• Title/Summary/Keyword: Media Effect

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A Study on the Effect of Self-Actualization Variables on the Modesty and Aethetics in the Selection of Clothing (의복의 정숙성.심미성에 영향을 미치는 관련변인 연구 (1) -자아실현을 중심으로-)

  • 강경자
    • Journal of the Korean Home Economics Association
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    • v.30 no.4
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    • pp.27-38
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    • 1992
  • The purpose of this study was to evaluate the effect of self-actualization and demographic variables of adult women on the modesty and aethetics in the selection of clothes. The qestionnaire were completed by 647 women in taegu and jinju. The major findings of this research can be summairzed as follows : 1. Marital status has effect on the self-actualizing values. religion, occupation and income have effect on self-acceptance. Marital staus and religion have effect on nature of man. 2. Frequency of contact with mass media has effect on the modesty of clothing. Self-actualization and demographic variables have no direct effect on the modesty of clothing. 3. Self-actualizing values, self-acceptance, nature of man, income, frequency of contact with mass media have direct effect on the aethetics of clothing.

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A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Usefulness of microwave to melt rehydrated media and to remove oxygen from anaerobic tube media (Microwave를 이용한 배지 융해와 공기 제거)

  • 정윤섭;이귀녕;이삼열
    • Korean Journal of Microbiology
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    • v.18 no.3
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    • pp.148-152
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    • 1980
  • The microwave of 2450 MHz, generated by a household cooking oven, was evaluated for its applicability to melt various rehydrated media and to remove dissolved oxygen from tubed media for anaerobic culture. The effect on the sterilization of E. coli in selective media was also evaluated. The following results were obtained. 10 The microwave oven was useful in saving time for melting media and in eliminating heat and combustion gas from the laboratory, which were inevitable by-products in the conventional flame method. 2) Dissolved oxygen could be removed without boiling over by exposing the tubes of anaerobic culture medium after putting them in a wire basket in a beaker with water. 30 The count of E. coli during the melting of MacConkey and EMB agar were similar to those treated with open flame. The microwave treatment was not considered a possible mean to replace autoclaving even in these selective media.

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Effect on the Deburring of Spring Collet Burr by Abrasive Flow System (입자유동시스템에 의한 스프링콜릿 버의 디버링 효과)

  • 김정두
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1998.10a
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    • pp.192-197
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    • 1998
  • Abrasive flow machining is useful to abrasive polish a internal or external surface of the free shape dimensional parts, which are used in many fields such as machine tool parts, semi-conductor, and medical component industries. The machining process is that two hydraulic cylinders, which are located surface to surface, are enforce media to the passage between workpiece and tooling part alternately, and then the abrasives included in the media pass the passage and polish the surface of workpiece. The media which is made of polymer and abrasive plays complex have workpiece by its viscoelastic characteristics. In this study, the media for AMF was made by mixing viscoelastic polymer with alumina and silicon carbide abrasive respectively. As a result, alumina include media is also the experiments of deburring the inside burr of in order to analyse the deburring machinability of abrasive flow machining according to various machining parameters which were media flow rate extrusion pressure, passage gap, media viscosity, abrasive content, and abrasive grain size.

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Semi-supervised Cross-media Feature Learning via Efficient L2,q Norm

  • Zong, Zhikai;Han, Aili;Gong, Qing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.3
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    • pp.1403-1417
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    • 2019
  • With the rapid growth of multimedia data, research on cross-media feature learning has significance in many applications, such as multimedia search and recommendation. Existing methods are sensitive to noise and edge information in multimedia data. In this paper, we propose a semi-supervised method for cross-media feature learning by means of $L_{2,q}$ norm to improve the performance of cross-media retrieval, which is more robust and efficient than the previous ones. In our method, noise and edge information have less effect on the results of cross-media retrieval and the dynamic patch information of multimedia data is employed to increase the accuracy of cross-media retrieval. Our method can reduce the interference of noise and edge information and achieve fast convergence. Extensive experiments on the XMedia dataset illustrate that our method has better performance than the state-of-the-art methods.

