• Title/Summary/Keyword: 커뮤니케이션 효과

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An Exploratory Study on the Internal Organizational Factors to Subject Specialized Services in University Libraries (대학도서관 주제전문서비스에 영향을 미치는 조직 내부 요인 탐색)

  • Kim, Giyeong;Choi, Yoonhee
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.4
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    • pp.335-354
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    • 2015
  • This study attempts to explore the internal organizational factors to subject specialized services in university libraries from a viewpoint of libraries as organizations. For this goal, a set of deep interviews were conducted with several librarians in a university library who are in charge of the subject specialized services, then analyzed the interview contents on individual, team, and organizational levels. The subject specialized services were explained with the perception of the job importance, support and cooperation on team level, motivation, team efficacy, and internal communication from the organizational viewpoint. As a result, the study identified several internal and organizational factors to the services, which should be considered for the sevice activation, with which organizational goals in libraries are supported.

Classical Music Review on Instagram: Accumulating Cultural Capital through Inter-Learning (클래식음악 애호가의 인스타그램 리뷰: 상호 학습을 통한 문화자본 축적)

  • Seong, Yeonju
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.111-139
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    • 2018
  • This study is about classical music lovers who write a lengthy concert review on instagram. The intention and objective of writing a review is discussed in addition to inter-communication between those reviewers. For the analysis, an interview with 8 reviewers are mainly analyzed with their reviews. As a result, it is found that some affordances of Instagram, easiness, randomness, and friendliness affects them to use Instagram more than other social media. Hence, since Instagram is image-based platform, it helps writers to keep their reviews from getting an attention by other users. Because of their sense of inferiority that they are lacking in classical music knowledge, continuous writing and reading of reviews help them accumulating some amount of cultural capital needed for understanding classical music in a proper way.

Strategies on Domestic/International Governmental Advertising and Media Technology Concerning Health Campaigns (헬스 캠페인 관련 국내외 정부 광고 및 미디어 테크놀로지 활용 전략)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.290-305
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    • 2019
  • As laws regarding the execution of governmental and public corporate advertising have been enforced since 2018, the need for the increase in effectiveness and public benefits of governmental advertising has been suggested. This research focuses on the government's health campaigns regarding well-being, hygiene, and safety and thus conducts an in-depth research into strategies and the future course of policies. First, it analyzes domestic/international governmental advertising in the realm of health campaigns and specifically studies governmental advertising that employs media technologies in health communications. Furthermore, through in-depth interview with 10 health campaign experts, the study explores possible plans of utilizing the ever-developing field of digital technology. The results of this research show that it is imperative to target and strategize according to the purposes of health campaigns. It is also important to set the appropriate parameters of the campaigns according to the given budget while securing the quantity and quality of creativity. Also, it will be crucial to utilize media technology to the fullest extent and strategize around it. Therefore, this research suggests theoretical as well as practical strategic plans to increase the effectiveness and efficiency of governmental advertising in the realm of well-being, hygiene, and safety in health campaigns.

Project-based Embedded System Education Using Arduino (아두이노를 활용한 프로젝트 기반의 임베디드 시스템 교육)

  • Kim, Song-Ju
    • The Journal of Korean Institute of Information Technology
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    • v.15 no.12
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    • pp.173-180
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    • 2017
  • In this paper, we propose a project-based learning using Arduino as an example of embedded system class in engineering students. By introducing these Project-Based Learning(PBL) into engineering education, students became able to actualize individual theories that they had learned through their major curriculum and they were given the experience to build up their field work ability by participating in the whole project development process. We conducted a questionnaire survey to investigate the education effect of PBL before and after class and the results were analyzed using SPSS statistical program. Since PBL is mainly operated by a team system, communication skills and teamwork within the organization can be improved through interactions among the members. All of the materials produced during the course of the project could be used to make portfolio of students, which could be of great help to data for employment activities after graduation.

An Analysis on the Effect of Website Factors on Relationship Quality and Behavioral Intention: Focusing on Internet Shopping mall of Chinese (중국의 웹사이트 요소가 관계품질과 구매 후 행동에 미치는 영향)

  • Kim, Jae-Wook;Jeon, Oi-Sul
    • International Area Studies Review
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    • v.16 no.3
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    • pp.159-180
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    • 2012
  • The objectives of this study are to identify significant antecedents of trust and satisfaction and to examine the relationship between trust and satisfaction and interrelationship between trust, satisfaction, loyalty, relationship retention and intention of words of mouth based on buyers of Chinese internet shopping mall. The questionnaire was collected by personal interview. A total of 448 completed questionnaires were collected. Confirmatory factor analysis was conducted to test the validity of the measurement model, and the structural model also was analyzed to examine the associations hypothesized in the research model. This study uses AMOS program to investigate the research model. Results in this paper indicate that the antecedents of trust and satisfaction have three dimensions, namely communicational, traditional and relational factors. All these three functions are positively related to trust and satisfaction. Also the results show that trust and satisfaction are positively related to loyalty, relationship retention and intention of words of mouth. Finally, this study suggests the implications of these findings and offers directions for future research.

Implementation of System Using Kinect an Expression of Recognition and Advertising Media Control System (소켓통신 기반의 Kinect를 이용한 표정인식 및 영상제어 시스템 구현)

  • Lee, Hojae;Yoon, chul Jun;Lim, Youhyuk;Kim, Hyunsik;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.904-906
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    • 2016
  • In this paper, advertising and public relations services to provide kincet to implement a control system using face recognition and media. Traditionally, this unilateral system for delivering advertisements to consumers, is currently directed interactive ads. In other words, interactive advertising service that offers bi-directional communication. In the proposed system, the kincet using face recognition, to recognize faces with eyes, mouth, jaws and eyebrows. Presently used kinect version is the face of instability in the recognition and accurately is difficult to separate the three parts of the jaw, eyes, eyebrows only leverage. the classification has an easy immoyangProvide control services by separating the media, Hwanam-myeon, laughing. Also, consumers understand the expression of the control of the media and using picture for advertising to consumers through the transfer on both had indelibly imprinted by advertising.Effective are expected to appear.

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Research on Tourist Needs Based on Food Docent-Guided Tour -focused Guangzhou Xiguan (미식 도슨트 가이드 투어를 통한 관광객 수요 분석 -광저우 시관을 중심으로)

  • Chen, Ding-Ding;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.79-87
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    • 2020
  • Under the background of regional cultural development and cities' diversity, various tourist destinations attract tourists' attention and visit by mining their unique folk culture. As a part of sustainable tourism, gastronomy tourism can provide residents and tourists services only by improving the residents' facilities without damaging the environment. However, the existing gastronomy tourism only makes tourists in the folk scene, and tourists can not overstep the cultural differences caused by intersubjectivity to experience the core of folk culture. This paper attempts to use the observation method, cross-subject study, and case study to study the role of food docent-guided tours in understanding folk culture. Moreover, the docent-guided tour studies how the docent can help tourists go deep into the core of folk culture better to realize the sustainable development goal of gastronomy tourism.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

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.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.