• 제목/요약/키워드: New Media Theory

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O2O서비스의 지속이용의도에 영향을 미치는 요인에 관한 연구 : 영화관 티켓 발권서비스를 중심으로 (A Study on Factors Affecting Intention to Continuous Use of O2O Service : Focused on Cinema Ticketing Systems)

  • 박소은;이성혜;지대범;최정일
    • 한국IT서비스학회지
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    • 제16권4호
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    • pp.197-212
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    • 2017
  • This study aims to investigate factors affecting the intention of continuous use of O2O service by referring new media adoption theory and value-based acceptance model for movie ticketing services. For this study, a questionnaire survey was conducted for users of tickets ticketing service of the cinema online (including mobile) within the last 6 months. A total of 500 copies was collected and 404 copies were analyzed excluding 96 copies because of errors. As a result of the analysis, the ease of use and service ubiquity has a positive effect on perceived functional value and perceived emotional value, and usability has a positive effect on perceived functional value. Compatibility and trialability has a positive effect on both perceived functional value and emotional value. Previous experience has a positive effect on both perceived functional value and perceived emotional value, and inertia has negative effect on perceived functional value. Finally, the perceived emotional value has a positive effect on the intention to continuous use, but perceived functional value appeared to have no significant effect. This study shows a theoretical implication for new technology-based services such O2O. It was suggested to establish a practical marketing strategy and help to activate the O2O service field.

The Role of Evaluative Language in News Translation : Focusing on Soft and Hard News

  • Ban, Hyun;Noh, Bokyung
    • International Journal of Advanced Culture Technology
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    • 제6권2호
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    • pp.65-71
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    • 2018
  • In the digital era, news consumption is not confined in geological boundaries. Technological advances bring the instant dissemination of news into life and allow news audience to consume events that occur far away almost in real time. The transmission has blurred the boundary between traditional media and new media, and the one between physical and virtual world. That is, what if a journalist applies news framing to the news translation process? This paper aims to investigate the gap between the ST and the TT created when the source news texts undergo a translation process. To achieve this aim, the appraisal theory developed by White (2003) is employed to identify a difference between the ST and the TT. Furthermore, we have attempted to identify differences between soft news stories and hard news stories while the STs from both news stories are translated into the TTs. Two time-sensitive events, Hugh Grant's marriage and a U.S. and North Korea summit, were selected. The former (a soft news story) is extracted from the Telegraph and the latter (a hard news story) is from the Washington post. As a result, it was found that such strategies as attitude, engagement, and judgment were used when the source news texts from the hard news story are translated into the target news texts. Under the appraisal theory, the strategies involve evaluative language which refers to positive or negative language that judges the worth of entities. In general, it is said that a journalist frames the SS (especially from the hard news story) to convey his ideology to news consumers. Hypothetically, we assume that a similar framing process takes place in deriving the TT from the SS of the hard news story. Thus, we could conclude that the TT from the hard news story differs from the TT from the soft news story and that the difference can be explained within the framework of White's appraisal theory.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • 제18권1호
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

구텐베르크 은하계와 음악 (Gutenberg Galaxy and Music)

  • 김효경
    • 트랜스-
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    • 제5권
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    • pp.49-64
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    • 2018
  • 미디어 학자 마샬 맥루언은 구텐베르크 은하계라는 단어를 통하여 인쇄술이 인간에게 부여한 새로운 환경을 논하였다. 구술, 필사, 인쇄로 이어진 미디어의 진화는 인간의 삶에 있어 부수적인 존재였던 미디어를 하나의 환경으로 확장시켰고, 구텐베르크 은하계 속에서 인간의 삶은 매우 다르게 변화하였다. 본 연구는 구텐베르크 인쇄술의 개발이 인간의 삶을 넘어 음악, 특히 낭만주의 음악에 어떠한 영향을 끼쳤는지에 관하여 집중해보고자 한다. 인쇄술이 낳은 가장 대표적인 미디어는 책이라 할 수 있다. 같은 공간 아래 있을 때 정보 전달이 수월했던 구술, 필사와 달리 상대적으로 공간적 제약으로부터 자유로운 인쇄술의 개발은 지식과 정보를 그 질과 양에 있어 획기적으로 변화시킨다. 이전의 정보가 인간의 생활과 밀접한 형태를 띠고 있었다면, 책 속의 지식과 정보들은 신화의 세계와 같이 실생활을 넘어선 다른 세상으로 지식의 영역을 확장시킨다. 즉, 눈에 보이지 않는 세계로 지식의 영역을 확장시킨 것이다. 이와 같은 지식의 변화는 자연스레 인간의 사고를 확장시켰고, 사고의 확장은 곧 근대 서양 사회의 모든 분야에 영향을 끼친다. 인쇄 악보를 매개로하여 점진적으로 대중화되던 음악계 또한 예외가 아니었다. 인쇄술이 형성시킨 구텐베르크 은하계는 실용 음악에 가까웠던 이전의 음악 형태와 달리 음악 안에 신비와 환상의 세계를 심어놓았다. 그리고 이러한 현상은 낭만주의라는 하나의 흐름을 형성시킨다. 본 연구는 구텐베르크 은하계가 변화시킨 음악, 특히 낭만주의 음악에 집중하여, 미디어와 음악의 상관성을 증명해보고자 한다.

