• Title/Summary/Keyword: Media context

Search Result 642, Processing Time 0.027 seconds

A Study on the Illustration Content Used in Secondary School Textbooks : Focusing on the 'Society.Culture' Textbooks (중등학교 교과서에서 삽화 콘텐츠 활용 연구 : 고등학교 '사회.문화' 교과서를 중심으로)

  • Min, Il-Hong
    • Cartoon and Animation Studies
    • /
    • s.18
    • /
    • pp.57-72
    • /
    • 2010
  • Textbooks used in Information Society need to use many illustrations and pictures which have positive effect in motivating and triggering students to study. "Pictures mean more than thousands of the word" says that it is significant to use media in class through visual materials. To meet the needs of the times, I examined one of the units, "IV Understanding Humans and Cultural Phenomena", among 7 authorized 'Society Culture' textbooks, so that there are 123 illustrations and 342 pictures that the percentage of them was 35.65% totally in the unit. On the examination of the frequency of using contents in each category, the illustrations are used 59 times (47.96%) in the research activity and the pictures 145 times (42.4%) in the context, which are most frequently used. Also on the examination into the actual states using contents among 'Society Culture' teachers by in-depth interviewing, they often use them when their class starts. And they require more increase in the illustrations than the pictures for easy and clear understanding and need more contents offering in the research activity to help students to study more interesting. Finally, on the result of the analysis of contents used in textbooks, exemplary cases were available to convey enough information without reading the context in the textbook because the proposed illustrations expressed the research activity's subject and the context's subject effectively. Even more, one illustration was able to indicate the sub-unit's subject while also presenting the content to be learned in the unit. However, improper cases included illustrations which are somewhat unrealistic or difficult to understand. Further, there are also some illustrations which are not related to the context. If these points are revised in the future, textbooks would be better.

  • PDF

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
    • /
    • v.14 no.2
    • /
    • pp.158-177
    • /
    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.

Influence of Informational Clues on Subjective Knowledge, Concern, and Satisfaction and Behavioral Intention toward Healthy Foods in Full-service Restaurants

  • Lee, Sang-Mook
    • Culinary science and hospitality research
    • /
    • v.22 no.6
    • /
    • pp.78-86
    • /
    • 2016
  • The purpose of current study is to verify a formulated model that explains the influence of informational clues(Nutritional label information and Mass media information) on subjective knowledge, concern, satisfaction, and behavioral intention toward healthy foods in context of full-service restaurants. The results of present study demonstrated that all informational clues have significant influence on both knowledge and concern about health and the significant relationships were confirmed between knowledge, concern, emotional pleasure, and behavioral intention. This study may contribute to develop meaningful marketing strategic for healthy foods in full-service sector, and it can be utilized as a critical study to establish an attractive business strategics to increase revenue as well as satisfy healthy foods consumers in full-service restaurant consumers.

Marketer-Generated Content Sharing Among Social Broadcasting Users: Effects of Intrinsic Motivations, Social Capital and the Moderating Role of Prevention Focus

  • Li, Yuhao;Wang, Kanliang
    • Asia pacific journal of information systems
    • /
    • v.25 no.4
    • /
    • pp.719-745
    • /
    • 2015
  • Social networking services provide individuals with an easy approach for exchanging messages with others based on interpersonal relationships. However, why individuals spread marketer-generated content (MGC) in their online social circles remains unclear. Therefore, we develop a theoretical model to examine how social capital, intrinsic motivations, personal perceptions, past behavior, and personal traits influence MGC sharing behavior of social media users in micro-blogging context. Data collected from 319 social networking users support the proposed model. The results from partial least squares analyses show that enjoyment, perceived control, and outcome expectations are significant indicators of individual's MGC sharing intention in the social broadcasting environment. Results also suggest that social capital, users' intention, and past behavior positively influence the MGC sharing behavior of users. Moreover, individual prevention pride exhibits a significant interaction effect on the relationships between users' MGC sharing and its antecedents. Implications for research and practice are discussed.

MPM Signaling of Intra Prediction Mode in JEM (차세대 비디오 코덱(JEM)의 화면내 예측모드의 MPM 시그널링 기법)

  • Park, Do-Hyeon;Lee, Jinho;Kang, Jung Won;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2017.06a
    • /
    • pp.254-255
    • /
    • 2017
  • HEVC(High Efficiency Video Coding) 보다 뛰어난 압축 성능을 갖는 차세대 비디오 부호화 표준 기술 탐색을 하고 있는 JVET(Joint Video Exploratory Team)에서는 기술 검증을 위한 참조 SW 코덱인 JEM(Joint Exploration Model)을 공개하고 있다. JEM 의 화면내 예측 부호화에서는 67 가지의 예측모드를 사용하고 6 개의 MPM(Most Probable Mode)을 이용하여 예측모드를 부호화 한다. 본 논문에서는 코딩블록에서의 화면내 예측모드의 선택 확률을 바탕으로 보다 효율적인 예측모드 부호화 기법을 제안한다. 실험결과 JEM 5.0 대비 MPM 을 포함한 예측모드 부호화 정보의 CABAC(Context Adaptive Binary Arithmetic Coding) 엔트로피 부호화를 제외하고, AI(All Intra) 부호화 구조에서 0.23% 정도의 BD-rate 감소를 보임을 확일 할 수 있었다.

