• Title/Summary/Keyword: Media context

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An Analysis of Image Use in Twitter Message (트위터 상의 이미지 이용에 관한 분석)

  • Chung, EunKyung;Yoon, JungWon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.75-90
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    • 2013
  • Given the context that users are actively using social media with multimedia embedded information, the purpose of this study is to demonstrate how images are used within Twitter messages, especially in influential and favorited messages. In order to achieve the purpose of this study, the top 200 influential and favorited messages with images were selected out of 1,589 tweets related to "Boston bombing" in April 2013. The characteristics of the message, image use, and user are analyzed and compared. Two phases of the analysis were conducted on three data sets containing the top 200 influential messages, top 200 favorited messages, and general messages. In the first phase, coding schemes have been developed for conducting three categorical analyses: (1) categorization of tweets, (2) categorization of image use, and (3) categorization of users. The three data sets were then coded using the coding schemes. In the second phase, comparison analyses were conducted among influential, favorited, and general tweets in terms of tweet type, image use, and user. While messages expressing opinion were found to be most favorited, the messages that shared information were recognized as most influential to users. On the other hand, as only four image uses - information dissemination, illustration, emotive/persuasive, and information processing - were found in this data set, the primary image use is likely to be data-driven rather than object-driven. From the perspective of users, the user types such as government, celebrity, and photo-sharing sites were found to be favorited and influential. An improved understanding of how users' image needs, in the context of social media, contribute to the body of knowledge of image needs. This study will also provide valuable insight into practical designs and implications of image retrieval systems or services.

A Rhetoric of Naming in Korean Newspapers: A Socio-Constructive Meaning of the 'Split of National Opinion' As an Ultimate Term (한국 신문 속 명명하기의 수사학: 승부수 언어(ultimate term)로서의 '국론 분열'의 사회구성적 의미)

  • NamGung, Eun-Jeong;Shin, Seong-Gene;Lee, In-Hee
    • Korean journal of communication and information
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    • v.43
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    • pp.314-358
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    • 2008
  • This study examined how the meaning of news stories covering the split of national opinion was constructed in the media to represent social conflicts. To clarify the function of the term 'split of national opinion' as an ultimate term, this study examined the meaning of the term in the context of both text and society. Ten newspapers were included in the content analysis. The frequency of words used for the purpose of metaphor and equivalent in describing the split of national opinion was calculated to determine their meaning in the textual context. The frequency of incidents and subjects involved in allegedly causing the split of national opinion was calculated to determine their meaning in the social context. The results of this study are summarized as follows: First, the term 'split of national opinion' was coined by the newspapers as a metaphor of disease, disaster, and cost. The attitudes or the ways in which the split of national opinion was dealt with were generally negative and passive. Second, the term 'split of national opinion' was dealt with an equivalent status of such terms as national policy, national loss, societal problems, and ideology. Third, each newspaper reported that the split of national opinion had been caused by certain subjects, which indicates that each newspaper had its own position of viewing who was the key player in splitting the national opinion. The implication was also discussed that the use of the ultimate term would incur the unbalance of power between participants and the existing players, which would make individuals or groups who were involved in the social actions excluded and make the newspapers exercise the rhetorical power as news media.

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Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Flexible Mobile-Geofence to support Connected-Cars Technology (커넥티드 카 기술을 지원하는 가변적 모바일 지오펜스)

  • Eom, Young-Hyun;Choi, Young-Keun;Yoo, HyunMi;Cho, Sungkuk;Jeon, Byungkook
    • Smart Media Journal
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    • v.6 no.3
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    • pp.89-94
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    • 2017
  • The existing geofences provide only context-awareness service for entering or leaving the set region when a user sets a virtual region for his/her PoI(Point of Interest). Applying the mobile-geofence technology to the connected car technology, which is attracting attention as a next generation technology, it is possible to provide application service without additional infrastructure construction cost However, to do this, we need to expand and improve the functions of traditional geofence. In this paper, we propose and implement a flexible mobile-geofence in which the radii of each geofence applied to vehicles is changed according to context-aware in order to support connected cars technology based on the previously studied mobile three-dimensional geofence system. The proposed flexible mobile-geofence shows experimentally that the region of the geofence is changed according to context-aware of itself and its surroundings after applying a flexible decision algorithm by the flexible factor analysis. In the future, we are expected that the flexible mobile-geofence proposed in this paper will be applied not only to connected-cars technology but also to the application technology of V2X(Vehicle to Everything) for safe and efficient vehicle operation.

