• Title/Summary/Keyword: Media Studies

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Research on Secure Keypads for Mobile Devices with Stretchable Displays (스트레처블 디스플레이가 적용된 모바일 기기의 보안 키패드 연구)

  • Dongmin Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.885-890
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    • 2024
  • This study proposes a secure keypad structure that can adapt to screen changes in mobile devices equipped with stretchable display. For this purpose, we compared and analyzed the authentication methods applied to current rigid form factor smartphones with those applied to rollable and bendable display based smartphones, which are the previous stages of stretchable display. Based on the results of this analysis, we identified potential user convenience and security safety issues that may arise in the form factor structure for smart wallets, multitasking, screen expansion and media viewing, and gaming and entertainment applications where stretchable displays will be applied, then proposed a security keypad structure for these form factors. Our keypad structure provides enhanced user convenience and security compared to the structures applied in the smartphone environment based on the conventional rigid display form factor and rollable, bendable display form factor.

Mukbang and Cookbang watching and dietary behavior in Korean adolescents

  • Jimin Sung;Jae-Young Hong;Jihong Kim;Jihye Jung;Seoeun Choi;Ji Yun Kang;Mi Ah Han
    • Nutrition Research and Practice
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    • v.18 no.4
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    • pp.523-533
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    • 2024
  • BACKGROUND/OBJECTIVES: Given that adolescents watch Mukbang (eating broadcast) more frequently than other age groups, interest in the potential health effects of watching Mukbang and Cookbang (cooking broadcast) is growing. This study aimed to determine the status of watching Mukbang and Cookbang among Korean adolescents and its relationship with their dietary behaviors. SUBJECTS/METHODS: We used data from the 18th Korea Youth Risk Behavior Survey, conducted in 2022 (n = 51,850). The study included the frequency of watching Mukbang and Cookbang and the self-rated impact of watching them. Dietary behaviors included consumption of the following items: fruits (≥ once a day), vegetables (≥ 3 times a day), fast foods (≥ 3 times a week), late-night snacks (≥ 3 times a week), caffeinated drinks (≥ 3 times a week), and sweet-flavored drinks (≥ 3 times a week). Furthermore, obesity, weight loss attempts during the past 30 days, body image distortion, and inappropriate methods to control weight were also included. RESULTS: Among adolescents, 70.6% watched Mukbang and Cookbang, and 13.2% watched them more than 5 times a week. Approximately 27.6% of the adolescents responded that they were influenced by watching Mukbang and Cookbang. Adolescents who frequently watched Mukbang and Cookbang consumed less vegetable and fruit; however, the likelihood of consuming fast food, late-night snacks, sugary drinks, and caffeinated drinks increased. In addition, they were more likely to attempt inappropriate weight-loss methods and become obese. Adolescents who responded that their eating habits were influenced by watching Mukbang and Cookbang were more likely to have unhealthy eating behavior compared to the group who responded that their habits were not influenced by these shows. CONCLUSION: Watching Mukbang and Cookbang is common among Korean adolescents and is associated with unhealthy dietary behaviors. Prospective studies, including broadcasting content, should evaluate the impact of Mukbang and Cookbang on health.

Effect of Virtual Influencer Attributes on Consumer Purchase Intentions : Evidence from Chinese Internet Consumers (가상 인플루언서 특성이 소비자 구매의도에 미치는 영향 : 중국 인터넷 소비자를 대상으로 한 실증연구)

  • Niu, Yanqi;Song, Hyo-jung;Kim, Tae-ha
    • Journal of Venture Innovation
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    • v.7 no.2
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    • pp.57-76
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    • 2024
  • A virtual influencer is a digital artifact that primarily operates on social media and acts like the human influencer. This study investigate how the attractiveness and reputation of virtual influencers affect consumers' purchase intentions. Based on previous studies, we developed a research model and questionnaire, and analyzed a total of 371 survey questionnaires using a structural equation model. The study results show that reputation positively affect attachment, imitation desire, and interaction, while attractiveness positively influence attachment and imitation desire but not interaction. Lastly, purchase intention was positively influenced by imitation desire, attachment, and interaction; which indicates that attractiveness, reputation, and interactivity are crucial factors in virtual influencer implementation strategies. The quality and reliability of contents provided by virtual influencers are essential not only for gaining popularity but also for maintaining a good reputation. Additionally, continuous interaction is necessary in order to foster close relationships with consumers. A few practical insights are presented for firms considering to implement a virtual influencer.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

