• Title/Summary/Keyword: New Media Theory

Search Result 271, Processing Time 0.027 seconds

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
    • /
    • v.19 no.4
    • /
    • pp.125-148
    • /
    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

A Study on the Value System of Social Media Usage by Korean Journalists -Focusing on the Results of Laddering Method (국내 주요 언론사 기자들의 소셜미디어 이용 가치체계 연구 -래더링 분석을 중심으로)

  • Bang, Eun-Joo;Kim, Sung-Tae
    • Korean journal of communication and information
    • /
    • v.67
    • /
    • pp.209-240
    • /
    • 2014
  • This study observes reporters' awareness on the use of social media and their Core Values by using the Theory of Means-End Chain and drawing conclusions from a Hierarchical Value Map (HVM). In order to analyze reporters' knowledge and awareness on the use of social media via the laddering method, in-depth interviews of 46 reporters were conducted. The study showed that reporters consider sense of kinship, well-balanced understanding, and the desire for knowledge to be important Core Values. The results revealed that the convenience in interpersonal communication, development of intimacy in relationships, entertainment and affection, curiosity, the reduction in the cost of the acquisition of information, understanding of trends in issues, a peek into new information and the maintenance of interests, psychological dependability, and quick updates on information items are considered important Consequences of social media. In the Attributes level, the ability to write postings and links on Facebook and readability and 'follow' and 'mention' features on Twitter were confirmed to be important items in social media. The findings infer that reporters that make use of social media use Twitter and Facebook to build a sense of kinship with other users and gain well-balanced understanding by accessing a lot of information through social media. While this study examined the level of reporters' familiarity with the use of social media via the laddering method, the results cannot be seen as a generalization, as the interviewees were reporters from only the major news organizations.

  • PDF

Discussions on the Reconstruction of Visual Illusion in Dynamic Images - Take of Paul Sermon as an example (다이나믹 이미지 예술 중 착시의 재구성에 관한 연구 - 폴 셔먼의 을 중심으로)

  • GAO, XIAOYA;Paik, Joonki
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.10
    • /
    • pp.189-201
    • /
    • 2021
  • The art of dynamic images has experienced three development stages, including experimental films, recording art, and new media image. By introducing all kinds of new materials, new media to the art, and the art of dynamic images has created more freedom for art creation. With the development of digital information technology, dynamic image works have put forward an increasingly high requirement of visual art. The combination of dynamic images and visual illusion can give rise to different forms and expression methods, thus endowing artworks with more vigor. This paper provides an overview by sorting out the lineage and development of dynamic images in the background, as well as understanding the application and performance of contrasted visual illusion. Based on the understanding of the characteristics of visual illusion, we discuss the new characteristics of applying the theory of visual illusion to new media dynamic images in relation to the technical approach of dynamic images. Through the analysis of specific works of Telematic Vision, we search for its reasonable combination and find the appropriate technical means of implementation. We discuss how to use digital multimedia technology and spatial optical illusion to make the design more novel and impactful, and consider how the combination of digital dynamic image technology and visual illusion should be interpreted and applied.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
    • /
    • v.16 no.2
    • /
    • pp.78-91
    • /
    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

An Analysis of Shin keikō haiku and Dentō ha haiku from the Fundamental Informatics Perspective

  • Ohi, Nami
    • Journal of Contemporary Eastern Asia
    • /
    • v.12 no.2
    • /
    • pp.35-47
    • /
    • 2013
  • This study aims to understand haiku phenomena from the viewpoint of communication, which emerges from reciprocal relationships among haiku poets, haiku societies, media on haiku, and other establishments relating to haiku. Such an analytic point of view, which tries to consider both the operation of each autonomous agent and that of the whole system consisted by the agents, is included in the realm of second-order cybernetics. The operation of a system cannot be reduced completely to a system's individual components, which is why such a viewpoint is required. Fundamental informatics, which is employed as a theoretical framework, and two haiku movements, which include shin keiko haiku ("new-trend" haiku) and dento ha haiku (Hototogisu-school haiku), forming an important part of modern haiku history, are the focus of this study. As a result, modern haiku history is considered to be an evolution of a haiku system, whose main incentive is an awareness of the production mechanism of haiku communication occurring through second-order observations in the system. This study also illuminates how haiku poets, haiku societies, and media covereage of haiku play roles in the evolution of the haiku system.

A Study on Transition Process and factor of Exhibition Design - Based on the Exhibition's Transition in the Independence Hall - (전시디자인의 변천과정과 요인에 관한 연구 - 독립기념관의 시기별 전시변화를 중심으로 -)

  • Kwon, Soon-Kwan
    • Korean Institute of Interior Design Journal
    • /
    • v.15 no.5 s.58
    • /
    • pp.265-272
    • /
    • 2006
  • Traditionally exhibition design as been restricted to architectural, interior, and lighting design, but recently it has begun to overlap into environmental, performance, and installation art. Exhibition design also increasingly involves the application of film, fashion, and the new media. In the past, exhibits were arranged and displayed for the visitor to view directly, but with the development of more effective exhibit media a connection has been created between the exhibit and the visitor. However exhibition design has reached the limits of continuous growth without background theory, when now it must take Into consideration the museum's activation and the importance of the exhibition's design. Exhibition design has developed and grown rapidly since the Taejeon Expo in 1993, but it is a difficult development without a theoretical structure. The flow of exhibition design must be systemized, as the systemization of the transition process of exhibition design has not yet been achieved. This study aims to present an arrangement of exhibition design flow, and to investigate the variation factors in the transition process of exhibition design and exhibit medium development, based on the 18 year history of the Independence Hall that introduced the first systematic planning of an exhibition in 1987.

