• Title/Summary/Keyword: Media Context

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An Exploratory Study on Online Prosocial Behavior (정성적 연구를 통한 온라인 친사회적 행동의 동기 요인 탐색)

  • Jang, Yoon-Jung;Cho, Eun-Young;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.16 no.1
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    • pp.225-242
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    • 2015
  • Cyberbullying, i.e., posting malicious comments online, has been identified as a critical issue in the online and social media context. It has become prevalent on a global scale, which happens across all ages. As a way to reduce and prevent cyberbullying, it is important to promote online prosocial behavior. In line with the concept of online prosocial behavior, we suggest posting benevolent comments against posting malicious comments as a new type of online prosocial behavior, which can combat cyberbullying and facilitate positive online culture. This study thus aims to analyze what motivates people to post benevolent comments in the online context. Based on interview methods, we extracted seven driving factors (self-presentation, pleasure, social contribution, emotional support, reputation, monetary reward, and reciprocity) and two inhibiting factors (social anxiety and effort) of posting benevolent comments online. This study has its theoretical contribution in exploring the motivation factors leading to the posting of benevolent comments by extending the concept of online prosocial behavior. It also has its practical implications by providing guidance for promoting prosocial behavior in the online context.

A Study on the Process Change of Spatial Design in a New-Media Environment (뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구)

  • Kang, In-Kyung;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

Implementation of Context aware Learning System by Designing Ubiquitous Learning Space and OWL Context Model (유비쿼터스 학습공간과 OWL 상황 모델 설계를 통한 상황 인식 학습 시스템 구현)

  • Hong, Myoung-Woo;Lee, Young-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.99-109
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    • 2011
  • Ubiquitous computing technology makes an impact on the appearance of u-learning and presents an advanced direction of futuristic school education. In ubiquitous learning environments, various embedded computational devices will be pervasive and interoperable across the network for supporting the learning, so users may utilize these devices anytime anywhere. An important next step for ubiquitous learning is the introduction of context-aware learning service that employing knowledge and reasoning to understand the local context and share this information in support of intelligent learning services. However, the existing studies on design and application of ontology context model to support context-aware service in actual school environments are incomplete state. This paper, therefore, suggests a scheme of constructing ubiquitous learning space for existing school network by introducing USN to support context-aware ubiquitous learning services. This paper, also, designs an ontology based context model for ubiquitous school environments which describes context information through OWL. To determine the suitability of proposed ubiquitous learning space and ontology context model, we implement some of context-aware learning services in the ubiquitous learning environments.

A Fast Context Modeling Using Tree-structure of Coefficients from Wavelet-domain

  • Choi, Hyun-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of information and communication convergence engineering
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    • v.7 no.4
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    • pp.496-500
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    • 2009
  • In EBCOT, the context modeling process takes excessive calculation time and this paper proposed a method to reduce this calculation time. That is, if the finest resolution coefficient is less than a pre-defined transfer factor the coefficient and its descendents skip the context modeling process. There is a trade-off relationship between the calculation time and the image quality or the amount of output data such that as this threshold value increases, the calculation time and the amount of output data decreases, but the image degradation increases. The experimental results showed that in this range the resulting reduction rate in calculation time was from 3% to 64% in average, the reduction rate in output data was from 32% to 73% in average.

RECONSTRUCT10N AND NAVIGATION OF CYLINDRICAL OBJECTS FROM MEDICAL IMAGES

  • Park, Yoo-Joo;Kim, Myoung-Hee;Min, Kyung-Ha
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.223-230
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    • 2001
  • This paper proposes a new contour detection method and adaptive reconstruction scheme for the cylindrical organs, such as blood vessels or arteries. Furthermore, we present java-based navigation controller which has been built to examine the inside of cylindrical objects. Tn the preprocessing procedure, a few preprocessing image filters are applied in order to remove unwanted artifacts from the medical images and to estimate threshold values for the object of interest. We define a context-free grammar, which is proper fur properties of contours of cylindrical objects. In the next procedure, we extract contours using advanced radial gradient method and represent contours as context-free grammar derivation trees. We build polygons between two contours efficiently by traversing the derivations trees of the contours. We fly through the reconstructed virtual models using java-based navigation controller and VRML viewer.

