• 제목/요약/키워드: Media experience

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Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • 제21권1호
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

An Empirical Encounter of Cultural Orientation and Cultivation Theory: Factors of Perception of Materialistic Realities and Dealing with Materialism of University Students in South Korea

  • Cha, Yuri;Kwon, Yeji
    • Asian Journal for Public Opinion Research
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    • 제7권4호
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    • pp.226-250
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    • 2019
  • The purpose of this study is to explore whether the perceptions of materialistic realities of South Korean university students can be explained by individual experience and media use. We examined: 1) relative consequences of awareness of discrimination experience and amounts of time spent on genre-specific media on perceptions of materialistic realities, 2) whether cultural orientation (allocentrism, self-monitoring, and masculinity) influences explanatory factors of awareness of discrimination experience, 3) conditions of countervailing responses to materialistic reality. As a result of analyzing the online survey data of 330 university students in Seoul, the amount of time spent on the beauty or fashion genre and awareness of discrimination experience explained the perceptions of materialist reality in Korean society. Although the perceptions that affected the accommodative response did not affect countervailing response, innovativeness had an interaction effect with perceptions of materialist reality in only countervailing response. Finally, the implications of these findings were discussed.

인터렉티브 스토리텔링의 구조적 디자인 (Structural Design of Interactive Storytelling)

  • 이준희
    • 디자인학연구
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    • 제16권4호
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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멀티미디어 활용효과에 대한 가정과 교사의 인식 (The Effects of Instructional Multi-Media in Home Economics Education Perceived by Teachers.)

  • 박명숙
    • 한국가정과교육학회지
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    • 제12권3호
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    • pp.105-114
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    • 2000
  • The purpose of this study was to investigate the effects of instructional multi-media in Home Economics Education perceived by teachers. The data for this research were attained from 139 middle & high school teachers of Home Economics. The data were analyzed by frequency of distribution, mean, stand deviation. t-test and analysis of variance, scheffe test with SPSSWin 7.5 program. The results of this study are as follows: The effects of instructional multi-media were composed of four dimensions in this study; need, frequency of use, pros and cons. 1. From these four dimensions, the need has the highest and the frequency of use has the lowest score. 2. The effects of instructional multi-media are significantly related to personal & environmental characteristics. 1)Need of the instructional multi-media effects is significantly different according to age, experience of computer education and possession of a computer at home. Low and high age groups are higher in the need of the instructional multi-media effects score than middle group age and the more experience of computer education and possession of a computer at home are higher in that score. 2) Frequency of use is significantly different according to LAN system in school. The higher score of frequency of use is in a LAN system’s school. 3) Pros of the instructional multi-media effects is significantly different according to the level of education, experience of computer education and the type of school. Undergraduate high school teachers and the lower o experience of computer education are higher in the pros of the instructional multi-media effects score. 4) Cons of the instructional multi-media effects is significantly different according to the level of education. Graduate teachers are higher in the cons of the instructional multi-media effects score.

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소셜미디어의 경험과 인플루언서가 소비자의 소셜미디어 만족도와 구매의도에 미치는 영향력에 관한 연구 (A Study on the Influence of Social Media Experience and Influencer on Consumer Satisfaction and Purchase Intention)

  • 이영애;하규수
    • 벤처창업연구
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    • 제15권2호
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    • pp.171-181
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    • 2020
  • 소셜미디어가 마케팅 채널로 확대됨에 따라 소수의 일반인들도 소셜네트워크 서비스의 정보보급자 역할을 담당하고 있다. 본 연구의 목적은 뷰티채널의 소셜 미디어 마케팅에 관한 다양한 관점에서 그 영향관계를 분석하여 효율적인 소셜미디어 마케팅 운영 전략 방안을 제시하고자 한다. 본 연구는 뷰티 채널 소셜 미디어 경험이 소비자의 소셜미디어 만족도와 구매의도에 어떠한 영향을 미치는지에 대하여 살펴보았다. 소셜 미디어 경험의 구성요소를 오락성, 상호작용성, 최신성, 유용성으로 구분하여 분석하였다. 분석 결과 소셜미디어 경험은 브랜드 인지와 브랜드 이미지에 유의한 영향을 미치는 요인으로 확인되었다. 결과적으로 소셜미디어 경험은 소셜미디어 만족도와 구매의도에 큰 영향을 미쳤으며, 각 구성 요소에 대한 소셜미디어 경험의 영향 관계는 오락성, 유용성으로 밝혀졌다. 또한 뷰티 인플루언서의 전문성은 소셜미디어 만족도와 구매의도에 유의미한 영향을 미친 것으로 나타났다. 본 연구는 소셜미디어 뷰티채널 관리와 인플루언서를 활용한 마케팅에 중요한 기초자료로 활용될 것이라고 판단되며, 효율적인 소비자 관리를 위한 마케팅 전략과 실무에 필요한 자료로 활용될 것이다.

