• Title/Summary/Keyword: Digital Media Effect

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Development and Effect of the Cancer Prevention Education Program Using Different Media

  • Lee, Young Sung;Choi, Seong Woo;Jeon, Mi Yang
    • International Journal of Contents
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    • v.9 no.4
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    • pp.60-66
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    • 2013
  • Purpose: This study was intended to develop and evaluate the cancer prevention education for general population with different educational media such as booklets, cartoons, web frame comic strips, web flash animation and flash animations on personal digital assistants (PDA). Methods: A total of 125 subjects were divided into 5 groups, each group having 25 members and assigned a different educational media. An educational media was assigned to each group to evaluate the effect of education in the first intervention. In the second intervention, 4 other media, excluding the previously used one, were used to educate the subjects and find out the preferences of educational media. Results: Knowledge about cancer increased significantly after cancer prevention education. They preferred animations on the internet to other media, the highest. Conclusion: Educational programs with various media should be developed for subjects to choose based on their preferences.

The Relation of Addiction and Sustainable Use of Social Media Service (소셜미디어 중독과 지속사용 의도에 관한 연구)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.273-280
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    • 2014
  • This study deals with the digital policy proposal through the study about the relation of the sustainable use and the addiction to social media such as facebook. Researcher tried to figure out the antecedents and consequence factors about the service addiction recognized by the social media users and to obtain the measures for the sustainable use of service and the implications for the prevention of addiction. Research results showed that 1) the individual innovation had an effect on the service satisfaction, the addiction, and the sustainable use, 2) the service satisfaction influenced on the addiction and the sustainable use, 3) the perceived service addiction had a reverse effect on the sustainable use. This is described that user's addiction recognition is the obstacle of sustainable growth in service. The proposed policy of this research is summarized as the following two. 1) When the users act the addictive using behavior, service provider has to pay attention to user's withdrawal from the service because of their addiction. 2) The government should offer healing facilities, service etc. for the addicted users and the prevention of the service addiction when they recognized their discomfort.

The delay effect on reality in visual and haptic presentation (시-촉각 지연이 실감도에 미치는 영향)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.227-234
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    • 2008
  • Graphic and sounds are mainly used for presenting digital content as general. It has been reported that the reality of digital contents was improved by adding haptic factor to the contents of graphic and sounds. Therefore, various haptic system have recently been developed for implementing haptic sensation into digital contents. However, the delay of haptic display sometimes happens due to low hardware performance and causes to deteriorate reality of digital contents. The delay effect on reality has been important to be determined for presenting digital contents with haptic system. Therefore, this study is to find the effect on user's cognition of digital contents evoking both visual and haptic sensation. Eight university students performed 4 repetitive tasks of pushing cube under the two conditions of visual and haptic delay. The delay time of each condition were set 0.5, 1.0, 2.0 and 4.0 second. As the result, both haptic and visual delay were negatively influenced user's recognition while visual delay showed more dominant effect on user's recognition than haptic delay.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Does Social Media Use Increase or Decrease Learning Performance? A Meta-Analysis Based on International English Journal Studies

  • Park, Ki-ho;Ren, Gaufei
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.293-311
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    • 2019
  • Purpose This paper is to make a meta-analysis of the relationship between the social media use and learning performance as well as its potential moderating variables to clarify the differences in research conclusions in existing literatures, and refine the situational and method factors that affect the relationship between them. Methodology Meta-analysis used in this study can combine the quantitative data from different empirical studies, focus on the same research problem, and finally reach a research conclusion. Findings The results show that social media use and learning performance have a moderating positive correlation. The moderating effect test of usage scenarios shows that social media types, usage groups, application platforms and discipline fields have moderating effects on the relationship between social media use and learning performance. The moderating effect test of the research method found that measurement models, data attributes and learning performance indicators also had moderating effects on the relationship between social media use and learning performance.