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Harmful Disinformation in Southeast Asia: "Negative Campaigning", "Information Operations" and "Racist Propaganda" - Three Forms of Manipulative Political Communication in Malaysia, Myanmar, and Thailand

  • Radue, Melanie
    • Journal of Contemporary Eastern Asia
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    • v.18 no.2
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    • pp.68-89
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    • 2019
  • When comparing media freedom in Malaysia, Myanmar, and Thailand, so-called "fake news" appears as threats to a deliberative (online) public sphere in these three diverse contexts. However, "racist propaganda", "information operations" and "negative campaigning" might be more accurate terms that explain these forms of systematic manipulative political communication. The three cases show forms of disinformation in under-researched contexts and thereby expand the often Western focused discourses on hate speech and fake news. Additionally, the analysis shows that harmful disinformation disseminated online originates from differing contextual trajectories and is not an "online phenomenon". Drawing on an analysis of connotative context factors, this explorative comparative study enables an understanding of different forms of harmful disinformation in Malaysia, Myanmar, and Thailand. The connotative context factors were inductively inferred from 32 expert interviews providing explanations for the formation of political communication (control) mechanisms.

A Study on Context-Aware App-Store System Using Collective Intelligence (집단지성을 이용한 상황인지 앱스토어 시스템 연구)

  • Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.19-20
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    • 2013
  • 본 논문에서는 앱스토어의 정확한 정보 전달을 위해 집단지성을 이용한 상황인지 시스템을 제안한다. 이 시스템은 개인이 문제 처리 시 발생하는 오류를 집단지성으로 발생하는 집단적인 능력을 이용하여 최소화하고, 앱개발자에게 필요한 API를 추천함으로써 소비자 중심이던 앱스토어를 개발자와 소비자 중심의 앱스토어를 구축 한다. 또한 이 시스템은 소비자의 상황을 온톨로지 기법에 적용하여, 앱스토어 시스템이 소비자의 상황에 적합한 앱을 추천하고, 앱개발자에게 정보를 제공해준다. 이때 앱소비자의 상황정보는 일차 논리 추론기법을 활용함으로써, 소비자 상황을 정확히 추론하여 기존의 앱스토어 보다 한 단계 높은 상황인지 앱스토어 시스템을 제안한다.

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Major Predictors of User's Continuance Intention to Provide information: In the Context of Online Community and Social Media

  • Kang, Jae-Jung;Kim, Yoo-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.2
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    • pp.113-122
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    • 2016
  • This study investigates how anticipated value(attainment value, intrinsic value, utility value, and reward value) and self-efficacy in providing information have an influence on continuance intention to provide information in the context of online community or social media. We propose a conceptual model for examining the framework for the effect of anticipated value on attitude toward providing information, and the effect of attitude toward providing information and self-efficacy in providing information on continuance intention to provide information. Proposed research model is empirically assessed using the survey data obtained from 221 respondents in Korea. Results show that attainment value and intrinsic value have a significant impact on attitude toward providing information, whereas utility value and reward value are found to be insignificant. In addition, attitude toward providing information and self-efficacy in providing information are positively and significantly related to continuance intention to provide information.

Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.265-270
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    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.

A Study on the Effect and Determinants of Virtual Presence in Live Commerce: Focusing on the Characteristics of Live Shopping Media and Influencers (라이브커머스에서 가상실재감의 효과와 결정요인 연구: 라이브쇼핑 매체 및 인플루언서 특성을 중심으로)

  • Choi, Su Jeong;Kim, Tae Kyung
    • The Journal of Information Systems
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    • v.32 no.1
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    • pp.23-51
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    • 2023
  • Purpose: Live commerce is a new type of electronic commerce in combination with live streaming services. It is expected to increase virtual presence in the context of online shopping by overcoming a lack of social interactions between sellers and buyers which have been raised as a limitation in electronic commerce. Drawing on the studies of communication media, this study examines how live commerce contributes to the increase of virtual presence which consists of telepresence and social presence. Telepresence refers to a buyer's perception that he or she is present at the physical shopping mall during live shopping streaming whereas social presence refers to a buyer's perception of social interaction with a seller which is human warm, social, sensitive, and personal. In this study, we verify key determinants of virtual presence and its consequences. More specifically, this study proposes virtual presence contributes to the increase of buyers' trust in products and further purchase intentions. Furthermore, we verify influential factors of virtual presence from the technical and influencer perspectives of live commerce. Design/methodology/approach: To test the proposed hypotheses, the partial least squares (PLS) analysis is conducted with a total of 250 data collected on users with experience in the TaoBao live streaming shopping platform. Findings: The results show that first, telepresence and social presence are increased by visibility, media richness and attractiveness in the context of live shopping streaming. Second, buyers' trust in product trust and purchase intentions are positively influenced by telepresence and social presence. Finally, buyers' trust in product has a direct, positve effect on their purchase intentions. Overall, the findings offer new insights into the studies of electronic commerce by introducting the concepts of virtual presence and media richness from the literature of communication media in the field of live commerce.