아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구 (A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type)

  • 오문석;원종욱;한규훈
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

매체통합 고전문학수업에서 매체풍부성과 매체경험이 매체유용성과 학습몰입에 미치는 영향 연구 (A Study of the Influence of Medium Richness and Learner's Experience with Various Mediums on the Usefulness of Mediums and Learning Commitment in Integrated Media Korean Classical Education)

  • 현영란;정소연
    • 한국도서관정보학회지
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    • 제46권4호
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    • pp.471-491
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    • 2015
  • 본 연구는 창의인재교육 관점에서 고전문학수업에서 매체통합교육에 있어 매체풍부성과 매체경험이 매체유용성과 학습몰입과 어떤 상관성이 있는지 살펴본 것이다. 이를 위해 전국 234개 시군구의 향토문화 자료를 집대성하고 이를 디지털화하여 서비스하는 웹매체인 한국향토문화전자대전(www.grandculture.net)(향토DB)를 활용한 수업을 받은 418명의 고등학생을 대상으로 설문조사를 실시하여 가설 설정, 타당도 검증, 인과모형을 도출하여 구조방정식을 분석한 결과, 향토DB의 매체풍부성과 학습자의 매체경험은 학습몰입에 주요한 영향임을 확인할 수 있었다. 또한 매체풍부성과 학습자의 매체유용성을 매개한 간접효과도 통계적으로 유의하였다. 따라서 향토DB와 같은 전국의 시군구 자료를 집대성한 웹매체의 적극적 발굴과 고전문학수업에서의 활용이 창의인재교육을 위한 매체통합교육에 유용함을 확인할 수 있었다.

Experience Type Applications by the Behavior of Food-Content Creators

  • Yu, Chaelin;Ryu, Gihwan;Moon, Seok-Jae;Yoo, Kyoungmi
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.247-253
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    • 2020
  • It has emerged Food-content among various forms of 1-person media through social media. Food-content influencer also market products through 1-person media, generating revenue through increased views and subscribers of 1-person media. It also sells products through sponsorship. In general, there is a profit structure through 1-person media viewing, but research on how restaurant companies generate profits directly through food-content is insufficient. In addition, research on converting subscribers to consumers through food-contents is minimal. In this paper, we propose an experiential application system based on the behavior of food-content creators. The proposed system collects and categorizes food-content information, and maps between highly related words to organize into keyword categories. The ontology tag-based concept network applied to the proposed system connects representative information by pre-extracting/mapping information related to information requests among a wide range of data. This method maps relevant food-content information to provide the user with data collected/storage in the form of an application. The user uses the application while watching the food eaten by the influencer and creator. And, it is meaningful that the user could be provided is provided with information about the food they want to eat.

이웃 및 대중매체경험이 아동의 친사회적 행동에 미치는 영향 - 공감능력의 매개효과를 중심으로 (The Effects of Neighborhood and Mass Media Experience on the Prosocial Behavior of Children - Focusing on the Mediating Effect of Empathy)

  • 황혜원
    • 한국콘텐츠학회논문지
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    • 제21권1호
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    • pp.615-625
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    • 2021
  • 본 연구는 아동의 이웃 및 대중매체경험이 친사회적 행동에 어떠한 영향을 미치는지와 공감능력이 이들 간의 관계를 매개하는지를 살펴보고자 하였다. 이를 위해 충북지역 초등학교 5, 6학년을 할당표집하여 설문조사를 실시하였으며 419명의 자료를 SPSS로 분석하였다. 연구결과 여아가 남아보다, 5학년이 6학년보다 긍정적 대중매체경험, 공감능력, 그리고 친사회적 행동이 높은 것으로 나타났다. 또한 경제수준을 상으로 인식한 집단이 중상이나 중하로 인식한 집단보다 지역사회환경만족도, 공감능력, 친사회적 행동이 유의하게 높게 나타났다. 회귀분석결과 이웃 및 긍정적 대중매체경험이 공감능력과 친사회적 행동에 유의한 영향을 미쳤고 특히 긍정적 대중매체경험이 가장 큰 영향을 미치는 것으로 나타났다. 마지막으로, 이웃경험 중 지역사회환경만족도와 긍정적 대중매체경험은 아동의 친사회적 행동에 직접적인 영향을 미칠 뿐만 아니라 공감능력을 통해 간접적인 영향을 미치는 것으로 나타나 공감능력의 부분매개효과가 확인되었다. 이러한 연구결과를 바탕으로 아동의 공감능력과 친사회적 행동 증진을 위한 실천적 개입 방안을 제시하였다.

인스톨레이션 공간에서 나타나는 하이퍼매개적 특성 (A Study on Characteristics of Hypermediacy Revealed in Installation Space)

  • 이상준;이찬
    • 한국실내디자인학회논문집
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    • 제23권5호
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    • pp.41-50
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    • 2014
  • In relation to spatial expression, the remediation theory of Jay David Bolter & Richard Grusin shows a sufficient possibility of providing extended idea and experience through the space of critical representation. The remediation theory discussed in the scope of new media says about the existence method and the development process of media through immersion into media and awakening, and one attribute of remediation which aims at the extension of another realistic experience and recognition through various media, contains common denominators which display diversity and complexity of installation space, and use the audience as expression elements. Therefore, this study aims to apply the remediation theory in order to interpret space using more diverse and multisensory expression methods. For achieving this purpose, this study found the connection among characteristics of hypermediacy which is an axis of installation and remediation theory, and analyzed diverse cases regarding installation space and characteristics of hypermediacy, depending on external aspects of form and expression and internal aspects of experience and cognition. The method of hypermediation expression in installation space converts the recognition about the basic custom of new experience, space and representation. This means that the logic of remediation could approach space by leading to more extended form and recognition. In conclusion, the characteristics of space and the possibility of extended expression revealed in the relationship between installation space and hypermediacy logic would provide another developmental significance for research on space design.