• 제목/요약/키워드: Image of mass media

검색결과 179건 처리시간 0.03초

남녀대학생의 패션소비유형과 관련변인의 관계연구 (A study on the relationship between fashion consumption style and the related variables of male and female consumers)

  • 하종경
    • 한국생활과학회지
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    • 제17권3호
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    • pp.485-492
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    • 2008
  • The study is to provide the types of fashion consumption of male and female university students and to analyze fashion involvement to the types and students' source of fashion information. Then the correlations were examined between fashion involvement and source of fashion information. The data were analyzed by a factor analysis, one-way ANOVA, Duncan test, cluster analysis, cross-tabulation analysis. The results are as follows: 1. The awareness about fashion consumption is classified into five factors: "hedonic consumption", "impulsive consumption", "brand loyal consumption", "prudent consumption", and "independent consumption". The fashion involvement to the types is categorized into four factors; "pleasure", "trend", "image", and "risk awareness". The source of fashion information is categorized into "mass media", "product information", and "personal information". 2. The fashion consumption is classified into three types: "an independent consumer type", "a brand loyal/ prudent consumer type", and "an impulsive consumer type". 3. In the fashion involvement to the types and the source of fashion information, there is a high correlation between the factors of "mass media" and "trend", "product information" and "pleasure" and "personal information" and "trend".

Monpe Workpants and Their Memetic Derivations

  • Rhew, Soohyeon;Ro, Juhyun;Yi, Jaeyoon
    • International Journal of Costume and Fashion
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    • 제17권1호
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    • pp.73-87
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    • 2017
  • Monpe, Korean women's wartime attire during the Japanese colonization period, has survived for 70 years as typical baggy workpants for rural women and emerged as retro-fashion. This paper applied a theory of "meme" to explain the monpe fashion trend in Korea. Based on literature review, empirical analyses were conducted by analyzing market and media including newspaper articles and blogs. We found that the monpe meme has evolved over time through variation, penetration, and diffusion. In terms of variation, the impression of monpe transitioned from a negative image to a positive one as a result of changes in design, functionality, and popular image. In terms of penetration, the monpe meme has spread into popular culture, again through mass media, with images of active, sexy, and attractive monpe-wearers on television and at popular occasions. Finally, the monpe meme has diffused throughout a broad range of consumers of various ages and both genders as an item of clothing for various occasions through diversified distribution channels. In this way, the development of monpe as fashionable clothing in Korea during the 2000s is itself a meme reflecting its evolution from a disgraceful colonial legacy to an item of contemporary fashion.

Automatic Generation of Video Metadata for the Super-personalized Recommendation of Media

  • Yong, Sung Jung;Park, Hyo Gyeong;You, Yeon Hwi;Moon, Il-Young
    • Journal of information and communication convergence engineering
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    • 제20권4호
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    • pp.288-294
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    • 2022
  • The media content market has been growing, as various types of content are being mass-produced owing to the recent proliferation of the Internet and digital media. In addition, platforms that provide personalized services for content consumption are emerging and competing with each other to recommend personalized content. Existing platforms use a method in which a user directly inputs video metadata. Consequently, significant amounts of time and cost are consumed in processing large amounts of data. In this study, keyframes and audio spectra based on the YCbCr color model of a movie trailer were extracted for the automatic generation of metadata. The extracted audio spectra and image keyframes were used as learning data for genre recognition in deep learning. Deep learning was implemented to determine genres among the video metadata, and suggestions for utilization were proposed. A system that can automatically generate metadata established through the results of this study will be helpful for studying recommendation systems for media super-personalization.

