• Title/Summary/Keyword: 융복합 디지털미디어

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A Study on Proposing a Guideline for Healthcare Service Visualization - Focusing on the mobile healthcare applications - (헬스케어 데이터 시각화 연구 - 모바일 헬스케어 서비스를 중심으로 -)

  • Roh, Eun Ji;Park, Seung ho
    • Design Convergence Study
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    • v.15 no.4
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    • pp.1-16
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    • 2016
  • Healthcare service helps users' health management by collecting an individual user's activity and biometric data from mobile devices and by providing them to the user. As a result, it has become necessary to perform a research on how to show the collected data. According to information visualization, the same data can have various interpretations depending on how they are represented. Healthcare data must be elivered to information acceptors without errors or distortion as they are directly related to people's health. With the expansion of healthcare service by the development of technology, this study could measure various data from users and was started to provide a necessary guideline for the visualization of measured numerical data. To propose a specific visualization by applying the visualization direction, 5 types of data including present value, measured value, relative value, relation data, and prediction value were set as the values necessary for the continuous use of mobile healthcare. Visualization was proposed concretely by applying clarity, variable comparison, brevity, relation, reliability, independence, and contextuality, which are the criteria for vitalizing the healthcare service.

A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.311-317
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    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

Effect of teenager media usage control in the era of media convergence (미디어 융합 시대에 청소년 미디어 이용 통제의 효과)

  • Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.359-366
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    • 2015
  • The media addiction of teenagers became a social problem in the era of media convergence. With the national efforts, parents has limited their children's media usage for proper parenting. However, current media environment where personalized media devices such as smartphone and tablet PC are common raises questions about whether the problems of media addiction can be solved with previous approaches. Thus, this study examines how the parental controls to teens' media usage affect their media usage and emotions. According to the results that analyzed 884 teens' responses, the parental controls did not affect their usage. On the other hand, it was appeared that excessive parental controls stimulated to teens' negative emotions. These results show that parental controls are not longer effective in current media environment, which implies that new efforts from their family or government are required in order to prevent teens' media addiction.

An Exploratory Study on User Characteristics of Social Media: From the Perspective of Consumer Innovativeness (소셜미디어 이용자 특성에 대한 탐색적 연구: 소비자혁신성을 중심으로)

  • Shin, Hyunchul;Kim, Yongwon;Kim, Yongkyu
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.195-206
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    • 2020
  • This study aims to analyze the effect of consumer characteristics such as consumer innovativeness on using popular social media in Korea. Social media usage is estimated by probit and multinomial probit model with user characteristics using Korea media panel data of 2019. According to the analysis, users with hedonoc innovativeness are likely to use social media, while users with cognitive innovativeness are not likely to use it. Regarding individual social media usage, functional innovativeness increases the probability of using Kakaostory, and hedonic innovativeness increases the likelihood of using Instagram. However, cognitive innovativeness decreases the probability of using Kakaosotry and Naver Band. This study gives insights into finding out specific social media for marketing certain products with innovativeness. In future research, it may be worthwhile to analyze under the assumption that a social media user is using several social media simultaneously.

A Study on the Viewing Rate Trends of Digital Media Service Special Reference to Terrestrial Real Time Broadcasting of IPTV (IPTV 지상파 실시간방송 채널의 시청률 추세와 영향 요인에 관한 연구)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.471-477
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    • 2017
  • This paper deals with the viewing rate trends of digital media service special reference to terrestrial real time broadcasting of IPTV. In a few years, TV viewership of young people is decreasing, the audience viewing rate of the terrestrial broadcasting which is the representative of the media decreases, and the change of the broadcasting industry is progressing. Especially after the terrestrial broadcaster 's VOD holdback was extended, the viewer' s movement on the competitive channel & mobile media was rapidly progressing. Researcher assumed that the viewing rate of the terrestrial real-time broadcasting has influenced the comprehensive channel, CJ E&M subsidiary channels. As a result, researcher verified using statistical methodological time series analysis and regression analysis. Based on these results, researcher expects media players to prepare policies for viewers' satisfaction and symbiotic growth of markets.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

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.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

Analysis of Media Literacy Evaluation Items in Early Childhood Animation (유아동 교육 애니메이션의 미디어 리터러시 평가항목 요구도 분석)

  • Jang, Eunyoung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.365-373
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    • 2021
  • This work aims to derive data-based requirements by analyzing the importance and performance of media literacy in early childhood animations. For this, a survey was conducted on parents with young children after drawing questions of assessment items through expert focus group interviews (FGI). The analytical instruments, Borich Needs Formula formulation and The Locus for Focus Model were used together to improve accuracy. Based on the results, it is meaningful in that it recognized the demand of the inmates for children's education animation and prepared systematic indicators for it.

A Study on Multi-Media Contents Security Using Android Phone for Safety Distribution (멀티미디어 콘텐츠의 안전한 유통을 위한 안드로이드 폰에 기반을 둔 보안에 관한 연구)

  • Shin, Seung-Soo;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.231-239
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    • 2012
  • This paper tries to solve the problems which previous methods have such as the WCDRM(Watermark and Cryptography DRM) and the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.