  • PDF

A Study on the Factors Affecting Electronic Word-of-Mouth in the Context of Social Media Environment (소셜미디어 환경에서 온라인구전(eWOM)에 영향을 미치는 요인 연구)

  • Noh, Seung Ui;Lee, Ji Eun;Son, Jung Eun;Kim, Hee-Woong
    • Knowledge Management Research
    • /
    • v.14 no.1
    • /
    • pp.1-19
    • /
    • 2013
  • Consumers have collected information and sought advices from other consumer through Internet. They could collect information in virtual space (online) not real world, that is Electronic Word of Mouth (eWOM). This study focused on research the factors on effect in Electronic Word-of-Mouth (eWOM) in the open market which is mediate between individuals and online stores. This is an exploratory study for research on finding factors of effect in eWOM. First of all, 5factors are selected from interview with 31 consumers. Then online surveys are conducted and 5 factors are significantly supported. This study is academically new approach on an exploratory study and it could suggest marketers to strategically manage eWOM.

  • PDF

A Study on The Meaning of Water In Experience Within Interior Space - Focusing on The Lobby - (실내공간에 연출된 수공간의 체험적 의미에 관한 연구 - 로비공간을 중심으로 -)

  • 문정민;박수경
    • Korean Institute of Interior Design Journal
    • /
    • no.38
    • /
    • pp.258-265
    • /
    • 2003
  • The design of space, which focuses on human senses and perception, has become more prominent. It can be understood as the space needed for a field of experience. Phenomenological attitude focuses on the relations between human in the context of their environment. The experiences generated were used as a method of design. The method guides a formation of active space through phenomenological experience in interior space as well as architecture. To stimulate a phenomenological sensitive experience, the parameters for certain experiences were connected to the five senses, finally creating a concrete space. Water, light, air, vapor, and earth as architectural media are connected to the five senses and lead to intermediation from abstract to actual. In particular, water is deeply rooted in peoples subconsciousness and stimulates our instincts. Using water by effectively combining its symbols and physical characteristics will be a method to reinforce the experience with a given space. This study will examine the need for space experience and characteristics of water as an essential elements for perception experience and present possible experimental design.

Music Recommendation System Using Extended Collaborative Filtering Based On Emotion & Context Information Fusion (감성 및 상황 정보 융합 기반의 확장된 협업 필터링 기법을 이용한 음악추천시스템)

  • Choi, Hyunsuk;Bae, Hyochul;Seo, Jungjin;Yoon, Kyoungro
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2011.07a
    • /
    • pp.82-84
    • /
    • 2011
  • 본 논문에서는 사용자의 개인적 취향에 맞는 음악을 추천할 수 있는 사용자 감성/상황 정보 융합 기반의 협업 필터링의 확장을 이용한 음악추천시스템을 소개한다. 본 논문에서 제안하는 시스템은 확장된 협업 필터링 방식을 사용하여 추천을 해준다. 이를 위해 본 논문에서는 추천의 근거가 되는 감성과 무드를 Thayer 음악 무드 모델을 이용하여 총 12 가지의 감성 정보, 8 cluster 의 무드 정보로 분류했다. 또한 사용자의 상황 정보, 활동 & 날씨 & 시간에 대해서도 분류하였다. 분류된 정보는 음악감상 UI 를 이용하여 사용자 별 감성, 상황 그리고 음원의 무드 정보로 수집이 되었고, 수집된 정보를 기반으로 사용자 감성과 청취 곡 횟수를 퓨전하여 평가치 매트릭스를 만들었으며, 이를 바탕으로 단계적 협업 필터링에 의해 사용자 취향에 맞는 음악을 추천해 주는 방법이다.

  • PDF

An HMM-based Korean TTS synthesis system using phrase information (운율 경계 정보를 이용한 HMM 기반의 한국어 음성합성 시스템)

  • Joo, Young-Seon;Jung, Chi-Sang;Kang, Hong-Goo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2011.07a
    • /
    • pp.89-91
    • /
    • 2011
  • In this paper, phrase boundaries in sentence are predicted and a phrase break information is applied to an HMM-based Korean Text-to-Speech synthesis system. Synthesis with phrase break information increases a naturalness of the synthetic speech and an understanding of sentences. To predict these phrase boundaries, context-dependent information like forward/backward POS(Part-of-Speech) of eojeol, a position of eojeol in a sentence, length of eojeol, and presence or absence of punctuation marks are used. The experimental results show that the naturalness of synthetic speech with phrase break information increases.

  • PDF

Context-based Video Streaming Service for Smart Mobile Systems (스마트 단말을 위한 상황 인지형 비디오 스트리밍 서비스)

  • Lee, Gil-Beom;Kang, Myeung-Gu;Jeong, Sang-Jin;Lee, Myeong-Jin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2013.06a
    • /
    • pp.372-374
    • /
    • 2013
  • 스마트 단말에 장착된 센서들로부터 단말의 상황 정보를 수집하고 분석하여, 상황에 적절한 동영상을 단말에게 스트리밍해 주는 서비스 구조를 제안한다. 스마트 단말은 NFC 또는 QR 코드 기반으로 전시물이나 특정 사물에 기등록된 동영상 정보를 획득하고, 저밀도 기반 WiFi 무선 실내 측위 기술을 사용하여 단말이 위치한 실내 공간 정보를 서버에 제공한다. 상황인지형 스트리밍 서버는 단말이 요청한 정보를 토대로 단말의 해상도에 적절한 동영상을 스트리밍 한다. 설계된 상황인지형 비디오 스트리밍 서비스 구조는 전시와 컨벤션, 대형 기관 및 테마파크의 안내 및 홍보 등의 용도로 활용될 수 있다.

  • PDF