여자고등학생의 성형수술 욕구에 영향을 주는 요인 (Factors Influencing Need for Cosmetic Surgery among High School Girls)

  • 이혜경
    • 여성건강간호학회지
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    • 제17권2호
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    • pp.126-136
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    • 2011
  • Purpose: The increase of cosmetic surgery procedures is partly motivated by more positive attitude toward cosmetic surgery as a means of improving physical appearance. In this study factors expected to predict need for cosmetic surgery were examined. Methods: A descriptive design was used with 321 high school girls who completed a questionnaire about sociocultural attitudes toward appearance, body image, self-esteem, and need for cosmetic surgery. Stepwise multiple regression analysis was performed to examine factors affecting need for cosmetic surgery. Results: Bivariate correlations showed that need for cosmetic surgery was positively correlated with internalization and awareness of sociocultural attitudes toward appearance, and appearance orientation in body image and negatively correlated with self-esteem and ideal body mass index (BMI). Multiple regression showed that the predictive variables explained 22.1% in need for cosmetic surgery. The significant factors influencing need for cosmetic surgery were greater internalization and awareness of sociocultural attitudes toward appearance, better appearance evaluation and higher appearance orientation in body image, lower self-esteem, and lower ideal BMI. Conclusion: Overall, results of this research suggest that prevention of media influence and body image disturbances, and promotion of self-esteem are very important to young women.

게임포비아, 호모루덴스에서 사이버스페이스까지 (Gamephobia, From Homo Ludens To Cyberspace)

  • 조은하
    • 한국콘텐츠학회논문지
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    • 제13권2호
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    • pp.137-146
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    • 2013
  • 디지털 시대, 뉴미디어에 대한 막연한 불안 혹은 불신이 올드미디어 집단의 불안통제감을 저하시키고, 역기능적 신념을 공고하게 만듦으로써 불안통제감을 더욱 저하시키는 악순환을 보인다. 뉴미디어와 IT의 산업적 발전에도 불구하고, 보수적 세계관에서 게임은 절대적으로 금기시된다. 이러한 절대적 금기는 절대적 공포를 유발한다. 오늘의 한국 사회에서 절대적 금기는 단연 '게임'이다. 디지털 시대의 놀이문화 중 하나인 컴퓨터 게임은, 놀이가 지녔던 비생산성과 일탈성에 대한 비판을 떠맡고 있다. 게다가 컴퓨터 게임이 기반한 디지털 기술은 게임의 '가상성'에 대한 이미지를 증폭시켜 불안을 넘는 공포를 양산한다. 본고는 놀이에 대한 이해에서 시작하여, 어떻게 다양한 문화적, 기술적 측면들이 현재 컴퓨터 게임에 대한 대중적 상을 구성하였는가를 살펴본다. 이를 통해 컴퓨터 게임에 대한 현재의 공포가 어떻게 발생하였는가를 해명하고, 공포를 넘어서, 게임이 지니는 문화적 가치를 포착하기 위한 관점을 제안한다.

A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • XiaoZhu Yang;JongYoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.65-77
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    • 2023
  • Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.

'교육철학' 용어의 의미 분석: <물결21 코퍼스>를 중심으로 (The meaning of 'Educational Philosophy': by the usage of )

  • 장지원
    • 교육철학
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    • 제66호
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    • pp.77-103
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    • 2018
  • This study focused on the meaning of 'educational philosophy' by the method of corpus analysis. There is the difference of meaning on educational philosophy between professional researchers and publics. This semantic phenomenon implies that the image acoustics of 'educational philosophy' are not matched between two groups. This study, which originated from Saussure's linguistics theory, examined the semantics of educational philosophy in the . Unlike philosophical inquiry on education, the definition of educational philosophy, the general public use 'educational philosophy' like the connotation of secret of successful learning and child nurturing. Given the power of the media and the mass, these tendency could affect the meaning and definition of educational philosophy. Professional researchers should investigate these acoustic image from the sense of linguistic and educational approaches. These researches could contribute to clarify descriptive and normative meaning of the educational philosophy.

