• Title/Summary/Keyword: Media richness

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A Development of New Communication Style Mediated by Everyday Things (일상사물을 매개로 하는 새로운 커뮤니케이션 방식 제안에 대한 연구)

  • Park, So-Young;Lee, Woo-Hun
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2005.05a
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    • pp.322-323
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    • 2005
  • Currently, there are varieties of communication media options, such as E-mail, Instant Message, SMS and Computer discussion group. These genres keep expanding with the integration of computers and wireless technologies and even more it allows people to communicate at different time without travelling distances, However, it is mostly impossible the one communication media satisfies the same task demands under different situations. And online communication media can not reach the actual purpose of traditional communication in keeping the interpersonal relationship and richness of communication by sharing time and physical space. Therefore, we researched and examined on the current state of appropriateness communication style in different given situation as affected by requirement and its characteristics. With the result in research and survey, we suggested new communication style mediated by everyday thing through the case study.

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A Study on E-Mail Utilization and Perceived Impacts (전자우편의 활용과 성과에 관한 연구)

  • 문용은
    • The Journal of Information Systems
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    • v.8 no.2
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    • pp.29-47
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    • 1999
  • Most organization are using E-mail(electronic mail) currently, but we seldom see the organizational success from the E-mail utilization strategically. There are many research which are focusing on the selection and usage of E-mail as a electronic communication media based on Information Richness Theory and Critical Social Theory. The purpose of this study is to investigate the effects by using E-mail through providing the model of perceived impacts. This model considers the moderate factors such as top management supports, organizational usage, and organizational pressure based on CST. Also it provides the guideline how to use E-mail strategically.

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Factors Influencing New Media Subscription Based on Multigroup Analysis of IPTV and DCTV

  • Kang, Sang-Ug;Park, Seungbum;Lee, Sangwon
    • ETRI Journal
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    • v.36 no.6
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    • pp.1041-1050
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    • 2014
  • As the Internet Protocol TV (IPTV) service enters the broadcasting market, the competition intensifies. This paper explains the factors influencing new media subscription and their influential differences on IPTV and digital cable TV (DCTV). We use the information systems success model and gratification opportunity theory to develop our research model. We sample 621 people and collect their responses through web-based measuring software. Structural model analysis shows that the willingness to subscribe to a new broadcasting medium is influenced by three characteristics of the medium: media richness, interactivity, and video quality. Multigroup analysis reveals that motivation to use a medium partially differs between IPTV and DCTV. This research concludes that the IPTV service is not attractive enough to act as a substitute for the already existing DCTV. In addition, for the IPTV service to proliferate, its business model should be promoted with new and differentiated revenue structures and services. The managerial implications in this study help new media businesses set business goals and product functionality, and allocate resources for the continued diffusion of IPTV.

An Empirical Study of the Usage Performance of Mobile Emoticons : Applying to the Five Construct Model by Huang et al.

  • Lim, Se-Hun;Kim, Dae-Kil;Watts, Sean
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.21-40
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    • 2011
  • Emoticons perform an important role as an enhancement to written communication, in areas such as Windows Live Messenger instant messaging, e-mails, mobile Short Message Services (SMS), and others. Emoticons are graphic images used in communications to indicate the feelings of people exchanging messages via mobile technology. In this research, the perceived usefulness of the emoticon in mobile phone text messages is verified with consumers using the five construct model of Huang. A K-means clustering technique for separating three groups based on levels of perceived usefulness of mobile emoticons is used with a structural equation model test using Smart PLS 2.0, and the bootstrap re-sampling procedure. We analyzed relationships among use of emoticons, enjoyment, interaction, information richness, and perceived usefulness. The results show there are relationships among use of emoticons, enjoyment, interaction, perceived usefulness, and information richness, however enjoyment of emoticons did not significantly affect the perceived usefulness of messages with emoticons alone. The results suggest emoticons have different affects on emotion in both mobile, and Messenger contexts. Our study did not consider more detailed media properties, and thus more studies are needed. Our research results contribute to mobile communication activation, provides companies with an understanding of key characteristics of consumers who use emoticons, and provides useful implications for improving management and marketing strategies.

Task Characteristics and Utilization of Electronic Approval System : Media Richness Theory Perspective (업무특성과 전자결재시스템 활용간의 관계에 대한 탐색적 연구:매체 풍부성 이론 관점)

  • 김영걸;오승엽
    • Korean Management Science Review
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    • v.17 no.1
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    • pp.31-40
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    • 2000
  • With the rapidly changing external environment and the increasing internal process complexity more and more organizations are adopting the Electronic Approval System(EAS) for their competitiveness. This paper defines EAS as a core organizational communication medium investigates factors which influence EAS's use from a media rich-ness theory and shows sutiable EAS functions for equivocality resolution and uncertainty reduction. Results from the five EAS implementation sites show that most organizations use EAS only for tasks with low equivocality and low uncertainty. Additional functionalities such as video conferencing and database access were suggested for fu-ture EAS system to enhance their utilization for more cirtical and unstructed tasks.

