• Title/Summary/Keyword: Media's Role

Search Result 749, Processing Time 0.041 seconds

Improvement of Local Broadcasting Service in the Age of Digital Media: Focusing on KBS (디지털 미디어 시대 지역방송 서비스 개선 방안: KBS를 중심으로)

  • Do, Gi-Tae;Jung, Hoe-Kyung
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.381-388
    • /
    • 2020
  • Based on local viewers' awareness of locality and consideration of desired local broadcasting service, this study explored the direction of service policy and specific service strategy of local broadcasting. The research method is a secondary analysis using three regional audience surveys and in-depth interview data conducted by KBS. For local audience, the concept of localism is being narrowed down to the city/county/district where they live. In order to reinforce the identity of local broadcasting and improve local broadcasting services, first, the function and role should be expanded to the local mega platform. Second, regional programs such as in-depth coverage and discussion of local issues should be strengthened. Third, in order to communicate with local audience, viewer analysis ability and communication education of local broadcasting members are required. Fourth, it is necessary to create an ecosystem in which local people participate as producers of local broadcasting.

A Study on the integration of UGC in broadcast journalism: An evidence from Bangladesh (방송 저널리즘의 UGC 이용에 관한 연구: 방글라데시의 사례를 중심으로)

  • Saiful, Hoque;Park, Jaeyung
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.301-311
    • /
    • 2019
  • Digital convergence put a huge challenges for broadcast media in terms of integrating user generated content (UGC). Keeping this in mind, objective of the study is to explore the factors that affecting UGC's integration in Broadcast channel from developing countries' perspective. We explored how and why UGC are appearing in Bangladeshi Television news. In-depth interview was used and news editorial level staffs were selected from leading Bangladeshi television channels. Findings suggest that, state interventions in crisis events and lack of experiences to handle crisis reporting played a crucial role to incorporate UGC in television news bulletins. One of the significant findings is that, mere traditional guidelines and work policy of the media houses will not be enough to handle user generated content as well as citizen's participation in news media. Thus, we recommend to formulate a comprehensive user generated content integration policy in the context of Bangladesh.

Overexpression of the spr D Gene Encoding Strptomyces griseus Protease D Stimulates Actinorhodin Production in Streptomyces lividans

  • Choi, Si-Sun;Chi, Won-Jae;Lee, Jae-Hag;Kang, Sang-Soon;Jeong, Byeong-Chul;Hong, Soon-Kwang
    • Journal of Microbiology
    • /
    • v.39 no.4
    • /
    • pp.305-313
    • /
    • 2001
  • The spr D gene encoding Strptomyces griseus protease D(SGPD); a chymotrypsin-like proteae, was cloned from Strptomyces griseus IFO13350 and sequence. Most of the amino-acid sequence deduced from the nucleotide sequence is idential to that Strptomyces griseus IMRU3499 except that one amino acid has been deleted and Trp 369 has been substituted into Cys369 in the SGPD from S. griseus IFO13350 without affecting the protease activity. The spr D gene was overexpressed in Streptomyce liv-idans TK24 as a heterologous host. Various media with different compositions were also used to max-imize the productivity of SGPD inthe heterologous host. The SGPD productivity was best when the transformant S. lividans TK24 was cultivated in R2YE medium. The relative chymotrypsin activity of the culture broth measured with an artificial chromogenic substrate, N-scuccinyl-ala-ala-pro-phe-p-nitroanilide, was 16 units/ml. A high level of SGPD was also produced in YEME and SAAM medial but it was relatively lower that in R2YE medium and negligible amounts of SGPD were produced in GYE, GAE and Benedict media. The growth of S. lividans reacted the maximum level of cell mass at days 3 and 4 of the culture, but SGPD production started in the stationary phase of cell growth and kept increase in till the 10$^{th}$ day of culture in R2YE and YEME medium, but in GYE media the productivity reached maximum level at 8days of cultivation. The introduction of the spr D gene into S. lividans TK24 triggered biosyntheis of the pigmented antibiotic , actinorhodin, which implies some protease may paly a very improtant role in secondary-metabolite formation in sStreptomyces.

  • PDF

User's Willingness to Donate to a Personal Broadcasting Creator From a Rhetorical View (수사학적 관점에서의 인터넷 개인방송 크리에이터에 대한 이용자의 기부의사에 관한 연구)

  • Moon, Yunji
    • The Journal of Information Systems
    • /
    • v.28 no.3
    • /
    • pp.83-104
    • /
    • 2019
  • Purpose Recently, Internet personal broadcasting has been widely spreaded as a new media type by replacing traditional legacy media such as TV. Considering this phenomenon, this study aims to explore the effect of Aristoteles' persuasion factors on Internet personal broadcasting from a rhetorical view. The reason why users watch the Internet personal broadcasting is that they are persuaded by creator's expertness, empathy, or content usefulness. These factors can be regarded as persuasion factors. Therefore, with Aristoteles' rhetorical persuasion factors composed of ethos, pathos, and logos, this paper tries to investigate how persuasion factors affect user's emotional\ attachment and voluntary donation intention. Design/methodology/approach This paper proposes a model of the relationships among three rhetorical factors, user's emotional attachment, and donation intention. Specifically, ethos is regarded as creator's expertness and trustworthiness, and pathos refers to creator's empathy and social interaction. Last, logos refers to content usefulness and credibility. For testing a hypothetical research model, this study collected 468 surveys and empirically tested hypotheses using a structural equation model. Findings This study investigated how rhetorical factors (ethos, pathos, and logos) and emotional attachment further influence user's donation intention. The findings suggest that rhetorical factors of ethos and pathos enhances emotional attachment, followed by donation intention. Contrary to an expectation, however, logos was not significantly related to emotional attachment. Creators of Internet personal media and MCN providers should focus on the different effects of rhetorical factors and pay attention to the role of emotional attachment to encourage user donation.

