• Title/Summary/Keyword: Message Communication

Search Result 1,629, Processing Time 0.026 seconds

A study on the signification of visual message in the website - Focus on intro page of automobile company homepage - (웹사이트에 나타난 시각적 메시지의 의미작용 연구 -자동차 기업 홈페이지의 intro page를 중심으로 -)

  • Park, Sang-Hyeok;Lee, Yong-Ho
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.45-54
    • /
    • 2005
  • Visual messages are fundamental elements for performing communication and indicate the signs which are delivered from the communicator to the communicatee via channels, Generally, we can classify visual messages into two groups; linguistic factors which are rational and deliver abstract concepts and unlinguistic factors which are mental and can be expressed concretely. Especially, web site with receivers' low attention and concentration need images which can attract their attention to visual messages. That is, web site is a medium which allows us to feel visual and emotional experiences. We can call it a standard of sign systems which are consisted of various styles of digital texts. The main purpose of this study lies in that we'll analyze how homepage introductory page as one of the forms of digital text conduces a meaning action to the receivers and that we'll apprehend the structures of images and different types of signs via a semiotic approach and analyze the underlying meaning of the messages. In order to survey the structures of images we'll look into the attitude toward perceiving messages by using semantic differential method which has been developed mostly by Osgood and analyze the visual images by adopting sign types of Fuss. As the signification is created by combining signs, it is significant that we'll analyze the meaning of sings between the transmitters and receivers from the semiotic viewpoint and study the signification systems.

  • PDF

Study on Context-Aware SOA based on Open Service Gateway initiative platform (OSGi플렛폼 기반의 상황인식 서비스지향아키텍쳐에 관한 연구)

  • Choi, Sung-Wook;Oh, Am-Suk;Kwon, Oh-Hyun;Kang, Si-Hyeob;Hong, Soon-Goo;Choi, Hyun-Rim
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.10 no.11
    • /
    • pp.2083-2090
    • /
    • 2006
  • In an proposed Context-Aware SOA(Service Oriented Architecture) based OSGi(Open Service Gateway initiative) platform, Service provider manages relative kinds of services in an integrative basis from various sensors, puts each service in a SOAP (Simple Object access Protocol) message, and register thorn to the UDDI(Universal Description Discovery and Integration) server of service registry, service requester retrivel the specified kinds of services and call them to service provider. Recently most context-aware technologies for ubiquitous home network are mainly putting emphasis on RFID/USN and location-based technology. Because of this, service-oriented architecture researches have not been made enough. Under the environment of an OSGi service platform, various context-aware services are dynamically mapping from various sensors, new services are being offered for the asking of users, and existing services are changing. Accordingly, the data sharing between services provided, management of service life cycle, and the facilitation of service distribution are needed. Taking into considering all these factors, this study has suggested an Context-Aware SOA based eclipse SOA Tools Platform using OSGi platform that can transaction throughtput of more than 546 TPS of distributional Little's Law from ATAM(Architecture Tradeoff Analysis Method) while remaining stable other condition.

A Ubiquitous Home Network System for Managing Environment-Information Sensors using Image Processing (영상 처리를 이용하여 주변 환경 센서를 관리하기 위한 유비쿼터스 홈 네트워크 시스템)

  • Hong, Sung-Hwa;Jung, Suk-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.3
    • /
    • pp.931-942
    • /
    • 2010
  • A home network provides users with a variety of information services. The kind and quality of the services can be substantially enhanced by utilizing a variety of data from sensors. However, home networks currently limit their potential by focusing on providing multimedia services rather than services utilizing sensor data. Outdoor electronics are frequently made in a form that emphasizes only certain limited functions in contrast to home appliances. Thus, sensors with one or two functions rather than many can be used in outdoor systems and their use will be more economical than using sensor nodes indoors with more complex home appliances. In this study, we chose to work with motion sensors as they have many potential uses, and we selected a parking lot control system with to use the motion sensors. This parking lot control system was implemented and applied as part of a home network. For this purpose, we defined and implemented a protocol to manage the network in a ubiquitous sensor network environment for the wireless home network in this study. Although a network management system in a Ubiquitous Sensor Network (USN) related to this study is being advanced for other projects, the protocol interface and message system have not yet been clearly defined for use in a general purpose network or in an extension into heterogeneous kinds of networks, communication support, etc. Therefore, USN network management should be conducted for management of faults, composition, power, and applications. To verify the performance of the protocol interface designed in this study, we designed and implemented the necessary units (sensor nodes, sensor gateway, and server) for each network section and, with them, proved the validity of this study.

A Wireless AP Power Saving Algorithm by Applying Sleep Mode and Transmission Power Coordination in IoT Environments (사물 인터넷 환경에서 무선 AP의 수면 모드 운영 및 송출 전력 조절을 통한 전력 소비 절감 알고리즘)

  • Jeong, Kyeong Chae;Choi, Won Seok;Choi, Seong Gon
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.3 no.11
    • /
    • pp.393-402
    • /
    • 2014
  • We have experienced an explosive increase of the IoT(Internet of Things) technology based devices including smart phones and the wireless communications. Also the growing power consumption in IEEE 802.11 WLANs(Wireless LANs) driven by these dramatic increases in not only mobile users and but also wireless APs(Access Points). To reduce the power consumption, this paper proposes a wireless AP power saving algorithm, which minimizes the transmission power without decrease the transmission and carrier sense ranges. A wireless AP which is use in our algorithm checks its own original coverage periodically for whether there is a new STA(Station) or not when its transmission power is decreased. Moreover, if there are no signaling message to connect the wireless AP, it changes its operation mode Wake-up to sleep. A Result shows that the proposed AP algorithm can reduce the total power consumption of the wireless AP approximated 18% and 35% compared to the conventional wireless AP with and without the existing power saving algorithm, respectively.