An Analysis of the Influence of Digital Media Device and Communication Utilization Capabilities on Entrepreneurial Intention : Focusing on the Mediating Effect of Risk-Taking and Proactiveness (디지털 미디어 기기 및 커뮤니케이션 활용역량이 창업의도에 미치는 영향에 대한 분석 : 위험감수성 및 진취성의 매개효과를 중심으로)

  • Lee, Sang Gil;Leen, Jae Mahn
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.1
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    • pp.113-126
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    • 2021
  • After the Corona 19 pandemic in the first half of 2020, the business environment has been changed in a very different way. The convergence in digital device would be the keyword of the future business. Due to the Corona 19 incident, the ability to utilize digital media devices has emerged as an important topic as people are focusing on online. The Corona incident has reminded us of how important digitalization is at all points of contact. This study analyzed the effects of digital media device and communication utilization capabilities on entrepreneurial intention by reflecting the mediating effect of risk-taking and proactiveness. For this study, a survey of 250 ordinary people was conducted and finally 212 valid questionnaires were collected. Statistical techniques were analyzed using Amos23. The analysis of the collected data showed that digital media device utilization and communication utilization did not directly affect entrepreneurship intentions, but it was confirmed that entrepreneurship risk-taking would have an intention to start a business. Through this, it was suggested that the development of start-up programs based on entrepreneurship and digital media utilization capabilities should be strengthened in a smart society centered on information and communication to expand job creation for the digital generation.

Image Quality Assessment by Combining Masking Texture and Perceptual Color Difference Model

  • Tang, Zhisen;Zheng, Yuanlin;Wang, Wei;Liao, Kaiyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.7
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    • pp.2938-2956
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    • 2020
  • Objective image quality assessment (IQA) models have been developed by effective features to imitate the characteristics of human visual system (HVS). Actually, HVS is extremely sensitive to color degradation and complex texture changes. In this paper, we firstly reveal that many existing full reference image quality assessment (FR-IQA) methods can hardly measure the image quality with contrast and masking texture changes. To solve this problem, considering texture masking effect, we proposed a novel FR-IQA method, called Texture and Color Quality Index (TCQI). The proposed method considers both in the masking effect texture and color visual perceptual threshold, which adopts three kinds of features to reflect masking texture, color difference and structural information. Furthermore, random forest (RF) is used to address the drawbacks of existing pooling technologies. Compared with other traditional learning-based tools (support vector regression and neural network), RF can achieve the better prediction performance. Experiments conducted on five large-scale databases demonstrate that our approach is highly consistent with subjective perception, outperforms twelve the state-of-the-art IQA models in terms of prediction accuracy and keeps a moderate computational complexity. The cross database validation also validates our approach achieves the ability to maintain high robustness.

Effective Webtoon Advertising Production and Media Execution Strategy: Focusing on Attitudes Effect (효과적인 웹툰 광고제작과 매체집행 전략: 태도 효과를 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.585-595
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    • 2022
  • This study confirmed the effect of attitude factors on advertisement effect for the purpose of producing effective webtoon advertisement and suggesting media execution strategy. Data were collected using the experimental method. The research results are as follows. First, it was found that only the attitude of advertisement had a significant effect on the advertisement attention when the form of the webtoon advertisement was general format type ad. Second, when the form of webtoon advertisement was general format type ad, advertisement attitude and product attitude had a significant effect on advertisement click intention. Third, when the placement of the webtoon advertisement was inserted in the middle of the webtoon, the advertisement attitude had a significant effect on the advertisement attention. Fourth, when the product of the webtoon advertisement was an experience product, it was advertisement attitude that had a significant effect on advertisement attention. This study is valuable in that it proposed a strategy for producing webtoon advertisements and executing media through experimental research.

A Study on Split Screen according to the Form Classification of Visual Media (영상미디어 형태 분류에 따른 화면 분할에 관한 연구)

  • Joo, Heonsik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.131-139
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    • 2015
  • This study suggests that the application of split screen as visual media can attain the effect of diversity through providing rich information and accepting diverse contents as gorgeous aesthetics. Single images are analyzed as appropriate to a demanded concentration genre such as news and dramas, entertainment. In contrast, images with natural images and ads images those are more appropriate and analyzed as the genre of the split-screen which is highly efficiency to the contents and also highly efficiency to the spatial diversification. In introducing various genres of digital contents into split screen, the synergy of contents is induced by placement in consideration of the characteristics of split screen position. In order to increase the concentration of the split-screen image, using the left area and right area above it, can increase the effectiveness of the content.

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.