• Title/Summary/Keyword: Media's Role

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Comics with Drama: New Communication in Wedia

  • Hu, Jia-Wen;Tsang, Seng-Su
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4143-4159
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    • 2015
  • We-the-media (aka wedia) is a concept where the users of social networking sites, such as Facebook, turn into the broadcasters. This study used the popular application Bitstrips as the experiment tool. Facebook was used as the Wedia platform for publishing designed comics, then used the three elements of Goffman's dramaturgy model-role, scene and dialog-to analyze 265 comics created by 3 researchers and observe the audience's responses within 9 months. The results showed that people want to see a good story with positive dialogue, and prefer scene is school more than work. As all these elements are controllable, Wedia communication has the potential for more applications. We also found that including the elements of news, gambling and gift-giving tended to trigger greater response. Furthermore, We suggesting that such embedding of product information in web episodes (webisodes) with caricature could be a successful marketing strategy.

Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

Exploring K-League Club's YouTube Channel: Focusing on Seoul E-Land Football Club

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.12-16
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    • 2021
  • Soccer is one of the popular sports globally, and South Korea is no exception; the professional domestic soccer tournament has been held in South Korea since 1983. The national soccer team in South Korea has shown outstanding performances, hosting the 2002 World Cup and achieving a bronze medal at the London 2012 Olympic Games and second place at the 2019 U-20 World Cup. In addition, one of the South Korean soccer players, Heung-min Son, has played a remarkable role in the English Premier League. Like other global soccer clubs, South Korean domestic soccer clubs create and manage their own YouTube channel to interact with fans and keep them updated. In this study, we explore how and why Seoul E-Land Football Club (SEFC) utilizes its YouTube channel. SEFC is distinctive in that they are playing at the second division, their home ground is based in Seoul, and they are sponsored by a company run on Christian values. We analyze one of the soccer club's YouTube channels multi-dimensionally and discover the roles of YouTube.

A New Estimation Method of Video Traffic Specification in QoS-guaranteed Networks

  • Thang, Truong Cong;Ro, Yong Man
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.45-53
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    • 2003
  • Traffic specification plays a crucial role in the resource reservation for video services over the packet-switching networks. The current development of QoS-guaranteed service still leaves a wide space for the selection of traffic specification. We propose a new method to estimate the traffic specification of variable-bit-rate (VBR) video for deterministic service. The method is based on the concept of empirical envelope and the delay bound. The solution shows to be simple yet it provides excellent network utilization.

A new estimation method of video traffic specification in QoS-guaranteed networks

  • Thang, T.C.;Ro, Y.M.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.85-90
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    • 2002
  • Traffic specification plays a crucial role in the resource reservation for video services over the packet-switching networks. The current development of QoS-guaranteed service still leaves a wide space for the selection of traffic specification. We propose a new method to estimate the traffic specification of variable-bit-rate (VBR) video for deterministic service. The method is based on the concept of empirical envelope and the delay bound. The solution shows to be simple yet it provides excellent network utilization.

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A Study on the Relationship between the Emotions of the MZ Generation Revealed in Online Communities and Public Opinion Surveys (온라인 커뮤니티에 드러난 MZ세대의 감성과 여론조사 간 상관관계에 관한 연구)

  • HanByeol Stella Choi;Sulim Kim;Hee-Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.3
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    • pp.101-118
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    • 2023
  • The 'MZ generation' is accustomed to expressing their thoughts and opinions online. As a result, the role of social media in understanding the opinions and public sentiment of the MZ generation has become increasingly important. In particular, the role of social media in understanding the opinions of young people in political contexts such as policies and elections is becoming more significant. Traditionally, in such political situations, various institutions conduct opinion surveys to grasp the opinions of the people. However, existing opinion surveys have many errors and limitations in understanding the specific opinions of the entire population since they are conducted on arbitrary individuals through survey techniques. Online communities are representative social media that share the opinions of the public on specific issues such as politics, economics, and culture. Therefore, online communities are widely used as a means to supplement the limitations of traditional opinion polls. In particular, the MZ generation is familiar with online platforms, and their political support has significant influence on election results and policy decisions. With this regard, this study analyzed the relationship between the sentiment reflected in online community text data by age group on major candidates and public opinion survey support rates during the Korean presidential election for those in their 20s. The analysis showed that negative sentiments reflected in online communities by the MZ generation have a negative correlation with public opinion survey support rates. This study contributes to theory and practice by revealing a significant association between social media and public opinion polls.