Experiencing High Loneliness Increases Evaluation of Products in Social Media Ads

  • Youjung Jun;Taehyeon Eom
    • Asia Marketing Journal
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    • v.25 no.4
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    • pp.231-242
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    • 2024
  • This research investigates how loneliness affects people's preferences for products that appear in social media ads. Four studies examine the impact of loneliness that is both measured in an established scale and situationally induced via a recall task. Individuals who experience higher levels of loneliness evaluate the same products more highly when they are advertised in a social (i.e., Instagram) compared to non-social (i.e., brand website) media platform. This effect occurs because loneliness increases people's attention to others' social evaluation of a product, and social media ads provide this information via social cues such as "likes" embedded in the ads. When the social cues are absent, the advantage of advertising on social compared to non-social media for people with high (vs. low) loneliness disappears. The findings suggest that social media ads have a unique appeal for individuals experiencing loneliness and highlight the role of social cues in shaping product evaluations.

A Symbolic Meaning of Youth Fashion in Media Culture (미디어 문화에 나타난 청소년 패션의 상징적 의미)

  • Kim, So-Young;Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.73-88
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    • 2008
  • The media culture influences upon young people while introducing new cultures by every hour. Considering the mainstream culture, in which media has the greatest effect on young people, this article examines the symbolic significances of youth fashion through media culture. The results of this study can be summarized as the following: First, young people's popular culture ("pop culture") is becoming the medium that leads to the creation of similar cultures of the young people globally through various routes. Culture is being created by integration of diverse media, and not by what is seen through a single medium. Typical young people's culture, which is formed due to the influence of media culture, includes community culture, pun culture, virtual culture and fandom culture. Second, in order to examine youth fashion that is seen in those media, the survey has been conducted on media stars, tecktonik dance groups, fashion models, avatars and online communities, which are fashion icons influencing young people. Third, youth fashion, which has been formed centering on media culture, has the flexible property that varies the symbolic significance according to which culture becomes the main axis. The symbolic significance in fashion, which is seen on media culture young people are contacting, has been examined in the aspects of value orientation, diversity orientation, speed orientation and digital orientation.

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Design and Implementation of the 4D-Media Broadcasting Service System in a Smart TV Environment (스마트 TV 환경을 위한 4D 미디어 방송 서비스 시스템의 설계 및 구현)

  • Yun, Jae-Kwan;Kim, Min-Gi;Jang, Jong-Hyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.1
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    • pp.9-15
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    • 2012
  • Recently, as the development of 3D contents service, production of 4D media that user can feel physical effects by the scene of movie has been increased. This 4D media uses the SMMD (Single Media Multiple Devices) method to give users enhanced effects with multiple devices playing rather than the SMSD (Single Media Single Device) method with single device playing in a smart TV environment. To give more sensible effects to users, from the beginning of making one media, we produced 4D media that consists of 3D contents and the SEM (Sensory Effect Metadata) to define effects of the scene. 4D media is transmitted to a HS (Home Server) to represent 3D contents in 3DTV and multiple devices with synchronized way. In this paper, we suggested the concept and overall 4D media broadcasting service system architecture, aggregator time acquisition, media time scheduling, real-sense device scheduling, evaluation results, user interfaces and implemented devices.

A Study on the Effect of Social Media on Information Sharing (소셜미디어가 이용자의 정보공유에 미치는 영향에 관한 연구)

  • Lee, Seungmin
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.1
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    • pp.297-317
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    • 2015
  • Although social media is recognized as a Web service that allows people to share and utilize their own opinion, experience and information, it is also faced with some problems such as indiscreet information creation and sharing, which resulted in the decline of reliability of information. This research statistically analyzed the effect of social media on information sharing. As a result, social media is an efficient information tool that can support information sharing and allow people to get feedback from other people. It also brought a positive effect on the entire information behavior. In contrast, it still has weaknesses in the utilization of information, including the decline of information reliability and excessive creation of inaccurate information. Eventually, social media is an information tool that can support the diversification of information and also incurs the decline of reliability of information.

The Impact of Social Media on the Relationship Between Entrepreneurs' Tacit Knowledge and Creativity (소셜미디어 활용이 창업자의 암묵적 지식과 창의성의 관계에 미치는 영향)

  • Park, Joo-Yeon;Im, Il;Sung, Chang-Soo
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.255-271
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    • 2016
  • The purpose of this research is to analyze the relationship between tacit knowledge and creativity in early stage entrepreneurial ventures in which knowledge could be competitive asset. This study also analyze the moderating effect of social media use on the relationship of tacit knowledge and creativity. From total of 129 survey analysis, this study finds the positive relationship between tacit knowledge and creativity. The result also shows that social media has a moderating effect on the relationship between tacit knowledge and creativity with a negative path coefficient. That is, social media can reduce the positive effect of tacit knowledge on creativity. This research implies importance of tacit knowledge in early stage entrepreneurial ventures and suggests social media usage to improve creativity.

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