다이어트 경험 대학생의 다이어트 행동 실태와 관련 요인 분석 (A Study on Diet Behaviors and Related Factors in Dieting College Students)

  • 김미라;김효정
    • 동아시아식생활학회지
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    • 제18권1호
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    • pp.135-148
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    • 2008
  • This study examined the dieting behaviors and diet-influencing factors among college students in the Youngnam region. The data were collected by a self-administered questionnaires during May, 2007. One hundred-ninety samples were ultimately analyzed by SPSS Windows. The results were as follows. First, when comparing calculated BMI with perception of individual body image, many respondents regarded themselves as overweight although they were within normal BMI. Second, over four-fifths of the respondents indicated they were concerned with diet, and many respondents answered that they needed education and information on dieting. In terms of diet knowledge, the mean for correct answers was 77.9%. Mass media were very important sources for acquiring diet information, and the most popular dieting method was fasting therapy. The results of regression analyses to determine the factors affecting several dieting practices showed that grade, monthly allowances, diet awareness, diet knowledge, perception of individual body image, and BMI were significant.

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영화(映畵) "벨벳 골드마인(Velvet Goldmine)"에 나타난 글램 스타일(Glam Style) (The Glam Style Expressed in the Movie "Velvet Goldmine")

  • 김은아;염혜정
    • 패션비즈니스
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    • 제5권1호
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    • pp.73-85
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    • 2001
  • The purpose of this study is to understand what the Glam Style is, focus on the movie "Velvet Goldmine". The Glam Style is refered early 1970s Glam rockers' costume, typified by silver lurex, corksoled platform, men in make-up, personified, for example, by David Bowie, Marc Bolan, New York Dolls, Roxy Music and Iggy Pop. To approach the Glam Style comprehensively, I have divided the formative background of Glam Style into the improvement technology, the advent of the young generation and the diffusion of mass media, the rock music fever and influence on Pop art. Following is the result of analyzing of the character in the movie. First, Brian Slade has the flamboyant transsexual image by skin-tight space suit, glitter pants, lurex, satin and sequined stretch fabrics, vivid color, gauze make-up, feather boa. Second, Curt Wild expresses the outrageous sexual image by black leather jacket, emphasized black eyes make-up. Third, Mandy Slade appears the exaggerated and frivolous image by gold leopard patterned one piece, fur coat, ornamented with beads, tropical make-up, spangles and the costume jewelry. Forth, Auther Stuart has the complex image by black leather jacket, velvet jacket, skin-tight bold shirt, glitter pants, glitter make-up, silk scarf, cherry-red sunglasses. The characteristics meaning of Glam Style implied in this formative characteristic could be presented as the experimental expression of androgynous, the hordes of outrageous alien and kitsch parody.

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패션스페셜리스트의 현황 및 비전에 관한 연구 - 멀티미디어분야를 중심으로- (A Study on the Status of Affairs and Vision of Fashion Specialists - Focusing on the Field Related to Multi-Media -)

  • 박송애
    • 한국의상디자인학회지
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    • 제9권2호
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    • pp.179-192
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    • 2007
  • This study is to search for a new area and a new kind of occupation for fashion in the field of multi-media such as a movie, drama, mass-culture and advertisement, as a basic investigation to improve a potential of a development of fashion in the future, to keep in step with the trend of the changes under the environment of cultural renovation. In this reports, the field and vision of new contents in fashion will be proposed. The definition and environment of multi-media were examined, and various kinds and work areas of new fashion specialists were defined. 12 professionals in each fields relative to multi-media were selected and the status of affairs, problems and requirements of fashion specialists were investigated through the in-depth interviews with them. Finally new fields and visions were suggested on it's future course. The kind of fashion-specialist on the field related to multi-media were like this: 1. Fashion-stylist, Art-director and Image-maker for star on the field of Video industry. 2. Fashion-illustrator for making animation-game character, Avatar fashion product designer and Internet shopping buyer for Online-business industry. 3. Fashion PR director, Fashion-photo stylist for Advertisement industry. 1 classified new field on the field related to multi-media as the above, and I researched the role of specialist in each field and the status of affairs and vision.

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