• Title/Summary/Keyword: 1 Person Media

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Factors Influencing on the Adolescence`s Clothing Conformity -Focused on Female Middle and High School Students in Seoul- (청소년의 TV 미디어스타에 대한 의복 동조성에 영향을 미치는 요인 -서울시내 여자 중.고등학생을 중심으로-)

  • 홍혜은;나수임
    • The Research Journal of the Costume Culture
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    • v.7 no.6
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    • pp.28-40
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    • 1999
  • The purpose of this study was to understand the Korean teenagers\` clothing behavior through pointing out the factors that clothing behavior of teenagers that was initiated from the important reference group, TV stars. The subject of this study were 570 purposively selected students at female middle and high school students in Seoul. The results were as follows : 1. The clothing conformity to TV stars relating to demographic variables was influenced significantly by location and personal expense variable in the high school group. 2. The exhibition showed a more important role to the clothing conformity in middle school group than in high school group. 3. The clothing conformity to TV stars relating to the clothing related variables was significantly affected by self-confidence to clothing than clothing normative recognition, clothing risk recognition and degree of clothing importance regardless of groups. 4. The clothing conformity to TV stars relating to TV media variables was affected by TV media star identification variable in both groups. And in case of middle school group, interests in TV stars also had influence on the clothing conformity to TV stars. And in case of high school group, interests in TV had effect on the imitation to TV stars\` clothing. As middle school students tend to have self-identification about a particular person, TV media stars become the reference group for the adolescence to follow their clothing.

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The Effect of YouTube Creator's Characteristics on Content Involvement, user Attitude, and user Attitude on Subscription Intentions - Focusing on the Mediated Effect of Content Involvement - (유튜브 크리에이터의 특성이 콘텐츠관여도와 사용자태도에 그리고 사용자태도가 구독의도에 미치는 영향 - 콘텐츠관여도의 매개효과를 중심으로 -)

  • Eun, Chang-Ik
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.55-72
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    • 2021
  • This study aims to research the influences of the discrimination of internet media and one-person media environment, especially, the one-person media creators leading the mobile media that could be accessed and viewed anywhere, on the user attitude and continuous subscription intention. Especially, this study aimed to understand the current situation of one-person media market represented as YouTube, to explore the relationship and ecology between each subject and elements composing the media market, and also to understand the mediating effects of the characteristics of YouTube creators on the relation between contents involvement and user attitude, and the relation between user attitude and subscription intention, and the mediating effects of contents involvement on the relation between characteristics of creators and user attitude. As research methods, first, for the theoretical establishment, this study collected, conducted, and organized the published domestic/foreign theses/journal papers. For the objective validity and verification of the established research model, a survey was conducted targeting adult men and women currently watching YouTube, and then the empirical analysis was performed through the final effective samples. And the results of this study are as follows. First, the playfulness and reliability on the relation between characteristics of creators and contents involvement were not significant while the professionalism was significant. Second, the professionalism on the relation between characteristics of creators and user attitude was not significant while the playfulness and reliability were significant. Third, the relation between contents involvement and user attitude was significant. Fourth, the relation between user attitude and subscription intention was also significant. Also, in the results of verifying the mediating effects of contents involvement, the contents involvement completely mediated the relation between characteristics(playfulness, reliability, and professionalism) of creators and user attitude. And in the conclusion, this study presented the implications and suggestions for further researches in the future.

Study on the Non-Characteristic Space Concept of Korean Traditional Residential Space Shown in Public Space of Sharehouse (셰어하우스 공용 공간에 나타난 한국전통주거공간의 무자성적(無自性的) 특성에 관한 연구 - 일본 셰어하우스 공용공간의 사례분석을 중심으로 -)

  • Yoon, Deuk Geun;Kim, Kai Chun
    • Korea Science and Art Forum
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    • v.19
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    • pp.515-525
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    • 2015
  • Along with a rapid increase in the number of 1-person households where the concept of 1-person consumption and 1-person economy is emphasized, the proportion of 1-person household in Korea occupies a 25.3% at present, and the number is expected to grow continuously. And this rapid increase will bring about a host of problems such as housing shortage in the metropolitan area, egoism, loneliness felt by individuals, and other social problems such as crime. As an alternate movement to this phenomenon, concern on and interest in community, community culture, and sharing of space are on the rise, together with concern on and preference for sharehouse culture. In news media as well, articles on life shared with members of a sharehouse often appear. This sharehouse, which is widely spread and well received in Japan, not only reduces economic burden but also creates their own community and promotes their own culture. In this sense, it is a new way of life that represents benefits of sharing, well beyond just economic interests. Accordingly, In this research, an attempt was made tp examine the circumstances in the use of space based on existing studies on sharehouse characteristics in order to shed new lights on the meaning that non-characteristic space concept of the traditional residential space has as the concept of sharehouse space by considering it in connection with the non-characteristic space concept of the Korean traditional residential space where diverse circumstances occur centered on communal life and which were accepted by all naturally.

An acoustic study of feeling information extracting method (음성을 이용한 감정 정보 추출 방법)

  • Lee, Yeon-Soo;Park, Young-B.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.51-55
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    • 2010
  • Tele-marketing service has been provided through voice media in a several places such as modern call centers. In modern call centers, they are trying to measure their service quality, and one of the measuring method is a extracting speaker's feeling information in their voice. In this study, it is proposed to analyze speaker's voice in order to extract their feeling information. For this purpose, a person's feeling is categorized by analyzing several types of signal parameters in the voice signal. A person's feeling can be categorized in four different states: joy, sorrow, excitement, and normality. In a normal condition, excited or angry state can be major factor of service quality. In this paper, it is proposed to select a conversation with problems by extracting the speaker's feeling information based on pitches and amplitudes of voice.

