• 제목/요약/키워드: Media experience

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Effects of Medium Experience on Medium Perception and Communication Process (텍스트매체 사용에 있어서 매체 경험이 매체 인지와 의사소통과정에 미치는 영향)

  • Yang, Jae-Ho;Lee, Hyun-Kyu;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.9 no.3
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    • pp.1-23
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    • 1999
  • The objective of this study is to examine the media richness theory and the social information processing model by analyzing the effect of media experience on media perception and communication process. To accomplish this objective, a laboratory experiment was conducted. The independent variable was text medium experience and a face-to-face medium was added as a control group. The dependent variables were medium perception and communication process. Medium perception includes perceived richness, medium feeling, task satisfaction, and communication satisfaction. Communication processes were also analyzed to compare each treatment group. The results can be summarized into two facts. First, face-to-face group showed higher perceived richness than text medium group. And experienced text medium group perceived their text medium richer than inexperienced text medium group. Second, experienced text medium groups showed more interactions between subjects than inexperienced text medium group. Experienced text medium group also showed more agreements and meta-communication which could be found in face-to-face group. The result of this study supported media richness theory by finding that face-to-face medium was perceived richer than text medium, And the results also proved social information processing model by comparing experienced text medium group and inexperienced text medium group. The text medium, although thought to be the leanest one, could be perceived richer if users had lots of experience on it.

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Relationships Between Using Rate of Information Media on Diversion by Traffic Condition (소통상황에 따른 정보매체별 우회이용률 분석)

  • Choe, Yun-Hyeok;Choe, Gi-Ju;Go, Han-Geom
    • Journal of Korean Society of Transportation
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    • v.28 no.1
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    • pp.39-49
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    • 2010
  • Although many studies have been carried out on the pattern of behavior of drivers which result from the provision of traffic information, there have been few detailed studies on the composition of message, method for message expression, timing of provision, point of provision, media for provision, changes by traffic condition, etc. This study was intended to provide an insight into the changes in the characteristics related to the provision of information by analyzing how the patterns of information utilization change depending on the traffic condition and reclassifying such patterns according to the characteristics of media. Unlike the existing studies, this study adopted the traffic condition, using rate of information media, and the correlation coefficient label as the basis for information media classification, and categorized them into passive utilization media, active utilization media, and past experience in order to ensure the statistical reasonability. The categorized using rate of information media and traffic condition was found to have a positive(+) correlation with the travel speed in the case of passive utilization media during both consecutive holidays(Korea's traditional Thanksgiving day) and weekends, but had a negative(-) correlation with the positive utilization media and past experience. The rate of decision to take a detour based on the past experience was high at the condition of congestion or slow during both consecutive holidays and weekends, but the rate of decision to take a detour through passive utilization media was high in a smooth traffic. In other words, if the traffic condition worsens, using rate of passive utilization media would be low while the diversion rate would be high which uses the active utilization media and past experience. Therefore, it should be established to suit the traffic condition and media characteristics for strategies of traffic distribution through drivers' diversion behavior on weekends and consecutive holidays.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

The Features of Ukrainian Media Art in a Global Context

  • Hridyayeva, Tamara O.;Kohut, Volodymyr O.;Tokar, Maryna I.;Stanychnov, Oleg O.;Helytovych, Andrii A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.229-240
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    • 2021
  • The article seeks to explore Ukrainian media art and its features in a global context. In particular, it performs an in-depth analysis of the stages of its development from video art of the 1990s, media installations of the 2000s, and to various digital and VR technologies today. Due to historical circumstances, the development of media art was quite rapid, as young artists sought to gain new experience in media art. Most often, their experience was broadened through international cooperation and studying abroad. The paper analyzes the presentation of Ukrainian media art outside the country during 1993-2020 and distinguishes the main thematic areas of the artists' work. It examines how artists present and reveal the peculiarities of the Ukrainian worldview, aesthetics, and culture through the problematization of certain aspects and themes in their work. Specifically, among the principal topics which are problematized in the work of media artists are a sensory experience, limited sensory capabilities, gender issues, the Chernobyl tragedy, the development of utopian models of the city, and global communication. The leading themes of Ukrainian artists also include revolution and war. Notably, political and social sentiments determine the unique energy and vitality of contemporary Ukrainian art, create a revolutionary creative environment, and unite media artists in group art projects. It is concluded that by showing, exhibiting, and presenting them outside the country, artists shape the image of Ukrainian art in a global context.

Measurement and Analysis of Arousal While Experiencing Light-Field Display Device

  • Choi, Hyun-Jun;Kim, Noo-Ree;Park, Hyun-Rin
    • Journal of information and communication convergence engineering
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    • v.18 no.3
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    • pp.188-193
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    • 2020
  • In this paper, we examine whether the 3D image experience through a light-field display device showed the difference in the arousal of the user compared with the 2D image experience. For our experiment, the Looking GlassTM (LG) was used as a lightfield display device that provided 3D images, and 2D images were provided by digital and printed images. The subject's facial behavior during each media experience was recorded for analysis and the degree of arousal was measured by FaceReaderTM. As a result, the first image presented in the first order among the three kinds of images showed that there was a statistical difference in the degree of arousal between the three media. However, no significant differences were found between the three media in the other images. This may be because the arousal did not increase from the experience of the second image through the LG, owing to habituation. In conclusion, the 3D imaging experience may appear in the beginning, but does not continue.