Online-Based Local Government Image Typology: A Case Study on Jakarta Provincial Government Official YouTube Videos

  • Pratama, Arif Budy
    • Journal of Contemporary Eastern Asia
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    • v.16 no.1
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    • pp.1-21
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    • 2017
  • The Jakarta Provincial Government utilizes the YouTube channel to interact with citizens and enhance transparency. The purpose of this study is to explore online perceptions of local government image perceived by online audiences through the YouTube platform. The concepts of organizational image and credibility in the political image are adapted to analyze online public perceptions on the Jakarta Provincial Government image. Using the video summarization approach on Three hundred and forty-six official YouTube videos, which were uploaded from 1 March 2016 to 31 May 2016, and content analysis of Eight thousand two hundred and thirty-seven comments, this study shows both political and bureaucratic image emerge concurrently in the Jakarta Provincial Government case. The typology model is proposed to describe and explain the four image variations that occurred in the case study. Practical recommendations are suggested to manage YouTube channel as one of the social media used in the local government context.

Harmful Environments (유해환경)

  • Doh, Hyun-Sim;Lee, Sa-Rah;Song, Seung-Min
    • Korean Journal of Child Studies
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    • v.30 no.6
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    • pp.125-137
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    • 2009
  • This study reviews facts and trends of harmful environments in the last decade that negatively affected children's development. Younger children have been exposed to harmful media, drugs, facilities, and objects. A matter of chemical substances contaminating in-door air has become quite controversial, recently. In order to provide a better understanding of harmful environments against children, there are great needs for a survey covering all ages based on the clear definition of the term harmful environments, research identifying its causal effects on child development in the context of both parent-child and peer relationships, and a longitudinal study processing its effects in a life-span perspective. It is suggested that by providing parent education and a plenty of cultural facilities as social efforts to create sound family culture, psycho-social and physical environments of children are improved. Furthermore, legal regulations and supervision on harmful environments are needed to be strengthened.

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vrFlora: Interactive and Intelligent Media Contents in Smart Home Environments (vrFlora : 스마트 홈 환경에서의 상호 작용 지향 지능형 미디어 콘텐츠)

  • Oh, Se-Jin;Ha, Tae-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.281-286
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    • 2006
  • 본 논문에서는 홈 환경에서의 사용자의 컨텍스트에 따라 지능적으로 반응하는 미디어 콘텐츠인 vrFlora 을 소개한다. 이는 사용자의 정적인 프로파일 및 간단한 조작 정보 등을 이용하여 사용자의 명시적인 컨텍스트를 인지한다. 그리고 인지된 컨텍스트에 따라 vrFlora 의 자체적인 동기, 즉 감정과 욕구을 자율적으로 변화시키며 이에 따라 자발적인 반응을 표현한다. 더 나아가 사용자에 따라 동기의 변화 정도를 차별화 함으로써, 사용자에 따른 개인화된 반응을 나타낸다. 제안한 시스템의 유용성을 평가하기 위하여 스마트홈 환경을 위한 테스트 베드인 ubiHome 에 vrFlora 를 구현하였다. 그리고 사용자로 하여금 이를 자연스럽게 경험해 볼 수 있도록 하였다. 이를 통해 미래형 홈 환경에서의 지능형 미디어 콘텐츠에 대한 응용 가능성을 제시한다.

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Analysis of the Pedagogical Perspectives Represented in the Movie Dangerous Minds: Based on the Constructivist Framework

  • Jeong, Kyeong-Ouk
    • International Journal of Contents
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    • v.9 no.4
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    • pp.45-51
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    • 2013
  • The purpose of this paper is to analyze educational theories and practices represented in the movie Dangerous Minds. This paper begins by giving the overview of the movie. Then this paper makes an analysis of the pedagogical methods and practices used by the teacher in the movie, which can encourage students to fulfill their academic success and social mobility. The lives of students at risk are transformed through the teacher's beliefs and pedagogical practices based on the constructivism, leading students on a path of selfdiscovery and self-empowerment. What is imperative in the students' lives here is their intrinsic motivation and self-efficacy toward the self and their educational system. By providing constructivist pedagogical paradigms and viewing these media texts within the context of an urban school, this paper intends to introduce educational theories and methods which can create better educational environment for students. In short, this study explores teaching theories and methods represented in the movie based on the constructivist perspectives, which are supposed to fully cultivate the potential of students.

A-List Twitter Users in Korea's Political Tweet Sphere

  • Hsu, Chien-Leng;Park, Ji-Young;Park, Han-Woo
    • International Journal of Contents
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    • v.8 no.3
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    • pp.7-11
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    • 2012
  • This study examines A-list users in the Twitter network of National Assembly members in South Korea. An examination of some socio-geographic characteristics of these A-list users indicates that the distribution of these users in terms of their geographic location and social status can be understood in the context of the Korean social structure. In addition, an examination of Tweets posted by these users shows that half of these users had negative attitudes toward the current administration and that some Tweets contained emotional terms.