The Symbolic Meaning and Values Portrayed In Models' Characteristics in Fashion Advertisements

  • Kwon, Gi-Young;Helvenston, Sally I.
    • International Journal of Human Ecology
    • /
    • v.7 no.2
    • /
    • pp.29-41
    • /
    • 2006
  • Various current events provide evidence that society is undergoing changes in perceptions of social relationships. Specifically, visual media in the form of advertisements can convey images which reflect society's values and concepts about role relationships. The purpose of this research was to examine ads in fashion magazines to determine what types of model roles and role relationships typically appear in fashion advertising which can mirror society's values. A content analysis was conducted of ads obtained from US Vogue and US GQ for the year 2002. Six kinds of roles/relationships were found: (1) Narcissism (representing self absorption), (2) sexually enticing opposite-sex relationships, (3) close/romantic same-sex relationships, (4) friend relationships, (5) family relationships, and (6) independent relationships. Of these, narcissism predominated, however, a small number of sexually provocative ads appeared as well as same-sex romantic relationships. Because sole (single) models were more typical, they also were examined to determine ways in which they relate to the audience. Characteristics examined included body presentation & pose, eye gaze, and facial expression. Direct eye gaze was the typical way to engage the audience. Gender differences were apparent: smiling was more typical of women, indifference for men. The symbolic meaning and values investigated from this research are the blurring of gender identity portrayed in homosexual imagery, family values, and the value of youth. The consistency of models' race in ads does not portray the diversity reflected in the demographic census.

A Study on the Meaning of Technology in Louis I. Kahn's Architecture (루이스 칸 건축에 있어서 테크놀로지의 의미에 관한 연구)

  • Kim, Nak-Jung;Chung, Tae-Yong
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.6
    • /
    • pp.168-176
    • /
    • 2012
  • The aim of this study is to review the meaning of technologies in the works of Louis I. Kahn. Kahn's main architectural thoughts of 'what it wants to be' and 'how it was done' are important in this research because these statements represent the ontology of his architecture and tectonic characteristics. These divisions also can be effective in studying relationship between technology and his architecture. 'What it wants to be' means the essence and existence of architecture and 'how it was done' shows the tectonic of architecture and construction process to enhance its presence. Kahn used technology as solutions for partial problems in his early years but later he changed its role as media to realize his concept ideally. He considered technology as enhancing building's existence rather than its functional and economical efficiency. Kahn also visualize the usage of technology through detail and construction process. He developed his technology in 'application-modification-complement' process as he executed projects over again. As a result, technology itself cannot drive Kahn's architectural thoughts in a certain way but Kahn emphasized technology as media to enhance the presence of his architecture and to present visualization and realization of his concepts.

  • PDF

The Serial Multiple Mediation Effect of Smart-media Addiction and ADHD-related Behaviors on the Relation between the Maternal Parenting Behavior and Children's Prosocial Behavior (어머니의 역기능적 양육행동과 아동의 친사회적 행동의 관계에서 아동의 스마트미디어 중독과 ADHD관련문제의 직렬다중매개효과)

  • Sung-eun Baek
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.229-235
    • /
    • 2023
  • This study was to examine the role for children's prosocial behavior in terms of maternal parenting behavior, smart-media addiction and ADHD-related behaviors. The study sample was 537 children who had participated in the tenth wave of the Panel Study on Korean Children. The data were analyzed for descriptive statistics, correlation, and serial multiple mediation analysis. The results of this study are as follows. First, it was found that the direct effect of maternal parenting behavior on children's prosocial behavior was not significant. Second, in the relationship between the maternal parenting behavior and the children's prosocial behavior, the mediating effects of smart-media addiction and ADHD-related behaviors were significant, respectively. Third, in the effect of maternal parenting behavior on children's prosocial behavior, it was found that smart-media addiction and ADHD-related behaviors mediate it in series. These results provide to a better understanding of the process between maternal parenting behavior to children's prosocial behavior and especially emphasize the importance of smart-media addiction and ADHD-related behaviors.

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
    • /
    • v.7
    • /
    • pp.64-104
    • /
    • 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.

  • PDF

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.3
    • /
    • pp.85-92
    • /
    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Consumption Society and the Consumption Culture of Adolescents (소비사회와 청소년 소비문화)

    • Journal of Families and Better Life
    • /
    • v.15 no.4
    • /
    • pp.341-354
    • /
    • 1997
  • In post-industrial society consumption takes a role as a means of acquiring unique lifestyle of style especially for the new generation. The purpose of this study was to identify consumption culture of adolescents in the context of consumerism culture. The use of goods in order to create social distinctions and to establish self-identity was note in is new generation's consumption culture and it was argued that advertising and other media attach images of beauty fulfilment and good life and that they persuade adolescents to have such lifestyle through buying consumer goods. It was also argued that the consumption culture of adolescents is strongly related to the counter-culture or counter-school culture. Implications were discussed with respect to future research area.

  • PDF