Analysis on Determinants of OTT Service Experience and AVOD/SVOD Service Use (OTT 서비스 이용경험 및 유·무료서비스 이용 결정 요인 분석)

  • Lee, Jae Ho;Lee, Sang Un
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.583-591
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    • 2021
  • This paper explores variables that influence the prediction of OTT service experience and free(AVOD)/ paid(SVOD) service use. Research results showed that five variables such as gender, age, personal income, household composition, and e-commerce use experience had a significant impact on identifying OTT service experience and whether to use free or paid services. Also, it was found that the probability of using SVOD increases as they prefer news and drama genres and use OTT services for more time. In summary, those who are relatively young, have a high personal income, and are more adapted to digital environments such as e-commerce are more likely to use SVOD.

Effect of Education Experience (Home, School, and Mass Media) on Reducing Practice Behavior of Food-related Wastes (가정, 학교, 대중매체의 교육경험이 식품쓰레기 감량 실천 행동에 미치는 영향)

  • Choi, Kyoung Sook;Kim, Ji Eun
    • Journal of the Korean Society of Food Culture
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    • v.36 no.3
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    • pp.256-264
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    • 2021
  • The purpose of this study is to observe the influence education experience (home, school, and mass media) on reducing practice behavior(purchasing, using, disposing and leading) of food-related wastes. The study also sought to promote strategy and suggest effective activation plans for the vitalization of behavior of reducing food-related wastes. The study subjects were 412 adult consumers who answered a structured questionnaire. The main findings are as follows: First, the scores of home education experience were 3.61±0.71, which was the highest, and 3.45±0.74 for school education experience, which was the lowest. Second, according to factor analysis, the reducing practice behavior of food-related wastes was converged purchasing, using, disposing and leading behavior. The scores of disposing behavior were 3.79±0.67, which was the highest, and 2.87±0.82 for leading behavior, which was the lowest. Third, the common variables influencing the reducing practice behavior(purchasing, using, disposing and leading) of food-related wastes were home education and mass media and the powerful variable influencing was home education. The results of this study can be used as basic data for the development of educational programs for effective food-related waste reduction.

Analysis of New Media Fashion Image Types in Fashion Films (패션필름에 나타난 뉴미디어 패션 이미지 유형분석)

  • Kim, Sejin;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1085-1097
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    • 2017
  • In the era of new media, images hold an important position as episteme to express and convey ideas. Fashion films provide dynamic and unique fashion images, differentiated from prior fashion media as a representational tool for showing a realistic fashion image only; consequently, their production and spread are increasing rapidly as a new fashion media. This study identifies the meaning and type of fashion images in fashion films based on the concept of Deleuze's image that help discover distinctive characteristics of fashion films as a new fashion media of an expressive tool. Literature research was conducted on new media, concepts and types of images by Deleuze to analyze types of new media images. According to research, fashion image in fashion film is defined as a fashion event; consequently, three types of new media images are derived. As the result of the empirical study, fashion images in fashion films are classified by images of realistic movement, variable time, and virtual experience. The results of the consideration show that fashion films expressed fashion through temporality and narrative, senses, and diegesis. Fashion images of new media in fashion films portray fashion as a process that transcends reality and imagination.

Acceptance of Social Media as a Marketing Tool : A Quantitative Study

  • Hooda, Apeksha;Ankur, Ankur
    • Asian Journal of Business Environment
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    • v.8 no.3
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    • pp.5-12
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    • 2018
  • Purpose - The purpose of current paper is to identify features of advertisements at social media that generate the ad-click and to further identify if these advertisements lead to purchase. If no purchase is made, then reasons for not making purchase are identified. Users' purchase experience after users clicked at advertisements are also studied. Research design, data, and methodology - Research design followed is exploratory research, where various factors leading to ad-clicks and generating purchase at social media platform were explored. Raw data was gathered by means of survey among a sample of 185 respondents in India using online structured questionnaire. GLM model and multinomial regression were used to analyze the data. Results - Several factors including endorsement by friends, advertisement aesthetics, product reviews, and aggressive pricing played major role in generating ad-clicks. Major impediment to purchase on were product misrepresentation in advertisement, false discounts, and site security. Female users clicked more on social media advertisements and made more purchases compared to their male counterpart. Conclusions - Social media advertisements have significant positive effect on buying behavior of online customers. Transactions culminating from social media ad-click generated significant positive experience for social media users. Thus, social media can be effective marketing tool.

Virtual Domino: Interactive Physics Simulation and Experience

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.954-959
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    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

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