• Title/Summary/Keyword: 소통매체

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A Study on Development of Evaluation Indicators to Energy Saving PR Activities (에너지절약 홍보활동 성과 평가지표 개발)

  • Lim, Ki Choo
    • Journal of Energy Engineering
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    • v.25 no.4
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    • pp.236-244
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    • 2016
  • Theoretical review of the PR activities was initiated using Lasswell's (1948) SMCRE model to evaluate the indicators of the collaborative programs with NGO and the outcome of the activities promoting energy-saving programs. The indicators were then set based on a case study by Nho Younhwoo (2012). This paper aims to develop evaluation indicators for the activities promoting energy-saving programs and evaluate how energy consumers recognize the reputations of PR agencies (sender), PR content (message), PR media outlets (channel), and the degree to which such PR activities induce energy-saving behaviors.

A study on the Types of the Emotional Stimulation Factors of Digital Cartoons (디지털만화의 감성자극요인에 대한 유형 연구)

  • Kim, Bo Hyun;Hong, Nan Ji
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.271-281
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    • 2014
  • This study aimed to investigate the types that readers enjoying cartoons appreciated cartoons under the premise that cartoons enjoyed over the internet would expand their sensitivity through media such as monitors and mice. The sensitivity of readers enjoying digital cartoons can be stimulated through communication with carton writers or other readers as the interaction of the real-time response to the network. The choice and control are possible with a vertical scroll bar. Accordingly, readers can be absorbed in a work and focus on its story much more. As a result of extracting emotional stimulation factors to verify these assumptions, factors were able to classify the sensitivity that readers enjoying cartoons obtained from digital cartoons into two types, communication and story-focus type, based on the phases that emotional stimuli were strengthened. This study will be significant as a study to identify the relationship between media-technological factors and readers enjoying cartoons in relation to digital cartoons.

A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
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    • v.5
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    • pp.29-48
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    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

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A Study on the Effects of Early Adolescents' Developmental Environment on their Delinquent behavior : Focused on the Mediating Effects of Media Environment (초기 청소년의 발달환경이 비행행동에 미치는 영향 : 매체환경의 매개효과를 중심으로)

  • Hyun, Ta Kyung
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.271-283
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    • 2018
  • This study aimed to investigate the effect of adolescent development environment including parenting attitude, peer relationship, and school environment on delinquent behavior, and between these relationships, the mediate effect of media environment such as computer and mobile devices. The $6^{th}$ year data from Korean Children & Youth Panel Survey (KCYPS) was used and the subjects were limited to 518 students of $7^{th}$ grade who are in their early adolescence. The result shows that adolescents under more affectionate, over involvement, and abusive parenting attitude will commit delinquent behaviors more frequently, and so does alienated youth from their friends. Parenting inconsistency and communication with friends make them use computer and cell phone more often, and excessive media usage increases adolescent's delinquent behavior. In conclusion, family environment and peer relation have influence on adolescents' delinquent behavior. Therefore, there is necessity to build development environment that prevent adolescents' delinquencies like parent education program or peer communication program for example. Also, proper education program for using computer or cell phone usage can reduce adolescents' delinquent behaviors, especially when its addictive aspect was recently issued.

The Study of the Correlation Between Image and Text in the Present Cultural Conditions (문화현상에 따른 그림과 글의 소통과 변화 현상)

  • Lee Soon-Goo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.105-110
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    • 2005
  • Painting and writing are exceedingly different in the way they are visually express. However, if one were to trace the roots of both painting and writing, one would discover the two have the same origins. At one time, both painting and writing fulfilled the function portraying mutual or reciprocal messages to the masses. On the other hand, after the time of medieval manuscript and typography, they were separated completely into image and text. Today, the images are interpreted into the text. Meanwhile, the text better communicates its ideas to the masses through additional support of the simultaneous image. The joint use of the shaping of mutual exchanges between literature and visual art is being enlivened between scholars through their tendency to converse or communicate through the media. Moreover, the visual configuration and characters that strike into the new media are one of the various uses and the significantly important methods of deliberative communication that are necessary for hypertext functioning. In the following text, I will expande and develope the historical communication scheme and the process of modification of painting and writing, lead the origination of modern new-pictograph.

