• Title/Summary/Keyword: Media Types

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A Study on the Collection and Application Measures for Media Platform Based Materials (매체 플랫폼 기반 자료의 수집 및 적용 방안 연구)

  • Younghee Noh;Youngmi Jung;Aekyoung Son;Inho Chang;Hyunju Cha
    • Journal of Korean Library and Information Science Society
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    • v.55 no.1
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    • pp.193-214
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    • 2024
  • This study aimed to propose a method for collecting and applying media platform based materials at the National Library of Korea. Firstly, we analyzed the current status and limitations of data collection based on domestic media platforms, including the National Library of Korea. Secondly, a literature review method was used to investigate the current status and types of digital content based on media platforms. Thirdly, we identified the types of materials based on media platforms that are not currently included in the National Central Library's online material collection guidelines through the examination of cases from major overseas libraries. Fourthly, after reviewing technical and legal elements such as the definition of collection targets and scope for each new media, and collection methods, we established collection criteria. Fifthly, based on the research results, the policies proposed in this study are as follows: 1) there is a need to establish a clear legal basis for the collection of media platform based materials; 2) the development and presentation of collection guidelines for media platform based materials is necessary; 3) the development of collection tools and infrastructure for media platform based materials is required; 4) for the collection of media platform based materials, it is necessary to obtain permission for collection from targeted social media organizations, and to cooperate in linkage with organizations that produce and service extended reality content; 5) for the service activation of media platform based materials, it is necessary to improve accessibility for the usage activation of these materials, to enhance the content extensibility and ease of use of the e-deposit system including extended reality content, and to advance and construct spaces for reproducing extended reality content.

The Study on the Analysis of the Rate of Information Acquisition and the Observation Time shown at the Observation of Interior Space (실내공간의 주시에 나타난 정보획득률과 주시시간 분석에 관한 연구)

  • Choi, Joo-Young;Kim, Joo-Hyun;Choi, Gae-Young;Lee, Jeong-Ho;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.183-191
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    • 2011
  • This study is to set up the appropriate range of observation time through contemplating the characteristics of observation time run for the information acquisition of space. The conclusions reached through this study are as the followings. First, this study could find out that even though the evaluation elements on the three types for image evaluation were the same, the information acquisitions were different as those types varied. On the other hand, the change of the average run-time by type for the information acquisition was found not to be big, in other words, even though the run-time was alike, the information acquisitions varied depending on the type. Second, he evaluation by language media showed the average value by element had the order of [shape>position>number>existence] and the range of their run-time was 94.6~102.9 seconds. The average rate of information acquisition shown at the visual media had the order of [composition>shape>material&color] and the range of run-time was 93.1~99.7 seconds. Third, the evaluation by language media showed that for male subjects the range of information acquisition rate was 39.1~91.4% and that of run-time 85.1~106.0 seconds and for female ones 46.0~94.6% and 96.3~112.3 seconds respectively. In case of the visual media, male subjects showed the range of information acquisition rate was 40.3-66.7% and the range of run-time 82.4~97.9 seconds and the female ones, 42.2~71.0% and 94.0~115.1 seconds respectively, through which we could see that at the evaluation by language media and visual media both the female's range of information acquisition and that of observation time were higher than the male's.

The Effects of Advertising with Social Media Participation Attitude as Fashion Brand Communities and UCC (패션브랜드 커뮤니티와 동영상 UCC 소셜 미디어 참여행동이 광고효과에 미치는 영향)

