• Title/Summary/Keyword: 융복합 맥락

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Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.113-123
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    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

An Analysis of Audiovisual Art Exhibition "lux et sonitus" - in the Context of Nam June Paik's Artworks (오디오비주얼아트전 분석 - 백남준의 예술 작품의 관점에서)

  • Yeo, Woon Seung;Yoon, Ji Won
    • Design Convergence Study
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    • v.19 no.2
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    • pp.107-122
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    • 2020
  • "lux et sonitus" is an audiovisual art exhibition series with an artistic combination of music and video at its center. Since its first introduction in 2013, the series have been held five times under the theme of "exhibition of music", presenting works featuring both audio and visual media in an effort to explore the key issues in the field of audiovisual art. In addition to the previous achievement of the exhibition, recent works from the series feature new concepts that explore the possibility of expanding the realm of synesthesia. In this paper, details of the entire series are summarized. In addition, theoretical background behind creative results of the series is analyzed in the context of music, synesthesia and space found in Nam June Paik's audiovisual artwork as a source of inspiration. This will contribute to establishing a vision for the creation/analysis of audiovisual art in the future.

A study of advertisement effect according to the context, news type, and advertisement type of social contribution activity article (사회공헌활동 기사 맥락과 뉴스형태 및 광고종류에 따른 광고효과)

  • Kim, Eun Hee;Yu, Seung Yeob
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.253-262
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    • 2012
  • This study tries to find the differences in attitude towards advertisement and corporate image according to the context of article in web contents, banner advertisement exposure and news type. The findings of this study are as follows. First, interaction effect between the context of Internet article on social contribution activity and attitude towards advertisement was confirmed. When the context of Internet article was negative, the news type that provides a photo with the article was more effective for the attitude towards advertisement. It is estimated that when a photo is provided with an Internet article for social contribution activity, the level of crowdedness increases and accordingly the negative context of the Internet article is cancelled out. Second, interaction effect between news type and advertisement type of social contribution activity article and attitude towards advertisement was confirmed. In the news type that provides a photo with an Internet article, corporate advertisement was more effective for attitude towards advertisement than product advertisement. Third, interaction effect between the news type of social contribution activity and corporate image according to advertisement type was confirmed. In the news type that provides a photo with an Internet article, product advertisement was more effective for corporate image than corporate advertisement.

Investigating of Psychological Factors Affecting Information Security Compliance Intention: Convergent Approach to Information Security and Organizational Citizenship Behavior (정보보안 준수의도에 대한 사회심리적 요인 분석: 정보보안과 조직시민행동이론 융합)

  • Han, Jin-Young;Kim, Yoo-Jung
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.133-144
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    • 2015
  • In digital convergence environment, information security management plays crucial role in maintaining firms' competitiveness. Organizational citizenship behavior(OCB) enables informations security countermeasures to be more effectively worked by helping employees to have much knowledge of information security policy, by facilitating employees to participate in information security education/training. Thus, the purpose of this study is to investigate the mediating effect of OCB on the relationships between information security countermeasures and compliance intention. Questionary was designed based on prior information security research, and survey was conducted among companies' employees across the industry. Results showed that information security policy and information security education/training were found to be key predictors of compliance intention. In addition, OCB was proven to mediate the relationships between information security countermeasures and compliance intention.

Impact Self-leadership, Caring Ability, Self-efficacy on Social Problem Solving Ability in Nursing Students (간호대학생의 셀프리더십, 돌봄 능력, 자기효능감이 사회적 문제해결능력에 미치는 영향)

  • Pak, So-Young
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.395-403
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    • 2019
  • Since nursing is carried out in a relationship between nurses and nursing subjects in a social context, the social problem solving ability of nursing college students is very important. The purpose of this study was to identify impact of self-leadership, caring ability and self-efficacy on social problem solving ability in nursing student's. The subjects of this study were 203 nursing college students from a university. Data was analyzed using Pearson correlation and multiple regression. The result of multiple regression indicate that caring ability(${\beta}=0.39$, p<.001) self-efficacy(${\beta}=0.28$, p<.001), self-leadership(${\beta}=0.23$, p<.001) were the most consistent predictors of social problem solving ability and explained 53.0%. It is suggested to establish an autonomy-based program and feedback system and to develop a convergence education program to balance cognitive and emotional aspects.

A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.5
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    • pp.1-19
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    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.

Interaction Design of Take-Over Request for Semi-Autonomous Driving Vehicle : Comparative Experiment between HDD and HUD (반자율주행 차량의 제어권 전환 요청(TOR) 인터랙션 디자인 연구 : HDD와 HUD 비교 실험을 중심으로)

  • Kim, Taek-Soo;Choi, Song-A;Choi, Junho
    • Design Convergence Study
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    • v.17 no.4
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    • pp.17-29
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    • 2018
  • In the semi-autonomous vehicle, before reaching a fully autonomous driving stage, it is imperative for the system to issue a take-over request(TOR) that asks a driver to operate manually in a specific situation. The purpose of this study is to compare whether head-up display(HUD) is a better human-vehicle interaction than head-down display(HUD) in the event of TOR. Upon recognition of TOR in the experiment with a driving simulator, participants were prompted to switch over to manual driving after performing a secondart task, that is, playing a game, while in auto-driving mode. The results show that HUD is superior to HDD in 'ease of use' and 'satisfaction' although there is no significant difference in reaction time and subjective workload. Therefore, designing secondary tasks through HUD during autonomous driving situation improves the user experience of the TOR function. The implication of this study lies in the establishing an empirical case for setting up UX design guidelines for autonomous driving context.

The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services - (차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 -)

  • Kim, Taek Soo;Kim, Ji Hyun;Choi, Jun Ho
    • Design Convergence Study
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    • v.17 no.1
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    • pp.17-28
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    • 2018
  • The manipulation of the device by hand while driving is a major factor to increase the risk of accidents, and the design of in-vehicle voice conversational interface that can compensate for this is being actively researched. The purpose of this study is to investigate the effect of the use of the barge-in function of in-vehicle voice interface on user experience. Participants were asked to carry out two tasks, one for navigation and one for music play. We conducted a survey to measure the functional user 's experience after each participant' s tasks, and measured usefulness, usability, satisfaction, and emotion as user experience factors. As a result, Barge-in has been rated as the better choice for most experience factors. There was a significant effect on usability dimension in navigation task and significant effects on usability dimension and emotional dimension in music play task. So it was found that barge-in function had a positive effect on actual user's usability and emotional dimension.

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.