• Title/Summary/Keyword: Media Environment

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Trends in Research on Communication and Media in Indonesia: The Micro Meta-Analysis on Perspective, Theory, and Methodology

  • Bajari, Atwar
    • Asian Journal for Public Opinion Research
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    • v.5 no.1
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    • pp.41-62
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    • 2017
  • The political reformation in Indonesia is a determinant factor of the change in political communications and the roles of media. Currently, the political elites need media support, since it contextually has a significant role. Whoever has a good relationship with the media, will be loved by the public. On the other hand, the media also have a vested interest in the elite in running businesses and building the power of industry. Policies and capital pose a challenge to maintaining the continuity of the media. Independence and control of media are at stake, when the interests of the media and the elite collaborate with each other and then build a benefit on both sides. Meanwhile, the role of social media also cannot be neglected. The Indonesian political communication system is characterized by the presence of social media in a pseudo-relationship between the elite and the public. This paper tries to explain the growing trends of research in the academic environment and the research trends in political practice in Indonesia after the occurrence of post-reformation era in legislative and executive elections. The method used is the meta-analysis of research outcomes of university (dissertations) and secondary data sources. Data processing is done by meta-analysis of secondary data. The results of meta-analysis research indicate that, the objective conditions, in Indonesia, especially the political conditions, stimulate new spaces in communication research. The study of political communication becomes dominant in the academic environment. In addition, communication research is also characterized by a shift from the linear perspective (positivistic paradigm) to the interactive perspective (naturalistic paradigm). On the other hand, the development of politic and governance situations in Indonesia has prompted the establishment of polling agencies that help citizens understand the maps of political power and candidates in general elections and regional head elections.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

Determination of Proper Amounts of Media and Effects of Fermented Sawdust Addition on Yields of Grifola frondosa in the Bag Culture (잎새버섯 봉지재배시 적정 배지량 및 발효톱밥 첨가효과)

  • Lee, Jae-Hong;Mun, Yun-Gi;Jeong, Tae-Sung;Choi, Jun-Keun;Park, Young-Hak;Kim, Kyung-Hee;Yu, Young-Bok
    • Journal of Mushroom
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    • v.10 no.4
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    • pp.179-183
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    • 2012
  • This study was conducted to determine proper amount of media and the effect of fermented sawdust on yield of Grifola frondosa in bag culture. The yield of Grifola frondosa was 227 g for 2 kg of media compared with 103 g for 1kg, 256 g for 2.5 kg, and 312 g for 3 kg. The greatest yield of Grifola frondosa per mass of media was 114 g/kg media for 2 kg of media. Days to harvest for 2 kg of media was 95 days compared with 93 days for 1kg, 99 days for 2.5kg, and 104 days for 3kg. Addition of fermented oak sawdust increased yield from 90 to 145 g/kg bag for Hambak cultivar and from 104 to 121 g/kg bag for Yipsae1ho cultivar. Culture duration was shorten 4-7 days by treating fermented oak sawdust.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Studies on the Modeling of Controlled Environment in Leaf Vegetable Crops (엽채류의 환경제어 모델연구 III. 배지와 양액 종류에 따른 식물의 생육변화)

  • 박권우;신영주;원재희;이용범
    • Journal of Bio-Environment Control
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    • v.2 no.1
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    • pp.9-15
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    • 1993
  • Chinese white cabbage, Chinese flat cabbage, lettuce, garland chrysanthemum, and green perilla were grown in nutrient solution culture to investigate the effects of various media and nutrient solutions. The culture media were sand, mixed substrate(peatmoss : sand= 1 : 1), and non-media(deep-flow culture). The nutrient solutions were Cooper's, Hoagland's, and Yamazaki's solution. Plants were grown under different treatments for three weeks. Generally, the growth was greatest in non-media culture and followed mixed substrate culture, and poorest in sand culture. In non-media culture, the growth of Chinese white cabbage, Chinese flat cabbage, lettuce, and green perilla was good in Yamazaki's solution. And regardless of nutrient solution, garland chrysanthemum was good in non-media culture. Relative chlorophyll was not different among the treatments.

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A Study on the Media Expression Trend in Interior Design of Korea (한국실내디자인에 있어 매체적 표현 경향에 관한 연구)

  • 오인욱;이창윤
    • Korean Institute of Interior Design Journal
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    • no.28
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    • pp.11-16
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    • 2001
  • All vague and constructions of contemporary cultural environment have been reorganized and the relationship between people and culture can't follow development speed of rapid material civilization development and being informationalized. Because of the circumstances, physical environment is changing into other cultural environment, existence of human being is at a crisis. Physical value precedes mental value and rapid changing causes culture lag. Modernism design of 20th century suggested standard, simplicity and mass production methods, but nowaday, as human being complexity is increasing, information-media are needed to satisfy that. Namely usual design thoughts have to be changed because our life is surrounded by many kinds of powerful media sings and various mixed cultural circumstances. People predict that the characteristics of new ages are 'Immateriality', 'Sensoriality', 'multimedia'. Amongst them, medial spatial characteristics will be eventually remarkable in commercial space which is coincided with economic logic and multilateral culture. This study is a focus on commercial space which emphasis contemporary medial characteristics and observes medial meaning and various technique through some experimental works in Korea. Also this study's purpose is to examine design directions which correspond with contemporary Korea culture.

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Tangible Cooperation in Shared Virtual Environment

  • Irawati, Sylvia;Kim, Jong-Phil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.214-220
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    • 2009
  • Recent advanced technologies enable multiple users to share the virtual environment and work together as they are collocated. Additional sensory information such as haptic could improve the cooperation. In this paper, we propose a server-client architecture with multi-rate haptic control to support a tangible cooperation. Using our approach, the system is able to maintain a consistent simulation state across multiple users as well as to provide a highfidelity stable haptic interaction. To verify our approach, we have developed an experimental application and tested the cooperation among multiple users. The results confirm that our system is able to provide coherency among clients as well as haptic transparency.

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A Cycle-Accurate Simulation Environment for Shader Architecture (쉐이더 구조를 위한 마이크로 아키텍쳐 시뮬레이션 환경)

  • Han Sang-Won;Lee Won-Jong;Han Tack-Don
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.196-198
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    • 2006
  • Shader architecture is one of the fastest growing fields in the ever advancing 3D graphics, and massive amounts of Ideas and technologies are being introduced to the market continuously. In this paper, we present a flexible cycle-accurate simulation environment to accelerate and alleviate the process of developing and verifying these ideas and technologies. Combination of 3D graphics API and hardware simulator allows OpenGL applications to be emulated off-the-shelf for a given shader micro-architecture. Easily modified parameters allow the simulation environment to be tailored to specific demands or requirements.

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Real-Time HD Watermarking System in DTV environment

  • Hahm Sangjin;Lee Keunsik;Park Keunsoo
    • Journal of Broadcast Engineering
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    • v.10 no.2
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    • pp.131-138
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    • 2005
  • High-quality digital broadcasting contents are susceptible to illegal copy and unauthorized redistribution, which makes broadcasters difficult to protect valuable media assets. So, broadcasters and content providers need the technology for copyright protection of professional digital content. Digital watermarking technology is one of the most actively developed solutions for the copyright protection. This paper suggests the requirements of watermarking technology in DTV(Digital TV) environment for copyright protection and shows the developed real-time watermark embedding/detecting system for HD(High Definition)/SD(Standard Definition) video and experimental results of the system against watermark attack tests. Our watermarking system meets the watermarking requirements of invisibility, robustness and security of DTV environment.