  • Lee, Ji-Hyun;Lee, Seung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.8
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    • pp.877-889
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    • 2011
  • This study investigates the effects of social media's fashion advertisements. A survey was taken among men and women in their twenties who had experiences with fashion brand social media. A total of 270 questionnaires were used in this analysis. The results are as follows: First, the factors of content and pursuit of information had positive (+) impacts on advertisement attitude for both men and women in the fashion brand communities. Only the pursuit of information had positive (+) effects on men's brand attitude; however, economy, self-satisfaction, and the pursuit of information influenced women's brand attitude and purchase intention. Secondly, in fashion brand video UCCs, pursuit of information and the formation of relationships had positive (+) impacts on men and women, respectively. The formation of relationships had positive (+) impacts on men's brand attitude; however, the formation of relationships and the pursuit of information influenced women's brand attitude. The pursuit of information and formation of relationships had a positive (+) influences on men's and women's purchase intention, respectively. Men had differences in the pursuit of information and advertisement attitude in the two types of fashion brand communities and video UCCs; however, women had differences in economy and self-satisfaction, advertisement attitude, and brand attitude in the two types. The study results provide basic data by examining men and women in their twenties who have easy access to the Internet for advertisement attitude, brand attitude, and purchase intention in social media as an online fashion advertising media as well as useful information for establishing marketing strategies.

An Exploratory Study of the Influence of Cultural Capital on the Political Information Acquisition (문화자본이 정치정보 획득에 미치는 영향에 대한 탐색적 연구)

  • Park, Keun-Young
    • Informatization Policy
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    • v.22 no.2
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    • pp.57-74
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    • 2015
  • This research has been performed in order to investigate the probability that cultural factors in everyday life affect individuals' political behaviors. Using the data collected from 2014 Seoul mayoral election, it analyzes how the degree to which individuals have various cultural capital influences their types of political information acquisition through media. The outcomes suggest following three. First, the more cultural capital individuals have, the more active they are in obtaining political information using diverse media. Second, those who mark high score in the self-cognitive area of cultural capital, such as cultural preferences and cultural tastes, tend to gather political information throughout formal news-oriented media such as on-line news, TV, and newspapers. Third, when types of media are classified into old and new, those who have a variety of cultural capital are likely to prefer new media as their major source of political information acquisition.

Comparative Study on the Educational Use of Home Robots for Children

  • Han, Jeong-Hye;Jo, Mi-Heon;Jones, Vicki;Jo, Jun-H.
    • Journal of Information Processing Systems
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    • v.4 no.4
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    • pp.159-168
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    • 2008
  • Human-Robot Interaction (HRI), based on already well-researched Human-Computer Interaction (HCI), has been under vigorous scrutiny since recent developments in robot technology. Robots may be more successful in establishing common ground in project-based education or foreign language learning for children than in traditional media. Backed by its strong IT environment and advances in robot technology, Korea has developed the world's first available e-Learning home robot. This has demonstrated the potential for robots to be used as a new educational media - robot-learning, referred to as 'r-Learning'. Robot technology is expected to become more interactive and user-friendly than computers. Also, robots can exhibit various forms of communication such as gestures, motions and facial expressions. This study compared the effects of non-computer based (NCB) media (using a book with audiotape) and Web-Based Instruction (WBI), with the effects of Home Robot-Assisted Learning (HRL) for children. The robot gestured and spoke in English, and children could touch its monitor if it did not recognize their voice command. Compared to other learning programs, the HRL was superior in promoting and improving children's concentration, interest, and academic achievement. In addition, the children felt that a home robot was friendlier than other types of instructional media. The HRL group had longer concentration spans than the other groups, and the p-value demonstrated a significant difference in concentration among the groups. In regard to the children's interest in learning, the HRL group showed the highest level of interest, the NCB group and the WBI group came next in order. Also, academic achievement was the highest in the HRL group, followed by the WBI group and the NCB group respectively. However, a significant difference was also found in the children's academic achievement among the groups. These results suggest that home robots are more effective as regards children's learning concentration, learning interest and academic achievement than other types of instructional media (such as: books with audiotape and WBI) for English as a foreign language.