The Network Analysis of the Diffusion on the Disaster Issue Via SNS based on Types of Information, Issue Contractiveness and Diffusion (재난 발생 시 SNS를 통해 확산된 재난 이슈 네트워크 분석: 유튜브의 정보 종류 및 이슈의 집중도·확산성을 중심으로)

  • Hong, Ju-Hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.138-147
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    • 2018
  • The network analysis is done to explore what kind if issues are diffused about earthquake and the role of social media. The types of disaster information is classified into formal and informal. The role of actor is classified based on the concentrativeness and the diffusion of issue. Youttube is functioned as a formal channel and an informal channel when disaster happened. In case of government's video, issue contractiveness is high but the diffusion is low. In case of media's video, issue contractiveness and the diffusion are all high. In case of individual channel, issue contractiveness is low, but diffusion is high. In disaster, youtube is a tool to respread the disaster issue. Government needs to try diffusion of government's news actively in disaster.

The Image of 'New Man' in Men's Fashion in the mid-1980s (1980년대 중반 남성 패션에 나타난 '뉴 맨(New Man)' 이미지)

  • Yum, Hae-Jung
    • Journal of Fashion Business
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    • v.15 no.1
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    • pp.171-184
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    • 2011
  • This paper is purposed to clarify that an increase of the matter of concern about men's fashion in the mid-1980s was coincided with rapid change of images for men and diversification within the context of economy, society, culture and to analyze the characteristic of each fashion and the meaning. Findings are as follows: 'New men' played a key role creating and communicating the new male image through the media, as a new masculine appeared in the middle of 1980s. Especially it was spreaded into with British as a center between the generations of young men described as a white-collar worker about the ages from 18 to 35 specifically and appeared by the cultural background in accordance with the spread of consumerism, materialism and post modern feminism and the development of men's fashion. There were 2 types of fashion styles for 'New men' image on the media in the mid-1980s. The First is 'power suit look style' which is self-conscious, including 'corporate formal suit look' and 'soft & sexy suit look'. The Second is 'extravagant body conscious style' which characterize the decolletage and androgynous, including 'tough sports look' and 'sexy skirt look'. Lastly, the 'New men' image means a man as a visible object and a man in the image world.

A Study on the Pop Stars' Fashion Styles Influencing Young Street Fashion (영 스트리트 패션 형성(形成)에 미친 팝 스타의 패션스타일 연구(硏究))

  • Lee, Hee-Seung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.114-129
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    • 2006
  • This purpose of this study is to research on the influence on the creation of young generation's street fashion of pop stars focused on pop music given the fact that fashion can be created by popular culture in this multi-media era. Also, this study is to provide useful data for the activation of the creation of young fashion culture and the fashion industry through pop stars' fashion. The pop stars' fashion that has affected young street fashion is as follows : Elvis Presley's rock'n'roll style, Beatles' mods style, Janis Joplin's hippy style, Sex Pistols's punk style, Madonna's boy-toy and corset style, Michael Jackson's androgynous style, Puff Daddy and L.L Cool J's hip-hop style, Bob Marley's reggae style, Spice Girls, Jennifer Lopez and Britney Spears's sexy style. The young street fashion culture of pop stars and its industrial meaning withdrawn from the above are as follows : Creation of a fashion icon, Creation of anti-fashion, Liberation of a sex role, Costume play culture, Activation of the young fashion industry through star marketing.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.