• Title/Summary/Keyword: Digital Media Effect

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A Study on Relationship between Media Environment and Adolescent Cyber-Delinquency : Focused on X-rated Media Commitment (매체환경과 청소년 사이버비행과의 관계에 대한 연구 : 성인매체몰입을 중심으로)

  • Lee, Chang-Moon;Moon, Jin-Young;Park, Ju-Won
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.365-379
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    • 2019
  • The purpose of this study is to investigate what factors affect cyber-delinquency after examining the previous research focusing on the general strain theory and the delinquency opportunity theory in the existing studies. And as adolescents move from middle school to high school, this study is intended to analyze what factors affect cyber-delinquency from a longitudinal perspective using KCYPS(Korea Child and Youth Panel Survey) elementary 4th grade fourth and seventh data. The adolescence cyber-delinquency probability of occurrence were analyzed through the panel logit fixed-effect model using STATA. And then the cyber-delinquency frequency of adolescents were analyzed through the panel tobit random-effect model. As a result of analyzing the factors affecting cyber-delinquency frequency, Adult media commitment, computer use time, and cell phone dependency increased cyber-delinquency frequency. On the other hand, among the parenting attitudes, the attitude of supervising attentively and adolescents' age-increasing decreased cyber-delinquency frequency.

Typology of Perception on Media Fortune-contents in Digital Age (디지털시대 미디어운세콘텐츠에 관한 인식 유형화)

  • Lee, Jei-Young;Won, Joon-Heui
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.213-221
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    • 2010
  • The purpose of this study is to consider a social influence and fitness with related a ripple effect of media fortune-contents in digital age. This Work was studied by Q-methodology to approach in-depth and essential meaning about this study. The perception type of this study was divided into three types. Above all, in this study we investigate two points to us. Points of this study ; First, how the type of the perception is divided on the subjectivity about Media Fortune-contents in Digital Age? Second, what is a trait of character in same or different quality within these types? The result reveals three types that divided '1 : Scientific Appeal Type ; N=10', '2 : Value-depended Type ; N=7', '3 : Positive Preference Type ; N=3'. Those types found that there is very different type all over. In conclusion, it was found that general mass preferred and enjoyed positively on fortune culture, and were concerned about various a practical use and participation of media fortune-contents.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Enabling Environment for Participation in Information Storage Media Export and Digital Evidence Search Process using IPA (정보저장매체 반출 및 디지털 증거탐색 과정에서의 참여권 보장 환경에 대한 중요도-이행도 분석)

  • Yang, Sang Hee;Lee, Choong C.;Yun, Haejung
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.129-143
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    • 2018
  • Recently, the use of digital media such as computers and smart devices has been rapidly increasing, The vast and diverse information contained in the warrant of the investigating agency also includes the one irrelevant to the crime. Therefore, when confiscating the information, the basic rights, defense rights and privacy invasion of the person to be seized have been the center of criticism. Although the investigation agency guarantees the right to participate, it does not have specific guidelines, so they are various by the contexts and environments. In this process, the abuse of the participation right is detrimental to the speed and integrity of the investigation, and there is a side effect that the digital evidence might be destroyed by remote initialization. In this study, we conducted surveys of digital evidence analysts across the country based on four domains and thirty measurement items for enabling environment for participation in information storage media export and digital evidence search process. The difference between the level of importance and the performance was analyzed by the IPA matrix based on process, location, people, and technology dimensions. Seven items belonging to "concentrate here" area are one process-related, three location-related, and three people-related items. This study is meaningful to be a basis for establishing the proper policies and strategies for ensuring participation right, as well as for minimizing the side effects.

A study on broadcasting service model of medium wave digital radio (중파 디지털라디오 방송서비스 모델에 관한 연구)

  • Han, Hak-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.149-158
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    • 2007
  • A In the rapidly changing media environment, radio needs to be digitized in order to provide regular compatible service. Especially, most medium high frequency Medias have program contents thar are similar to the standard FM bandwidth, so digitizing radio will bring less effect than it is expected. However, the characteristics of radio medias are mobility, individuality, site-to-site, wide service coverage, immediate delivery and publicity, so it is necessary to study the future of radio media to provide continuous services, moreover, the main discussion regarding balanced development between medias will be the trend of the digitization of radio. Also it is easy and will cost less to change compared to other medias. AM was the first media to broadcast in Korea, and its network is spread all over Korea, also the receivers are the most widely distributed which means the signal reaches everywhere in Korea. In this study, the proper service model for AM digital radio is provided in this environment in which all Medias are rapidly digitizing due to the advancement of digital technology. The results of experimental are based on library study and KBS data of sound wave.

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Factors Affecting Intent to Use of T-Commerce in Enhanced TV Programs in Case of e-Commerce Users - The Moderating Effect of User Innovativeness (e-Commerce 경험자의 프로그램 연동형 T-Commerce 이용 의도에 영향을 미치는 요인 실증연구 - 혁신성의 조절효과를 중심으로)

  • Suh Hyunju;Moon Nam-Mee
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.610-620
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    • 2005
  • The current study investigates factors affecting intent to use of T-Commerce in enhanced TV programs. from the perspective of e-commerce users who have experienced terrestrial data broadcasting services. The research model hypothesizes the relationship among independent variables such as perceived usefulness, perceived ease of use, and the dependent variable, intent to use of T-Commerce. In addition, the moderating effect of user innovativeness is also analyzed. The results reveal the significant and positive relationship between perceived usefulness of e-commerce and intent to use of T-Commerce. Besides, the moderating role of user innovativeness is confined to the effect of the perceived usefulness on intent of use of T-Commerce. The findings of this study provide an implication that customer attracting strategies for potential T-Commerce users have to be differentiated based on the status in the T-Commerce development process.