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유아미디어 교육에 대한 교사-학부모의 인식 연구 (A Study on the Awareness of Teacher-Parents of Media Education for Children)

  • 김용숙;강영식
    • 한국산학기술학회논문지
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    • 제12권8호
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    • pp.3466-3471
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    • 2011
  • 본 연구는 미디어교육이 유아교육현장에서 어떻게 인식되고 어떻게 활용되고 있는지를 알아보기 위한 연구이다. 이를 위해 미디어교육에 대한 유치원 교사와 학부모들의 인식 및 문제점들을 분석하여 유아미디어 교육에 새로운 대안을 찾을 수 있도록 다음과 같은 연구문제를 선정하였다. 첫째, 유아미디어 교육에 대한 교사-학부모가 인식하는 관심과 교육경험은 어떠한 차이가 있는가? 둘째, 유아미디어 교육에 대한 교사-학부모가 인식하는 교수-학습 방법은 어떠한 차이가 있는가? 셋째, 유아 미디어 교육에 대한 교사-학부모가 인식하는 문제점과 개선방향에 대한 인식 차이는 어떠한가? 를 알아보기 위해 유아교육 현장에 근무하고 있는 교사(250명)과 학부모 (250명)을 대상으로 얻은 연구결과는 다음과 같다. 유아미디어교육에 대한 관심과 경험은 있으나 구체적이지 못하고, 교사와 학부모가 선호하는 교수-학습방법으로는 이야기 나누기 활동이 가장 많았으며, 집단의 형태를 묻은 결과 교사-학부모 모두 소집단 그룹의 활동이 가장 이상적이라는 결과를 얻었으며 유아미디어 교육의 개선점으로는 교원의 연수기회확대, 미디어교육에 대한 사회 전반적인 이론의 미정립이라는 결론을 얻을 수 있었다.

우리나라 소비자의 핀테크 수용 모형의 탐색: 기술수용모형의 분해계획행동이론을 중심으로 (Understanding Acceptance of Fintech Service in Korea: Focused on Decomposed TPB into TAM)

  • 주지혁
    • 디지털융복합연구
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    • 제15권4호
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    • pp.171-179
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    • 2017
  • 이 연구는 최근 우리나라에 도입되고 있는 새로운 금융서비스인 핀테크의 확산을 설명하고 예측하기 위한 연구모형을 탐색하는데 목적이 있다. 이를 위해 인간행동과 새로운 기술수용을 설명하는데 각각 자주 인용되고 있는 이론인 계획행동이론(TPB)과 기술수용모형(TAM)을 검토하여 이를 융합한 분해계획행동이론(DTPB, Decomposed theory of planned behavior)을 연구모형으로 제안하고 PLS 경로모형분석을 통해 검정하였다. 연구결과, TAM 경로 중 하나인 인지한 용이성-태도(PEOU-ATT) 경로를 제외한 모든 경로가 유의하였고, 모형의 설명력은 57.3%로 유의하게 나타났다. 따라서 우리나라의 핀테크 확산을 설명하는데 본 연구가 제안한 DTPB가 적절한 것으로 입증되었다. 마지막으로 후속 연구를 위한 제안을 제시하였다.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Identifying Factors Affecting Behavioral Intent of Potential and Existing N-screen Service Users

