인 기술은 '새로운 산업을 만드는 구조'는 아니다. 오히려 과거 인터넷이 도입되면서 사회, 경제 모델 전반이 바뀐 것에 비하면 작은 변화에 가깝다고 할 수 있다. 하지만 블록체인은 높은 보안성과 투명성을 기반으로 기존 산업의 기대 효용을 높여 주고, 다양한 시도를 가능하게 만들어 줄 것이라는 점에서 매우 기대되는 분야이기도 하다. 블록체인은 인터넷 이후의 다른 기술과는 확연히 다르다는 주장을 유심히 살펴볼 필요가 있다. 왜냐하면 블록체인이 인터넷과 우리 사회구조를 어떻게 혁신 시킬 수 있는지, 인터넷 이후의 마케팅 세계가 어떻게 변해왔는지, 소비자는 또 어떻게 변해 왔는지 우리는 쉽게 알 수 있기 때문이다. 이처럼 현재 우리 사회는 "새로운 것을 만들기보다는 효율성과 사회의 신뢰성, 콘텐츠 가치의 투명성을 높여 주는 것이 블록체인의 기술이다"라고 정의할 수 있다. 그렇다면 블록체인 기술의 혁신이 미디어 산업 분야에도 접목되어 새로운 동력으로 작용 할 수 있을 것인가? 이같은 질문과 함께 본 고에서는 블록체인과 콘텐츠 산업, 블록체인과 미디어 서비스 구조, 새로운 서비스 사례 및 기존 스트리밍 서비스, 콘텐츠 제작 및 유통 분야 변화, 그리고 유료 콘텐츠 거래, 디지털 콘텐츠의 효율적인 저작권 관리 분야에서 그 역할과 비중이 어떻게 적용되어 효과가 나타나게 될 것인지에 대해 방송 현업 종사자의 시각에서 살펴보았다. 결국 이러한 신기술을 적극 활용하기 위해서는 블록체인 기술이 갖는 신뢰와 가치라는 근본적인 사항과 미디어업계 종사자들의 긍정적인 인식 변화와 함께 블록체인 미디어 비즈니스 생태계 조성을 위한 연구와 파일럿 적용 등 실험적 여정들이 뒤따라야 할 것이다.

The Purpose and Educational Methodology of Media Education for Senior Citizens: With Emphasis on Focal Interview on Media Education Teachers for Senior Citizens and Learners (노인미디어교육의 목표와 교육방법에 대한 인식 연구 - 노인미디어교육 교사 및 학습자와의 심층인터뷰를 중심으로)

  • Kang, Jin-Suk
    • Korean journal of communication and information
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    • v.48
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    • pp.306-325
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    • 2009
  • This Study aims to thesis the purpose and educational methodology of media education for senior citizens. As background research, current situation and agendas regarding the media education for senior citizens were investigated. In further, quantative focal interview method was deployed to analyze recognition of teaches and education participants in media education for senior citizens. Focal interviews basis on the purpose, problems of education environment, preferred education method and suggestions of media education. The focal interview lead to in-depth opinion relying on experience of teachers and education participants. This study is expected to present the basis data for future theoretical systemization of neglected classes and for seeking educational utilization methods.

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A Study on the Effects of Fandom's Digital Media Use on Social Participation : Focused on the Mediating Effect of the Identification (팬덤의 디지털 미디어 이용이 사회참여에 미치는 영향 연구 : 동일시의 매개 효과를 중심으로)

  • Jang, Hyunsuk
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.480-493
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    • 2021
  • In this paper, we attempt to empirically explain the process by which fandom performs social participation using digital media. To do this, we utilize the concept of identification and the Situational Theory of Publics in a theoretical framework, and study ARMY, BTS fandom. We confirmed a positive association between communication behavior and social participation, and verified a mediating effect of the identification as well. Interestingly, horizontal identification, a fan-to-star friendly relationship, had a greater effect on moving toward social participation than did vertical identification, a fan's blind worship of a star. This study has significance in that it has figured out the relationship of personal feelings to public participation by mobilizing achievements in various research fields.

An Exploratory Study on Development of Korean Media Educational Model (한국형 미디어교육 모형의 개발에 대한 탐색적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.462-473
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    • 2017
  • This study suggested appropriate media educational model for the Korean situation based on the two previous research results concerning Korean media mental model which have abstracted from elementary schoolers and parents respectively living in and around Seoul. This looked through typical media educational model being in effect in Western countries such as Buckingham's creation-centered model, Hobbs' action-centered model, Potter's analysis-centered model and Vanhoozer's worldview-centered model, synthesized all the strengths of each model, and finally modified and reorganized this new model to reflect demanders' needs. Newly developed demander-centered educational model is a kind of circulation model consisting of a chain of the steps: worldview and viewpoints, use(access), analysis and evaluation, reflection, and social act; Each step borrowed the essential contents of each domain of objectives and tried to reflect the specific situations for Korean demanders. The needs for media use etiquette against addiction and cyberbullying were applied to the step of 'worldview and viewpoint', the needs for the educational status of books as media to 'use(access)', and the reality of highly used digital media to 'social act.'