• Title/Summary/Keyword: Media Panel Data

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A Study on the Digital Divide and Life Satisfaction : Focusing on Generation, SES, and an Urban-rural Comparison (디지털 격차와 삶의 대한 만족도에 관한 연구 : 세대별, 사회경제적지위, 도시-농촌 간 비교를 중심으로)

  • Koh, Heungseok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.633-641
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    • 2017
  • This study explores how the digital divide caused by personal SES(Socio-Economic Status) eventually affect personal life satisfaction. The study also investigates the differences between living in urban and rural areas, as well as the differences among generations, with respect to the digital divide and personal life satisfaction. Based on the Korean Media Panel data produced by KISDI, this study used 9,647 national samples to obtain variables such as digital divide, and life satisfaction. Results show that personal SES is a key factor that significantly influences digital divide and life satisfaction in various degrees. Also, the study finds that the degree of the digital divide have an effect on people's life satisfaction. The findings imply that people living in urban areas are more highly used to digital media than those in rural areas regardless of their SES. The study has an implication, in terms of digital equity among generations as well as urban and rural residents.

The Effect of Digital Technologies on Adolescent Mental Health: The Role of Parenting Style and Peer Attachment (청소년의 컴퓨터 및 인터넷 이용이 정신건강에 미치는 영향: 양육방식과 또래애착의 조절효과)

  • Park, Jaeyoung;Han, Chihun;Oh, Joohyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.1-13
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    • 2019
  • This study examined the effect of digital technologies on adolescent mental health; attention deficit, aggression, depression. Furthermore, we investigated the role of parenting style and peer attachment as they might have effects on digital technologies. Using two-wave longitudinal data, we conducted longitudinal analysis from the Korean Children and Youth Panel Survey done in 2015 and 2016. Results showed that computer and internet usage for learning purpose has a positive effect on mental health, while computer games and social media have negative effects. Also, the positive effects of learning on depression indicated stronger in adolescents who felt less affection from their parents. On the other hand, the negative effects of computer games and social media could be moderated by both parenting style and peer attachment. Implications of these results and directions for future research are discussed.

Moderating Effect of Book Reading in the Relationship between Children's TV Viewing and Creativity (아동의 TV 시청 시간과 창의성 간의 관계에서 책 읽기 시간의 조절 효과)

  • Hyuna Lee;Hyunmin Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.493-500
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    • 2023
  • The current research has investigated the effect of school-aged children's TV viewing on their creativity, and examined the moderating effect of book reading in the relationship between children's TV viewing and creativity. Using data from the 10th (2017) Panel Study on Korean Children, the relationship between 9-year-old children's TV viewing, book reading, and performance on Korean Figural Creativity Test for Elementary school Student (K-FCTES) was examined. There was a significant negative correlation between children's TV viewing and creativity, and a positive correlation between children's book reading and creativity. In addition, children's TV viewing had a significant negative effect on their creativity, and children's book reading moderated this relationship. This study has its significance in that it identifies the negative effects of media exposure that needs be considered for creativity development of today's children, who are growing as digital native from birth, and it shows the importance of book reading as a factor that can control the negative effects of TV exposure.

Exploring Sociodemographics and Personality of Metaverse Users (메타버스 이용자의 인구사회학적 속성과 성격에 관한탐구)

  • Yesolran Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.217-227
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    • 2023
  • With the advent of the metaverse era, understanding individuals who engage in metaverse activities has become an important task for businesses and marketing practitioners. This study aimed to compare the socio-demographic and personality factors of metaverse non-users and users, and to ascertain the impact of these individual characteristics on use of metaverse. Cross-sectional data from 9,686 respondents aged 13 and above that extracted from the 2022 Korean Media Panel Survey were analyzed, revealing significant differences between metaverse non-users and users in terms of gender, age, education level, income level, marital status, employment status, openness to experience, extraversion, and conscientiousness. Gender, age, openness to experience, and neuroticism influenced the possibility of metaverse use. Age, education level, and openness to experience were found to impact the extent of metaverse use. These findings are expected to serve as foundational insights for businesses and marketing practitioners aiming to formulate strategies in utilizing the metaverse.

A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

Estimated Exposure Population to Hazardous Workplace Noise among Korean Workers (델파이 조사를 통한 직업적 소음 노출 규모의 추정)

  • Kim, Seung Won;Yang, Sun-Hee;Baek, Yong-Joon;Chung, Taejin;Ryu, Hyang-Woo;Kim, Eun-A
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.28 no.4
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    • pp.416-424
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    • 2018
  • Objective: The objective of this study was to estimate the numbers of employees occupationally exposed to noise according to their industry and size. Methods: A Delphi panel consisting of 15 occupational health experts estimated the exposure prevalence of noise in workplace. Data on Industrial Accident Compensation Insurance provided from Occupational Safety and Health Research Institute were combined to produce the exposure population. Results: In Korea, 16.0% of employees, 2,539,890 out of 15,838,926, was estimated to exposed to noise occupationally. The rate was 32.7% and 10.3% in manufacturing sector and non-manufacturing sector, respectively. The highest rate, 52.5%, was found in manufacturing industries of wood and of products of wood and cork(except furniture) and of other transport equipment. Sorted by their size of business, the rate was higher as the number of employee was larger in manufacturing sector. Conclusions: Compared to the same rate estimated in the US, 17.2%, the result of this study seems to be in a resonable range.