The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.

Interface Design of Online Collaborative Learning Environment for Person Storytelling - From CSCL point of view for digital media design - (퍼스널 스토리텔링의 온라인 협력 학습을 위한 인터페이스에 대한 연구 - CSCL을 통한 디지털 미디어 디자인의 학습 측면에서 -)

  • Song, Ji-Won
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.155-166
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    • 2007
  • This study is about an interface design supporting collaborative learning activities in online environment in which people exchange their knowledge and give feedback on personal storytelling to each other. Interface design issues from the viewpoint of Computer Supported Collaborative Learning (CSCL) on digital media design are considered. Based on collaborative learning theories and analysis on the existing online collaborative sites about digital media, such as online forums for digital pictures and films, interface guidelines are suggested and the interface is designed. The interface design is evaluated through a pilot test. The interface for collaborative learning on personal storytelling is designed to support observation and to provide a scaffolding for valuable conversation. It is also designed to help intersubjectivity of online conversation and an easy access to media.

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Development a Measurement Scale for Analysis on Factors Influencing College Choice of College Freshman's (전문대학 신입생들의 대학선택 영향 요인 분석을 위한 측정도구 개발)

  • Kim, Myung-Eun;Jang, Won-Seok
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.50-62
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    • 2016
  • The aim of this study was to develop scale of test taker to affect on process of selection of college. The study procedures were performed as follow : establish of study model, item generation, verification of content validity, 1st and 2nd pilot test and verification of construct validity and reliability. In order to verification of validity and reliability, 230 freshman were surveyed and the data were analyzed by mean, standard deviation, skewness. kurtosis, Pearson correlation, Verimax factor analysis and Cronbach's ${\alpha}$. As result of factor analysis, the 15 factors(61 items) that explain 68.37% of the total variance were extracted and each factors were classified by attribution as follow : Information collection-mass media(4items), college activity (3items), support and environment(4items), education(5items), Influential person on decision making(3items), education quality(4items), education service(5items), reputation(3items), accessibility(2items), personal circumstances(2items), college's mass media(5items), promotion (4items), on-line(4items), person's PR (3items), College image(10items). Cronbach's ${\alpha}$ of total items was 0.916 and Cronbach's ${\alpha}$ of each factors were showed range between 0.694~0.878. Measurement scale of this study may be utilized to collect basic data be required to establish policy strategy of local college be faced with difficulty of admission recruitment.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

Multimedia UCC Services as a Web 2.0 and Consumer Participation (웹2.0의 동영상 UCC 서비스현황과 소비자 참여)

  • Kim, Yeon-Jeong;Park, Sun-Young
    • Journal of Families and Better Life
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    • v.26 no.1
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    • pp.95-105
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    • 2008
  • This paper identifies current status and key determinants of participation in multimedia UCC as a web2.0 paradigm. Significant factors composed of IT digital convergence environments and young generation's value, attitude to connecting to web (human relation, visual expressionism, arousal, et al). This paper analyze multimedia UCC service status & current status of participation level of UCC users. The research implemented to analysis customer click streaming data (inter-temporary page-view, unique user)of small-mid multimedia UCC Company and to 2nd data(ww.rankey.com) for page-view and unique user to participation tendency by age and sex about total participation amount of multimedia UCC. In case of young generation be familiar with new internet service, Internet web space meaning important information seeking media and 1 person media able to connect to new web network as prosumer. In UCC centered internet business, web based customers implemented the role of prosumer as generate web contents and consuming to net-working.

Study on Trends and Characteristics of Infringement the Right to Likeness by the Press (언론보도에 의한 초상권 침해 소송의 경향과 특성)

  • Dong, Seho;Kim, Sungyong;Ahn, Horim
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.370-381
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    • 2016
  • This study was designed to examine the Trends and Characteristics of Infringement of right to likeness by the Press in Korea. We did an analysis of 81 cases of the court's rulings related to Infringement of right to likeness by the Press from 1990 to 2014. As a result, it shows that the first court's ruling of portrait rights violations by the press was made in 1990. The results showed that there were the increasing number of disputing cases over Infringement of right to likeness against Broadcasting media in the 2000s compared to monthly magazines in the 1990s, which were regarded as gonzo journalism. Since the 2000s, 71% of lawsuits regarding Infringement of right to likeness has been against the Broadcasting Media due to increasing the influence of the broadcasting and possibility of Infringement of right to likeness by visual images. Especially, the number of lawsuits on infringement of rights to likeness has increased rapidly by the Broadcasting Media. Only 23 cases(28.4%) of total 81 cases were decided in favor of the press. the press shows the low success in disputing the rights of likeness. this study shows the korean courts put more weight on the right to likeness and the breaking a balance between freedom of the press and right of person's character. However, 52.9% of the cases was decided in favor of The press against the plaintiff of public figures compared to 22% against the public. It can be difficult for public figures to win lawsuit against the press causing the Infringement of right to likeness. Judging from this fact, it seemed that the court recognized media watchdog for public figures.