A Study on the Snack Culture Phenomenon in YouTube Shorts : Focused on Users' Perceived Value (유튜브 쇼츠(Youtube Shorts)의 스낵컬처(Snack Culture)현상 요인 분석: 사용자의 인지된 가치를 중심으로)

  • Won Jin Hong;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.193-203
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    • 2024
  • This study analyzes user behavior on YouTube Shorts within snack culture and proposes short-form video production strategies by identifying key value factors. Prior research identified seven characteristics (playfulness, time killing, information provision, social presence, interactivity, escapism, conciseness) and criteria based on the 5W1H principles. Surveys and interviews revealed that key user values are playfulness, time killing, conciseness, and interactivity. Users engage without specific purposes, watch 10-20 consecutive pieces selectively, and use it in comfortable environments. This research provides insights for understanding user behavior and short-form video production strategies.

A Study on the Design Proposal of Audience Character in Metaverse Music Performance Hall (메타버스 음악 공연장에서 관객 캐릭터 디자인 제안 연구)

  • Chan Song;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.659-666
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    • 2024
  • This study proposed the design of audience characters to increase the interactivity between audiences who enjoy music performances in the metaverse. As a research method, domestic and foreign performance videos were investigated, classified according to genre and scale, and facial expressions, gestures, and tools required for interaction were analyzed. As for the facial expressions of the audience characters in the metaverse performance, the facial expressions of cheers and appreciation were added to the nine facial expressions suggested in previous studies. Gestures were organized into 7 gestures after reviewing the video of the case performance, and new gestures were added that could reflect the interaction characteristics of the audience well. The tool classified and organized various tools found in the surveyed performance video by type, and designed and proposed them appropriately. In addition, the body ratio and shape of the characters were appropriately adjusted so that the audience could interact more naturally. The results of this study are expected to contribute to enhancing interaction among audiences by presenting a basic guide to character design for music performances in the metaverse.

Studying the Perception and Effectiveness of Elevator TV Advertising: An Experimental Approach and EEG Analysis (엘리베이터 TV 광고의 인지 및 효과에 관한 연구: 실험적 접근과 EEG 분석)

  • So-Hyun Lee;Sang-Hyeak Yoon
    • Knowledge Management Research
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    • v.25 no.3
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    • pp.253-278
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    • 2024
  • The emergence of digital platforms and advancements in technology are driving changes in the advertising market. In particular, as the Digital Out of Home (DOOH) field establishes itself as a new media, the market for advertising through TV screens installed inside elevators is growing. However, there is a lack of relevant research and empirical studies on this topic. Therefore, this study aims to empirically verify consumer perceptions and advertising effectiveness of elevator TV advertising and identify the key factors influencing its effectiveness. To achieve this, the characteristics and effects of elevator TV advertising were analyzed from various angles through exploratory research, scenario-based surveys, and EEG analysis. The results show that elevator TV advertising enhances consumer awareness and enables effective delivery of advertising messages. Furthermore, this study derives the main factors influencing advertising effectiveness and provides a foundation for advertisers to establish more effective advertising strategies. This research contributes to expanding the literature in related fields by increasing the understanding of elevator TV advertising and empirically verifying its effectiveness. It is also expected to help creators and advertisers of elevator TV advertising develop more effective advertising strategies.