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A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

A Study on the Characteristic of Interaction Model for Implementation of Richmedia Contents (리치미디어 컨텐츠 구현에 있어 상호작용 모델)

  • 김민수
    • Archives of design research
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    • v.17 no.1
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    • pp.201-210
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    • 2004
  • The web as a sign synthesis text has become a kernel for incorporeal knowledge as well as a communication model through the ubiquitous environment all over the world. The evaluation of the communication model, which is essential for the information structure, acts as an important basis on determining the quality of the web contents. In this study, the development of the progress of the communication of semantic meaning in the construction of the information structure was analyzed in views of the form, the function, and the emotional effect of the rich media contents of the web. The transformation process from the initial access elements through the final selection elements was suggested as the communication model and the effects of the function of the information in the web on the process was assessed by the engineering and linguistic models of Shannon, Weaver, and Roman Jakobson. The results of this study showed that the environments such as the speed, the memory space, data compression technique, and data filtering have influences on the web contents expression and the evaluation of the communication model in connection with the environments is the basis in the information structure.

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A Study on The Evaluation for Quality Factors of SNS and SNS Media by Using AHP (AHP 기법을 적용한 SNS 품질요인 및 SNS 매체 평가에 관한 연구)

  • Li, Nan;Park, Deuk
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.299-307
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    • 2014
  • Nowadays, SNS media has become one of the most common and economic communication methods in the modern word. With the rapid development of communication technology, a variety of SNS media makes easier for us to reach other people everywhere and people are getting more and more reliant on them. The surge in SNS media users and SNS media diversity gets more important every day, but academic research on SNS media evaluation program is scanty. In order to present an evaluation program on the SNS media, this study selected some applicable measurement factors based on reference research, and then evaluate major SNS medias by using AHP analysis method. With these purposes, Kakaotalk, Twitter and Facebook, are the three major SNS medias that were chosen for the analysis. Through collections and analysis of usability evaluation factors about SNS quality from related literature, some factors were concluded: system quality, information quality, interface quality and service quality, to build an AHP frame. And to achieve these purposes, this study applied comprehend mutual questionnaire survey for experts and users to gather research date. Empirical studies about the results were performed using AHP method with Microsoft Office Excel 2010. In this study, the final SNS media evaluation result is that Kakaotalk ranks first of the three SNS media, Facebook is in the second place, and Twitter as least. When SNS media are evaluated, system quality, information quality, interface quality and service quality should be considered. Among all factors, service quality is the most important.

A Study of Flow Influence on Web Information Management of Tourists (플로우가 관광객의 인터넷 정보처리에 미치는 영향에 관한 연구)

  • 김윤숙
    • Journal of the Korea Computer Industry Society
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    • v.3 no.5
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    • pp.557-568
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    • 2002
  • This paper is to find out that the concept of Flow has been a key role on the use of internet by using the pre-test and analysis. As the internet has been used as the key way of communication on the marketing, we discuss that the new paradigm of the effective marketing on internet is taken to consideration and analyze tourism of jejudo to prove that paradigm. if the internet the convenient and fast information communication, is widely used for tourist, the managers of tourism company will have the chance to reduce the cost and the expectation to grow.

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A study of data management system of customer's interest/preference information on interactive DID device (인터렉티브 DID 장치에서 고객의 관심/선호 정보 데이터 수집 기능 개발 연구)

  • Jeon, Sooji;Kim, Dongyeong;Yang, Jinhong;Jung, Sungkwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.253-255
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    • 2019
  • 디지털 사이니지는 생활 속에서 소비자들과 소통할 수 있는 디지털 매체로서 사용자와의 양방향 커뮤니케이션이 가능하고, 활용범위가 다양하기 때문에 효과적인 광고 매체로서 활용되고 있다. 최근에는 고화질의 디스플레이가 스마트폰과 센서를 이용한 사용자 맞춤형 기술로 개발되면서 스마트한 형태의 디지털 사이니지로 변화하고 있다. 이에 본 연구에서는 소비자의 관심과 선호 정보에 기반한 데이터를 수집하고 이를 바탕으로 소비자에게 맞는 콘텐츠 및 광고를 제공하기 위한 기술을 개발함으로서 향후 점점 확대되고 있는 디지털 사이니지 시장에 필요한 고객 참여형 정보제공 기술 개발에 기여하고자 한다.