Mediating Effect of Attitude toward Advertisement on the Relationship between COVID-19 Involvement and Behavioral Intention of Social Distancing in Loss versus Gain Advertising Context (손실과 이득 메시지 프레이밍 광고상황에서 COVID-19에 대한 관여와 사회적 거리두기 실천의도와의 관계에 영향을 미치는 광고태도의 매개효과)

  • Choi, Ja In;Choi, Ja Yun
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.12
    • /
    • pp.467-477
    • /
    • 2021
  • Purposes of this study were to identify the relationship among involvement in COVID-19 (IiC), attitude toward advertisement (AtA), and behavioral Intention to social distancing (BItSD), and to investigate the mediating effect of AtA in a loss versus gain advertising context. The participants were 379 adults who have been consecutively living in Korea since January 2020. The participants were randomly assigned to one of two advertisements using an online survey system. We found that IiC affects BItSD since Korean adults recognize the risks and seriousness of COVID-19 infection or transmission through IiC. Induced positive attitudes or emotions through involvement in the COVID-19 preventive behaviors including social distancing and vaccination are helpful to increase the BItSD. Thus, health care and information providers should give an accurate message, which induces a positive attitude, to recognize that our world is a risk of the COVID-19.

Design of IoT Gateway based Event-Driven Architecture for Intelligent Buildings. (IoT 게이트웨이 기반 지능형 건물의 이벤트 중심 아키텍쳐 설계)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.256-259
    • /
    • 2016
  • The growth of mobile devices in Internet of Things (IoT) leads to a number of intelligent buildings related IoT applications. For instance, home automation controlling system uses client system such web apps on smartphone or web service to access the home server by sending control commands. The home server receives the command, then controls for instance the light system. The gateway based RESTful technology responsible for handling clients' requests attests an internet latency in case a large number of clients' requests submit toward the gateway increases. In this paper, we propose the design tasks of the IoT gateway for handling concurrency events. In the procedure of designing tasks, concurrency is best understood by employing multiple levels of abstraction. The way that is eminently to accomplish concurrency is to build an object-oriented environment with support for messages passing between concurrent objects. We also investigate the performance of event-driven architecture for building IoT gateway using node.js on one side and communication protocol based message-oriented middleware known as XMPP to handle communications of intelligent building control devices connected to the gateway through a centralized hub. The Node.JS is 40% faster than the traditional web server side features thread-based approach. The use of Node.js server-side handles a large number of clients' requests, then therefore, reduces delay in performing predefined actions automatically in intelligent building IoT environment.

  • PDF

Design of an Visitor Identification system for the Front Door of an Apartment using Deep learning (딥러닝 기반 이용한 공동주택현관문의 출입자 식별 시스템 설계)

  • Lee, Min-Hye;Mun, Hyung-Jin
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.4
    • /
    • pp.45-51
    • /
    • 2022
  • Fear of contact exists due to the prevention of the spread of infectious diseases such as COVID-19. When using the common entrance door of an apartment, access is possible only if the resident enters a password or obtains the resident's permission. There is the inconvenience of having to manually enter the number and password for the common entrance door to enter. Also, contactless entry is required due to COVID-19. Due to the development of ICT, users can be easily identified through the development of face recognition and voice recognition technology. The proposed method detects a visitor's face through a CCTV or camera attached to the common entrance door, recognizes the face, and identifies it as a registered resident. Then, based on the registered information of the resident, it is possible to operate without contact by interworking with the elevator on the server. In particular, if face recognition fails with a hat or mask, the visitor is identified by voice or additional authentication of the visitor is performed based on the voice message. It is possible to block the spread of contagiousness without leaving any contactless function and fingerprint information when entering and exiting the front door of an apartment house, and without the inconvenience of access.

A study on the relationship between selective exposure, opinion change, and political participation in a digital news distribution environment (개인과 미디어의 선택성이 강화된 디지털 뉴스 유통 환경에서 선택적 노출과 의견변화, 정치참여의 관계 연구)

  • Jihee Shin;Seungchan Yang
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.391-406
    • /
    • 2024
  • The current distribution of digital news has the potential to produce politically biased information for users as a result of individual choices and media selection based on those choices. Consequently, this research explored the factors affecting individual news selection and the effects of opinion changes and political participation that can occur when news tailored to users' partisan preferences is recommended. The phenomenon of selective exposure has been shown to be stronger when individuals utilize more limited information processing, experience higher discussion efficacy among groups with similar political beliefs. Furthermore, When a selective exposure group was randomly provided with a one-way message news that matched their partisan leanings, it was found that opinion consolidation, opinion-reinforcing information processing, and online political participation. On the other hand, when they were randomly presented with two-way messaging news in which the media balanced two competing partisan positions, they were found to be more likely to understand the other side's views and arguments, and more willing to adjust their existing opinions. We are confirmed that the balanced use of various opinions is very important in deliberative democratic process.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
    • /
    • v.7
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.3
    • /
    • pp.59-88
    • /
    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

  • PDF