A Framework for Acquiring Online Digital Evidence (원격지 디지털증거 수집을 위한 프레임워크)

  • 서강윤;이상진
    • Journal of Digital Forensics
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    • v.13 no.4
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    • pp.231-244
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    • 2019
  • Digital evidence is crucial to issues that require not only cybercrime but also to prove the facts of the cyber environment. While digital evidence has traditionally been collected from physically specific media, it is often impossible to specify the physical location of the data as cloud and distributed processing technologies evolve, requiring a ways of collecting data remotely. However, existing procedures or rules for collecting data from remote locations only emphasize fundamental conditions such as integrity and audit tracking, but there are many ambiguity when applied to actual collection. In addition, the threat of falsification that occurs when collecting data from remote locations was not considered. In this paper, we propose a framework that can ensure the reliability of the collection environment and the reliability of the network to show that it has not been falsified and that data that exists remotely has been collected as it was originally. It also implements this framework as a virtual environment and collects digital evidence from remote locations through case studies to discuss its effectiveness.

Effects of Culture Media and Oxygen Concentration on In Vitro Development of Porcine IVM/IVE Embryos (배양액 및 산소농도가 돼지 체외수정란의 발달에 미치는 영향)

  • Choe, C.Y.;Choe, S.R.;Choi, S.H.;Kim, H.J.;Han, M.H.;Kang, D.W.;Shin, Y.W.;Han, J.H.;Son, D.S.
    • Journal of Embryo Transfer
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    • v.22 no.3
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    • pp.155-160
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    • 2007
  • During in vitro culture of mammalian oocytes and embryos, the cells are exposed to the risks that cause cell injury or death. Numerous studies have been reported that the cell injury may be induced by the action of free radicals generated by auto-oxidation. This study was undertaken to investigate the optimal culture condition system for in vitro culture of porcine embryos. We first evaluated the effect of culture media on the porcine embryo development. NCSU-23 and PZM-5, culture medium tested, were failed to produce significant difference on the rate of blastocyst formation. In NCSU-23, the developmental rate was slightly higher than that in PZM-5. During in vitro maturation (IVM), fertilizaton (IVF), and culture (IVC) under 5 or 20% oxygen ($O_2$), the rates of cleavage and development were insignificantly different from each other under our culture condition (20% $O_2$, in NCSU-23), the mean cell number per blastocyst was $40{\pm}10$. These results showed that medium and $O_2$ concentration had no significant effect on the development of porcine embryos.

Studies on the In Vitro Fertilization and In Vitro Development of Porcine Embryos in Different Culture System (여러 가지 배양조건에서 돼지 난포란의 체외수정 및 체외발달에 관한 연구)

  • Kim, Jae-Young;Park, Hyang;Kim, Jae-Myung;Lee, Jung-Hyung;Park, Heum-Dae
    • Journal of Embryo Transfer
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    • v.19 no.1
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    • pp.19-25
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    • 2004
  • The objective of this study was to optimize the selection of sperm, optimal culture system of in vitro derived porcine embryos. The results obtained were summarized as follows: 1. When oocytes were inseminated with liquid sperm and frozen-thaw sperm, the cleavaged rate of liquid sperm (46.2%) was higher than that of frozen-thaw sperm (39.7%), however there were not show significant different each other. The blastocyst rates of liquid sperm (15.8%) was significantly higher than that of frozen-thawed sperm (9.3%)(P< 0.05). 2. When oocytes were inseminated with epididymal sperm after 1, 2 and 3 day storage, the cleavaged rate of epididymal sperm after 1, 2 and 3 day storage was 60.5, 61.0 and 56.8% respectively. The morulae (17.4, 19.9 or 17.3%) and blastocyst (8.7, 15.4, 11.3%) rate of epididymal sperm after 1, 2 and 3 day storage was no significantly respectively(P< 0.05). 3. In vitro developed to cleavaged rate of G1.3/G2.3 media used for culture was significantly(P< 0.05) higher as 62.1% compared with the results using the media NCSU23(52.8), however in vitro developed to blastocyst rate of NCSU23(11.6%) media was significantly(P< 0.05) higher than that'of G1.3/G2.3(4.7%). 4. When the fertilized oocytes were cultured with NCSU23 in addition to 1 mM glutathione(GSH), the cleavaged rate of treated groups of GSH(62.3%) was significantly higher than that of control(53.5%) respectively(P< 0.05). And in vitro developed to blastocyst rates of treated groups of GSH(15.6%) was higher than that of control(12.6%) however, there was no significant difference(P< 0.05).