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A Study on Factors of Electronic Authorizing System Affecting Productivity Increase (전자 결재 시스템의 생산성 향상에 미치는 요인에 대한 연구)

  • 김준우
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.19 no.38
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    • pp.217-224
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    • 1996
  • Recently groupware has been popularly adopted by corperations to gain competitive position. In Korea, one of major function of those systems is the Electronic Authorizing System because korean firms have authorizing system but western firms do not. Thus researches on EAS has never been produced before. The purpose of this research is to build the research framework for productivity measurement of EAS. The research model of EAS has investigated three dimensions including Business process, ease of system use and media richness to meet this end. Based on this model, author conducted case study with mailing questionaires. The result of research shows that the factors of the business process and ease of system use raise the productivity but the factor of electronic media a little decreases it. Also author finds business process affects the productivity in three ways such as changing layout of papers for authorizing, changing business process and removing waiting time for authorization. Finally, based on the result of research, this paper adds some recommendations for EAS builder.

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Constructing Content Producing Group with Creativity under Media Convergence Environments (미디어 융합 환경 하에서 창의적인 콘텐츠 생산그룹의 구성에 관한 연구)

  • Kim, Joong-Gyoo;Lee, Chang-Hoon;Jang, Young-Cheol
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.137-146
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    • 2009
  • This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.

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A study on the corporality in the film Avatar (영화 <아바타>에 나타난 육체성 연구)

  • Kim, Ho Young
    • Cross-Cultural Studies
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    • v.29
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    • pp.233-256
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    • 2012
  • This paper aims to look into various symbolic meanings of the body shown in the film, Avatar (2009, James Cameron), and to ponder over a variety of media strategies carried by the pursuit of the corporality shown in this film. In a nutshell, the body in Avatar is a symbol of primitiveness rather than civilization, and the body language is a fundamental and effective means of communication much better than verbal language. A variety of physical contacts that appeared in many scenes of the movie emphasizes the role of the body as a means of real communication. Also, in the composition of the film dominated by the confrontation of civilization, numerous creatures in the planet Pandora with a variety of colors as well as a number of agencies and large body sizes express primitive richness. The narrative of the film telling the story of a 'moving' body ultimately emphasizes the superiority of the body with respect to consciousness, unlike the narrative of conventional movies dealing with the problems of the body. In addition, the corporality pursued by this film implies several important media strategies. It may reveal a self-reflection of the material civilization and the imperialism, or, on the contrary, an attempt to conceal or dilute them. It may also represent a self-reflection of the overdeveloped media technology, or simply the dilution of it. Finally, it may be an attempt to recover the feeling of "presence", not fully supported by the 3D technology, by the identification of the spectator's body and the character's body.

A Study on the Use of Wood Waste for Slope Revegetation Techniques (임목폐기물 파쇄칩을 활용한 녹화기술의 비탈면 적용성에 관한 연구)

  • Koh, Jeung-Hyun;Hur, Young-Jin;Lee, Yong-Koo;Kim, Nam-Choon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.13 no.1
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    • pp.47-56
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    • 2010
  • The main objectives of this comparative study were 1) to quantify the potential contribution of wood chips to revegetation on the cut slope in a constructed area, 2) to compare the floristic similarity of species composition whether existing of wood chips in the soil media or not. Wood chips were combined with soil media in the ratio of 30%. The thin layer (1 cm, 3 cm) soil media revegetation methods and the thick layer (10 cm) soil media revegetation method were constructed on the cut slopes by machineries respectively. Also, comparative experiments the existence of wood chips in the soil media were conducted to evaluate the effects of wood chips on revegetation works. The total size of quadrat was $300m^2$ ($100m^2{\times}3$). The results of monitoring for 3 years on cut slopes were as follows: 1) All the quadrat existed in the proper range for vegetation. 2) Species richness of quadrat including wood chips was 10% more than those of commercial soil medias. 3) The coverage rates of quadrat including wood chips were similar or superior to those of conventional methods. It can be concluded that the use of wood chips would be effective to promote establishment of diverse landscape and vegetation. However, it behooves to continue monitoring on succession of vegetation for ecological restoration. Finally, adequate wood chips deposit and gathering methods should be studied properly.

Research on the Analog Emotional Communication Appeared in Digital Media Design (디지털미디어를 기반으로 하는 디자인에서의 아날로그감성 커뮤니케이션)

  • Son, Hyun-Ji
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.146-153
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    • 2010
  • With the advent of new media richness of technology in the digital age has transformed our lives. The development of technology, the more our lives more convenient, new, future-oriented, while expectations for the digital age, people are longing for warm, human sensibility became. Of modernism and post-modernism appeared to reflect the proliferation of digital media in culture, wandering through the complex has been diversifying. In the digital age stabilizing psychological or mental needs of people who want to begin to emerge as the disfunctional aspects of the digital age has been suggested for the problem. To respond to human emotion on the emotional reaction of users to consider the analog emotional design began to emerge. The analog to digital media to express emotions practical approach to the problem should be attempted. Analog in a digital environment, emotional nature of the digital technology and communication, and symbolic and emotional aspects of people as announced to blend the new extension, change, and an analog emotional design for the evolution and development of new possibilities to investigate the castle.