• 제목/요약/키워드: Media Richness Theory

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상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로 (A Theory of Intermediality and its Application in Peter Greenaway's )

  • 박기현
    • 비교문화연구
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    • 제19권
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    • pp.39-77
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    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.

개인의 업무 네트워크 특성에 따른 동시적 CMC의 영향 : 매체 동시성 이론 관점 (The Effect of Synchronous CMC Technology by Task Network: A Perspective of Media Synchronicity Theory)

  • 김민수;박철우;양희동
    • Asia pacific journal of information systems
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    • 제18권3호
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    • pp.21-43
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    • 2008
  • The task network which is formed of different individuals can be recognized as a social network. Therefore, the way to communicate with people inside or outside the network has considerable influence on their outcome. Moreover, the position on which a member stands in a network shows the different effects of the information systems supporting communication with others. In this paper, it is to be studied how personal CMC (computer-mediated communication) tools affect the mission that those who work for a network perform through diverse task networks. Especially, we focused on synchronicity of CMC. On this score, the perspective of Media Synchronicity Theory was taken that had been suggested by criticizing Media Richness Theory. It is the objective, from this perspective, to find which characteristics of networks make the value of IT supporting synchronicity high. In the research trends of social networks, there have been two traditional perspectives to explain the effect of network: embeddedness and diversity ones. These differ from the aspect which type of social network can provide much more economic benefits. As similar studies have been reported by various researchers, these are also divided into the bonding and bridging views which are based on internal and external tie, respectively, Size, density, and centrality were measured as the characteristics of personal task networks. Size means the level of relationship between members. It is the total number of other colleagues who work with a specific member for a certain project. It means, the larger the size of task network, the more the number of coworkers who interact each other through the job. Density is the ratio of the number of relationships arranged actually to the total number of available ones. In an ego-centered network, it is defined as the ratio of the number of relationship made really to the total number of possible ones between members who are actually involved each other. The higher the level of density, the larger the number of projects on which the members collaborate. Centrality means that his/her position is on the exact center of whole network. There are several methods to measure it. In this research, betweenness centrality was adopted among them. It is measured by the position on which one member stands between others in a network. The determinant to raise its level is the shortest geodesic that represents the shortest distance between members. Centrality also indicates the level of role as a broker among others. To verify the hypotheses, we interviewed and surveyed a group of employees of a nationwide financial organization in which a groupware system is used. They were questioned about two CMC applications: MSN with a higher level of synchronicity and email with a lower one. As a result, the larger the size of his/her own task network, the smaller its density and the higher the level of his/her centrality, the higher the level of the effect using the task network with CMC tools. Above all, this positive effect is verified to be much more produced while using CMC applications with higher-level synchronicity. Among the a variety of situations under which the use of CMC gives more benefits, this research is considered as one of rare cases regarding the characteristics of task network as moderators by focusing ITs for the operation of his/her own task network. It is another contribution of this research to prove empirically that the values of information system depend on the social, or comparative, characteristic of time. Though the same amount of time is shared, the social characteristics of users change its value. In addition, it is significant to examine empirically that the ITs with higher-level synchronicity have the positive effect on productivity. Many businesses are worried about the negative effect of synchronous ITs, for their employees are likely to use them for personal social activities. However. this research can help to dismiss the concern against CMC tools.

의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구 (A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities)

  • 전수경;남경숙
    • 한국실내디자인학회논문집
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    • 제24권4호
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    • pp.3-13
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    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로- (Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students-)

  • 최유미;유현정;이혜선;김은정;장하리
    • 한국콘텐츠학회논문지
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    • 제13권10호
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    • pp.92-102
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    • 2013
  • 지속적으로 진화하고 있는 휴대용 모바일기기는 오늘날, 사전 상에서 정의되는 커뮤니케이션의 기능을 넘어 엔터테인먼트의 기능 및 인포메이션의 기능까지 그 기능이 매우 방대해 졌다. 특히 한국은 새로운 기술을 보다 적극적인 자세로 받아들이는 성향을 보이고 있음에 따라 모바일기기의 내부 기능과 외부 디자인으로 구분되어지는 3세대 피쳐폰과 4세대 스마트폰의 사용행태를 비교 탐구해볼 시점이다. 본 연구는 오늘날의 모바일기기가 다양한 사용목적을 위한 매체로 활용됨에 따라 사용행태에 영향을 미치는 요인과 매체를 어떻게 활용하는지를 매체 풍요도 이론과 정교화가능성 모델의 관점에서 설명하였으며 연구방법으로 적용한 사례연구방법론은 20대 전반 대학생들 가운데 만 20세~24세 사이의 여학생을 중심으로 조사대상자 그룹을 선정하여 모바일 기기 세대별 사용 행태 변화를 감지하였다. 세대별 진화에 따른 모바일 기기 사용 행태는 보다 오프라인의 실생활 방식 및 인간관계와 유사해지며, 사용 행태의 변화양상은 앞으로 개발될 개인 휴대용 모바일 기기의 발전 방향이 모든 영역에 있어 보다 현실 속 모습과 같은 정서적 연대를 위한 사용자를 닮은 휴머니티가 강조된 모습으로 이루어질 것이라 추측된다.

가상 팀의 교류활성기억 시스템과 팀 성과의 관계 : 가상 팀 속성을 선행요인으로 (Transactive Memory System of a Virtual Team : Theoretical Exploration and Empirical Examination)

  • 신경식;서아영
    • 한국전자거래학회지
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    • 제15권2호
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    • pp.137-166
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    • 2010
  • 가상 팀은 구성원들이 지리적으로 떨어져 있고 기술로 매개된 환경하에서 주로 협업하기 때문에 대면접촉을 위주로 하는 전통적인 팀에 비하여 팀의 교류활성기억 시스템 (Transactive Memory System:TMS) 구축이 더욱 중요한 것으로 간주되고 있다. 본 연구의 목적은 TMS 이론을 중심으로 이론적 고찰 및 선행 변수를 탐색함으로써, 가상 팀의 효과적인운영을 위한 학문적 실무적 시사점을 제공하는 것이다. 이를 위하여 문헌조사를 통하여 가상 팀의 성과를 예측하는 이론적 모형을 개발하였다. 먼저 TMS를 구성하는 세가지 요인, 즉 (1) 전문성 파악, (2) 업무조정, (3) 인지기반 신뢰를 도출하였다. 그리고 TMS의 선행변인으로는 (1) 지각된 매체 풍부성, (2) 네트워크 연결강도, (3) 공유된 규범, (4) 지리적 거리등을 도출하였다. 제시된 이론적 모형을 검증하기 위하여 179개의 가상 팀을 대상으로 경로분석을 실시하였다. 분석결과, 가상 팀의 TMS를 구성하는 세가지 요인, 전문성 파악, 업무조정, 인지기반 신뢰는 가상 팀의 성과를 예측하는 결정적인 요인인 것으로 나타났다. 또한 TMS의 선행변인으로 제시된 지각된 매체 풍부성은 인지기반 신뢰에 유의한 정의 영향을 미치며, 네트워크 연결강도는 업무조정과 인지기반 신뢰에 유의한 정의 영향을 미치는 것으로 나타났다. 반면, 공유된 규범은 가상 팀의 교류활성기억시스템 구성 요인 세 가지 모두에 유의한 정의 영향을 미치는 것으로 나타났다. 예상과 달리, 구성원들 간의 지리적 거리는 TMS 세 가지 구성 요소 모두에 유의한 영향을 미치지 않았다.