Analysis of Visual Attention in Bank Brand Logo using Eye-Tracking (시선추적장치를 활용한 은행 브랜드 로고의 시각적 주의집중도 분석 연구)

  • Park, Min Hee;Hwang, Mi Kyung;Kim, Chee Yong;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1210-1218
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    • 2020
  • This study selected brand logos of six South Korean and Chinese banks including KB, IBK, SH, ICBC, ABC, and SISB, conducted Eye Tracking experiment among 36 South Korean and Chinese university students(Nine male and female students, respectively), and analyzed the difference of visual attention of consumers on bank brand logo, symbol, Korean/Chinese character logo types as well as the difference of visual attention of these consumers on English logo types. Results were represented by using statistics and visualization including GAZEPLOT, HEATMAP, and visual expression. Results showed that most generally gazed logo types more often and longer than symbols when they watched bank brand logos. A slight difference was observed between both groups in terms of gazing English logo types. This study has a implication that it proposed the possibility of drawing quantitative and reliable outcomes by utilizing eye tracking device and approaching in an objective standpoint beyond a methodological aspect on bank brand logo primarily leaning over the analysis of case research or design development. Moreover, findings are expected to serve as basic data for proposing the direction of special bank brand logo design and marketing strategies.

A Study of the Classification and Application of Digital Broadcast Program Type based on Machine Learning (머신러닝 기반의 디지털 방송 프로그램 유형 분류 및 활용 방안 연구)

  • Yoon, Sang-Hyeak;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.119-137
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    • 2019
  • With the recent spread of digital content, more people have been watching the digital content of TV programs on their PCs or mobile devices, rather than on TVs. With the change in such media use pattern, genres(types) of broadcast programs change in the flow of the times and viewers' trends. The programs that were broadcast on TVs have been released in digital content, and thereby people watching such content change their perception. For this reason, it is necessary to newly and differently classify genres(types) of broadcast programs on the basis of digital content, from the conventional classification of program genres(types) in broadcasting companies or relevant industries. Therefore, this study suggests a plan for newly classifying broadcast programs through using machine learning with the log data of people watching the programs in online media and for applying the new classification. This study is academically meaningful in the point that it analyzes and classifies program types on the basis of digital content. In addition, it is meaningful in the point that it makes use of the program classification algorithm developed in relevant industries, and especially suggests the strategy and plan for applying it.

A research for Social Learning method of using Social Media (소셜 미디어를 활용한 소셜 러닝 체제 연구)

  • Chang, Il-Su;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.233-240
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    • 2011
  • Social Media is the open online tool and media platform for sharing and participation of users opinion, experience, viewpoiont, so general situation that is one-side flowing from production to consume doesn't act, and while use of two-way, user create contents use of sharing and participation. This social media include Blog, Social Network Service(SNS), Wiki, User Create Contents(UCC), Micro Blog, 5 types. In broad terms, Social Learning is self-learning that user sharing with coperation and collective intelligence through Social Media, and in few wards Social Learning is learning for Social Media. In this research, we define Social Media and Social Learning, and research of method of use of Elementary Education.

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The Effects of Presented Media Types on Spatial Cognition Task Performance in Preschool Children

  • Kim, Bokyung;Pack, Yun Hyun;Yi, Soon Hyung
    • Child Studies in Asia-Pacific Contexts
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    • v.7 no.1
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    • pp.27-38
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    • 2017
  • As the use of digital media is becoming more universal and is being used in early-childhood education, understanding the effects of digital media on development is required. The purpose of this study was to examine whether child performance on a spatial cognition task depends on the type of media used to present the task and if the effect of media type is different depending on child's age and sex. To do this, a spatial cognition task set (consisting of direction, rotation, symmetry, conjugation, and part/whole tasks) was prepared, and these tasks were presented to 60 3-, 4-, and 5-year-old children using paper- and tablet-based measures. Our results showed that the correct answer rate of task performance differed significantly when completing the task on a tablet than when completing the task on paper. Generally, response times when completing the tasks on a tablet was significantly shorter than when completing the tasks on paper. Although there was no interaction between the type of media and age, and partial interaction was found between the type of media and sex. This result implies an influence of digital stimulation on child performance on the spatial cognitive task. This study provides a basic understanding for follow-up studies to examine the consequences of exposure to digital stimulation.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.