  • Kwon, Bo-Ram;Ryu, Sunghan;Kim, Young-Gul
    • ETRI Journal
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    • 제37권2호
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    • pp.417-427
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    • 2015
  • With recent advances in media technology, the creation of a relatively new service, N-screen, has been realized. N-screen provides seamless connections among various media and enables users to enjoy entertainment content at any time and any location. With such recent advances comes opportunity; therefore, for those N-screen service providers who have established an early edge in the ICT industry, it is imperative that they maintain this and stay ahead of the ensuing competition. In this context, the objective of this study is two-fold; first, we aim to find factors influencing the behavior of existing and potential N-screen service users, and then second, to examine the differences in how these factors operate within the two user types. The results of this study show that the perceived value and subjective norm are important influencers in both user types. However, price fairness and innovativeness are only influential on the attitude and intention of potential users, while some aspects of media usage have only significant influences on the behavior and loyalty of existing users. Based on these results, we provide some implications for both researchers and practitioners who wish to better understand the nature of N-screen users.

Discussion on VR Storytelling Production

  • Kim, Jung Kyu;Han, Hyekyoung;Lee, SangKhee;Kim, Mookyu
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.213-217
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    • 2020
  • In this paper, we present that Virtual Reality (VR) is a type of media that has attracted interest in storytelling and media utilization. VR was first discussed as a specific narrative medium with traditional story medium. Via this discussion, The innate difference of VR is that the role of the media users in which the narrative is communicated were active in the development of the narrative unlike that of most classical narrative media. We also discussed specific features related to VR based on the theories of traditional literary criticism, movie reviews, and plays. Through these discussions, we aruged two directions of VR storytelling production as an narrative medium, its specificity, and its expressiveness for VR producers. First, story processing and characters can be introduced as part of continuing a new narrative by altering the interaction history that appears in VR stories to user interest ratings. Second, VR interaction responds intuitively to the idea that it represents a trajectory across the story surface of all possible interactions. More specific theories and controvercials are discussed.

복합기제 텍스트의 확장 의미에 대한 수용자의 인지적 재구성 : 서사적 미디어 표현을 활용한 의사소통 교육을 위해 (Audience Cognitive Reconstruction of the Extended Meaning of Complex Mechanism Text : For Communication Education using Story Media Expressions)

  • 임지원
    • 한국엔터테인먼트산업학회논문지
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    • 제15권7호
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    • pp.137-143
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    • 2021
  • 본 논의는 복합기제를 담은 미디어 텍스트의 확장 의미에 대한 인지화용적 의미 해석 이론을 토대로 대학생을 위한 의사소통 교육 및 한국어 연계 전공 교육자의 리터러시 교육의 연계가능성에 대해 논의된 질적 연구라 할 수 있다. 쌍방향적 의사소통 전략으로 활용된 미디어 콘텐츠 표현의 내포적 의미는 학습자 개개인의 인지환경에 따라 다각적인 해석으로 수용될 것이다. 그렇다면 콘텐츠 제작자가 의도한 일반적인 미디어 콘텐츠 의미 내용은 어떻게 수용되고 있는가. 이러한 의구심이 논의의 출발점이다. 필자는 문제해결을 위해 인지의미론의 실험화용적 방법론에 기대어, 인지언어학의 관련성 모델을 적용시켜 학습자의 창의적인 인지환경과 현시적 내용을 연결시켜 그 대비점을 모색하였다. 논의 결과 학습자 스스로 인지환경과 현시적 내용을 연결시킬 수 있는 주체성과 창의적 사고를 표현할 수 있는 기본 틀을 마련할 수 있었다. 특히 적극적이며 긍정적인 학습자들은 제작된 미디어 텍스트를 문제제기할 수 있는 토론의 능력과 텍스트에 내포된 의미의 타당성을 논증하기 위해 제 3의 대안을 제시하는 등 새로운 인지환경을 구축하는 직접적인 서술적 표현도 드러났다. 추후 복합기제가 담긴 미디어 텍스트는 현대 사회에서 다양한 매체를 통해 쉽게 이뤄지는 간접적이며 설득적인 의사소통 행위이기에 미디어 텍스트 제작자와 학습자의 신뢰적인 대화의 보편적 의사소통 원리가 존재해야 할 것이다