A Study on IoT/LPWA-based Low Power Solar Panel Monitoring System for Smart City (스마트 시티용 IoT/LPWA 기반 저전력 태양광 패널 모니터링 시스템에 관한 연구)

  • Trung, Pham Minh;Mariappan, Vinayagam;Cha, Jae Sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.74-82
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    • 2019
  • The revolution of industry 4.0 is enabling us to build an intelligent connection society called smart cities. The use of renewable energy in particular solar energy is extremely important for modern society due to the growing power demand in smart cities, but its difficult to monitor and manage in each buildings since need to be deploy low energy sensors and information need to be transfer via wireless sensor network (WSN). The Internet of Things (IoT) / low-power wide-area (LPWA) is an emerging WSN technology, to collect and monitor data about environmental and physical electrical / electronics devices conditions in real time. However, providing power to IoT sensor end devices and other public electrical loads such as street lights, etc is an important challenging role because the sensor are usually battery powered and have a limited life time. In this paper, we proposes an efficient solar energy-based power management scheme for smart city based on IoT technology using LoRa wide-area network (LoRaWAN). This approach facilitates to maintain and prevent errors of solar panel based energy systems. The proposed solution maximizing output the power generated from solar panels system to distribute the power to the load and the grid. In this paper, we proved the efficiency of the proposed system with Simulink based system modeling and real-time emulation.

Effects of Online Engagement on Uses of Digital Paid Contents (온라인 관여가 디지털 유료 콘텐츠 이용에 미치는 영향)

  • Yang, JungAe;Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.468-481
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    • 2018
  • This study aims to empirically investigate how users' online engagement behaviors predict their uses of paid contents. To this end, the data from the 2016 Korean Media Panel Survey, which has been conducted annually by the Korea Information Society Development Institute(KISDI), were analyzed. Major findings(N=8.313) were as follows. First, the active type of online engagement(e.g., posting, commenting), which contributes to direct creation of online contents, was the most powerful predictor to explain the DV. On the other hand, relatively passive actions of user engagement(e.g., sharing, endorsing, voting) turned out to have no significant effects on the uses of paid contents, just as personality traits and online privacy concerns did. Based on these results, it is recommended that online contents or platform service providers should try to establish clearly-targeted marketing strategies, after thoroughly collecting and analyzing the data of users' various online behaviors.

Moderating Effect of Internet Activity on Privacy Attitude and Expectations of the fourth Industrial Revolution

  • Park, Seungbae;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.253-258
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    • 2021
  • In this study, we explored consumers' the privacy attitudes and Internet activities on the expectations of the fourth industrial revolution. Furthermore, we examined the moderating effect of Internet activities between the privacy attitudes and the expectations of the fourth industrial revolution. Research data are 2018 Korea media panel survey provided by Korea Information Society Development Institute. As a result, concerns about privacy were negative on the expectations of the fourth industrial revolution. Consumer's internet activities had a positive effect on the expectations of the fourth industrial revolution. Concerns about privacy have a negative effect on the expectations of the fourth industrial revolution, but active internet activities have mitigated it or turned it into a positive. This study will contribute as basic data for more active responses in the economic structure facing the 4th industrial revolution.

A Study on Movie Consumption and Concentration Trends in Theaters and Online (극장과 온라인의 영화 소비와 소비집중도 추세에 관한 연구)

  • Kim, Jun Sung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.170-179
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    • 2022
  • In the theater-based movie industry, it is known that the diversity of movie consumption is hindered due to concentrated consumption. This study extends the existing discussions on the concentration of movie consumption in theaters to the concentration of online movie consumption. In addition, the study analyzes the impact of Covid-19 pandemic on movie consumption and the concentration thereof. For analysis, panel data for the period from 2012 through 2021 were collected by utilizing the box office data of the Korean Film Council. As a result of the analysis, it was found that the concentration of consumption by movie, country, and genre was higher in theaters than online. Further, the concentration of movie consumption has increased both in theaters and online until the outbreak of Covid-19 pandemic. During the Covid-19 pandemic period, the size of consumption has decreased both in theaters and online, while the concentration of consumption by movie online has increased. The result of this study implies a need for policy-level efforts to convert the trend of consumption concentration for long-term development of the movie industry with secured diversity of movie consumption, and for this, the study suggests that the use of online media would be useful.