A Study on the evolution theory of digital game rules (디지털 게임 규칙의 진화론에 관한 연구)

  • Chon, Suk;Yoon, Joon-Sung
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.21-31
    • /
    • 2009
  • This research is to classify game rules which are important factors for the game, and to define the basis of the each level of rules and concepts. In terms of these definitions, the process of transformation in the game rule is analyzed, and examined the development related to evolution. The rule of digital game is analogous to the biological evolution. From this point of view, This research presents the structural similarities between the game rules and biological evolution. It is for the investigation of the development using new perspective and for the conceptualization of the process. Moreover it makes us rediscover the game as a scholastic research subject.

  • PDF

Analyzing Government Policy Frameworks for Promoting Adoption and Diffusion of IPTV Services (IPTV 서비스의 수용과 확산을 위한 정부 정책 프레임워크 분석)

  • Seo, Hyun-Sik;Kim, Jun-Ho;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
    • /
    • v.11 no.5
    • /
    • pp.37-58
    • /
    • 2010
  • This study analyzes appropriate government policy frameworks for promoting IPTV industry by studying the way of adoption and diffusion of IPTV services. Until recently, most researches on government policies for technology adoption have focused on the personal context. This research adopts two theories, i.e., innovation characteristics theory for personal context and implementation process theory for organizational context. It also hypothesizes that the innovation characteristics more influence on the behavioral intention for usage new media in the level of personal innovativeness is high. Moreover, in the level of expectancy for diffusion policy is high, the implementation of IPTV services more influences on the behavioral intention. The results by statistical analysis, it is found that the higher the level of personal innovativeness is, and the higher the level of expectancy for diffusion policy is, the more behavioral intention will be influenced by the characteristics of innovation and implementation of IPTV service. Thus it is important for government agencies to find the way to facilitate personal innovativeness as well as expectancy for diffusion policy.

Business Intelligence and Marketing Insights in an Era of Big Data: The Q-sorting Approach

  • Kim, Ki Youn
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.2
    • /
    • pp.567-582
    • /
    • 2014
  • The purpose of this study is to qualitatively identify the typologies and characteristics of the big data marketing strategy in major companies that are taking advantage of the big data business in Korea. Big data means piles accumulated from converging platforms such as computing infrastructures, smart devices, social networking and new media, and big data is also an analytic technique itself. Numerous enterprises have grown conscious that big data can be a most significant resource or capability since the issue of big data recently surfaced abruptly in Korea. Companies will be obliged to design their own implementing plans for big data marketing and to customize their own analytic skills in the new era of big data, which will fundamentally transform how businesses operate and how they engage with customers, suppliers, partners and employees. This research employed a Q-study, which is a methodology, model, and theory used in 'subjectivity' research to interpret professional panels' perceptions or opinions through in-depth interviews. This method includes a series of q-sorting analysis processes, proposing 40 stimuli statements (q-sample) compressed out of about 60 (q-population) and explaining the big data marketing model derived from in-depth interviews with 20 marketing managers who belong to major companies(q-sorters). As a result, this study makes fundamental contributions to proposing new findings and insights for small and medium-size enterprises (SMEs) and policy makers that need guidelines or direction for future big data business.

A Study on the Use of Diagram for the Process of Architecturalization (건축화 도구로서의 다이어그램에 관한 연구)

  • Kim, Jung-Ae;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.2 s.61
    • /
    • pp.71-78
    • /
    • 2007
  • This study began from the idea that new materials and awareness in the modern society demand new methods in architecture and focused on diagrams as the tool many modern architects use in their process of architectural design. Therefore, the purpose is re-finding the potential of diagrams as profilerating architectural design media by examining mentions of architects about diagrams, investigating diagrams used in design process and treating comments referring to diagrams, by redefining the meaning of the contemporary architecture and of diagrams in architecture, and by grasping the various methods of use and its process. The design process using diagrams produces synthetic or reasonable process dissimilar to previous processes. Where diagrams are mainly used as tools to relate the segregated parts compressively. On the other hand reasonable process concerns reasonable design advancement to satisfy various requirements or conditions in reality, where diagrams are used as tools offering its phase in the whole structure of various information and relating steps of design each other. Dealing synthetically in the various steps of design process with the various properties originally obtained, proposing a new type of architecture by increasing thoughts and leaving the design process open-fluid, offering process and results having the same value as design process, and satisfying requirements in reality most reasonably, diagrams working in the above-mentioned design process have the potential to narrow the schism among theory, practice and criticism in contemporary architecture.