The Influence of Characters' Aesthetic Elements on Viewing Engagement and Re-viewing Intention : Focusing on the Chinese historical TV series 'The Story of Yanxi Palace' (캐릭터의 미적요소가 시청 몰입도와 재시청 의도에 미치는 영향 : 중국 사극 드라마<연희공략(延禧攻略)>를 대상으로)

  • Han, Ming;Yun, Su-Mi;Choi, Hye-Jin;Kwon, Oh-Hyeok
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.369-378
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    • 2022
  • This study analyzed the effect of aesthetic elements of characters on viewing immersion and re-watching intentions in Chinese historical dramas. For the empirical study, frequency analysis, factor analysis, reliability analysis, correlation analysis, and regression analysis were performed using SPSS 23.0 based on the questionnaire of 330 Chinese who watched the historical drama . As a result of the study, it was found that the character aesthetic elements of Chinese historical dramas with hair and costumes had a positive effect on viewing immersion and re-watching intentions. In addition, it was found that viewing immersion had a mediating effect on the relationship between aesthetic factors and re-viewing intention. It is expected that continuous character creation can be expected through various aesthetic elements such as hair and clothes to increase the value of dramas in the future.

Automatic Anticipation Effect Generation for Character Animation (캐릭터 애니메이션을 위한 기대 효과의 자동 생성)

  • Kim, Jong-Hyuk;Choi, Jung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.852-858
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    • 2006
  • 전통적으로 3차원 애니메이션에서 캐릭터의 동작에 관한 연구는 주로 동작의 사실적인 표현에 중점을 두고 있다. 그러나 이러한 사실적인 애니메이션은 전통적인 2차원 애니메이션에 익숙한 관객들이 어색함을 느끼는 원인이 되기도 한다 이로 인해 전통적인 2차원 애니메이션의 기법을 3차원 애니메이션에 적용하는 비사실적 (non photorealistic) 애니메이션 기법이 연구되고 있다. 본 논문에서는 전통적인 2차원 애니메이션기법 중 하나인 기대 효과(anticipation effect)를 3차원 애니메이션의 캐릭터 동작에 적용하는 자동화된 방법을 제시한다. 전통적인 2차원 애니메이션 기법에 따르면 기대 효과는 애니메이션을 더 설득력 있고 풍부하게 만드는 역할을 한다고 알려져 있다. 기대 효과는 주요한 동작이 일어나기 이전에 반대 방향의 동작이 이루어지는 것으로 나타난다. 3차원 애니메이션에서 캐릭터의 동작은 각 관절의 회전과 캐릭터 중심의 이동으로 표현되기 때문에, 주요한 동작에 대하여 각 관절의 회전과 캐릭터 중심의 이동에서 반대 방향의 움직임을 찾아 주요한 동작 이전에 연결하는 것으로 기대 효과의 동작을 표현할 수 있다. 모션 캡쳐나 키 프레임 방법을 통해 미리 제작된 애니메이션 파일로부터 기대효과를 생생하기 위해 동작 데이터를 분석하여, 기대 효과의 추가가 필요한 주요 동작의 각 관절별 회전을 외삽하여 반대 방향의 회전 움직임을 생생하고 무게 중심의 이동을 예측하여 주요 동작과 반대 방향의 움직임을 갖는 기대 동작을 생성한다. 이후, 생성된 기대 동작과 원래의 동작을 기대 효과의 타이밍을 고려하여 합성하는 것으로 기대효과가 포함된 자연스러운 애니메이션 동작을 얻을 수 있다.

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The Persuasive Impact of Fit between Message Goals(Promotion vs. Prevention) and Modality of Message on Social Media (메시지 조절목표와 메시지 형식 간 적합성이 메시지 설득력에 미치는 영향)

  • Kim, Dong Hoo;Song, Young-A
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.604-621
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    • 2021
  • Examination of the concurrent evolution of communication tools and eating behaviors over recent decades reveals that social media and other forms of digital content have become powerful new driving forces for nutritional choices and food consumption. The purpose of this research was to examine the effect between goal orientation of message (promotion versus prevention) and the type of message (text versus image) on effectiveness of the message. The findings showed that individuals exposed to a promotion-focused message similarly responded to the message regardless of the type of the message. By contrast, those who exposed to a prevention-focused message showed significantly more positive responses to the message posted on the text-based social media than the message on the image-based social media. The findings indicated that, if presented effectively, social media could be harnessed to promote healthier eating habits and behaviors, prevent those which can be harmful, and ultimately improve an individual's daily food consumption and overall quality of life.

The Effects of Writing Using Media on the Promotion of Creative Convergence Capacity (미디어를 활용한 글쓰기가 창의융합 역량 증진에 미치는 효과)

  • Bang, Sul-Yeong;Je, Nam-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.353-362
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    • 2020
  • This was a single group pretest-protest pre-experimental study designed to find out whether writing using media enhances creative convergence capacity. Data were collected from 30 C university students in C city, from March 1st to July 15th, 2020. Analysis was done using IBM SPSS 25.0 for frequency, percentage, average, standard deviation, and paired t-test. Creative problem solving ability was enhanced by an average of 0,63 points (p<.001), critical thinking tendency by 1.06 points (p<.001), self-leadership by 0,53 points (p<.001), and self-control by an average of 0.51 points, so was statistically significant (p=.001). Writing using media had the effect of improving creativity and integration capabilities. The results of this study are expected to be used as basic data for the development of educational programs for creativity and integration enhancement at university-level. Also, follow-up studies on the effectiveness of writing education by utilizing web media as text and tools simultaneously and customized university-level writing education utilizing media are required.