• Title/Summary/Keyword: One-person media

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The Effect of Single Hairdresser Service Quality on Behavioral Intention through Customer's Emotional Response (1인 미용실 서비스 품질이 소비자의 감정반응을 통해 행동 의도에 미치는 영향)

  • Kim, Do-Eui;Noh, Hyeyoung;Chae, Young-Il
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.635-648
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    • 2023
  • In the current situation of social distancing due to COVID-19, the use of one-person hair salons, which are safer than franchise hair salons, is emerging again. One-man hair salons provide personalized services at high prices, so they can be said to be an industry that required high quality services than franchise hair salons. Despite these characteristics, many studies on hair salon services are focused on franchise hair salons. Therefore, this study was conducted through empirical analysis with the purpose of finding out how the service quality of a one-man hair salon, which required high service quality, affects behavioral intention through the coexistence of customer satisfaction and dissatisfaction. As a result of this study, it was found that the pleasure of consumers in one-person hair salons increases the intention to revisit the most. Those pleasure showed that it is more important to respond and empathize with consumers as well as its expertise of hair designers than the appearance of beauty salons. Through this study, the characteristics of a one-man hair salon were examined and significant results were found.

Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
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    • v.2 no.4
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    • pp.285-297
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    • 2000
  • One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.

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A Study on the Application of Color as Process of Symbolic Metaphor in the Game Storytelling (게임 스토리텔링에서 상징적 메타포로 작용하는 색채의 역할)

  • Cho, Yoon-Kyung;Han, Hye-Jeong;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.41-48
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    • 2008
  • If an association for a color develops and comes to form any kind of common idea, a symbolic meaning is given to the color. It is called' symbolism of color' that color builds up an abstract general idea, an emblem, feeling except things concrete. The color of game is the visual element that one can be immersed in the game, the image which act as important meaning, the attribute of light, and visual perceptional factor. With form, motion, light and shade, the color function importantly as media which express a person and person's circumstance. In game, the color is used symbolically to suggest not only mental change of character but also the situation, mood, attribute and strength of energy. These transmission of meaning express symbolism of the color iconically. So, the color for image express of game take on universality. This study research that focus on how the symbolical meaning of the color is reflected in game.

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Safety Evaluation of Iopamidol Contrast Medium Used for Radiological Examination of a Local Clinic in Korea (방사선 검사에 사용되는 조영제 Iopamidol의 안전성 평가)

  • Park, Chang-Mook;Lee, Bo-Reum;Song, Tea-Bum;Jang, Je-Kwan;Lee, Yu-Jeung;Lee, Myung-Koo;Lim, Sung-Cil
    • YAKHAK HOEJI
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    • v.53 no.6
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    • pp.328-333
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    • 2009
  • Contrast media are substances that are used to enhance the contrast of structures or fluids within the body in medical imaging. Those are commonly used to enhance the visibility of blood vessels and the gastrointestinal tract. The aim of this study is to evaluate patients who got injected iopamidol, developed as one of contrast medium regarding changes in cardiovascular system and especially, adverse drug reactions. This study were performed on randomly selected a total of 51 patients (range of 15~85 years old) who got injected contrast medium, Iopamidol at a P hospital in Gyeonggi province from September 22nd, 2008 to January 24th, 2009. Data were collected by questionnaire though person to person. We analyzed the data by SPSS (Version 12. for windows). Methods of analysis were frequency and cross analysis. In results, 19.6% (n=10) were founded for adverse drug reactions of contrast medium. 25.0% (n=4) of 10 patients who had adverse drug reactions of contrast medium had took abdomen contrast test. 2 patients of those took contrast test for chest. Also, 3.9% (n=2) patients felt vomiting and nausea after injection of contrast medium. In conclusion, 19.6% patients experienced adverse drug reaction of contrast medium. Therefore, when taking radiation test, we should make efforts to minimize adverse drug reactions to achieve suitable and effective treatment.

Enabling Environment for Participation in Information Storage Media Export and Digital Evidence Search Process using IPA (정보저장매체 반출 및 디지털 증거탐색 과정에서의 참여권 보장 환경에 대한 중요도-이행도 분석)

  • Yang, Sang Hee;Lee, Choong C.;Yun, Haejung
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.129-143
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    • 2018
  • Recently, the use of digital media such as computers and smart devices has been rapidly increasing, The vast and diverse information contained in the warrant of the investigating agency also includes the one irrelevant to the crime. Therefore, when confiscating the information, the basic rights, defense rights and privacy invasion of the person to be seized have been the center of criticism. Although the investigation agency guarantees the right to participate, it does not have specific guidelines, so they are various by the contexts and environments. In this process, the abuse of the participation right is detrimental to the speed and integrity of the investigation, and there is a side effect that the digital evidence might be destroyed by remote initialization. In this study, we conducted surveys of digital evidence analysts across the country based on four domains and thirty measurement items for enabling environment for participation in information storage media export and digital evidence search process. The difference between the level of importance and the performance was analyzed by the IPA matrix based on process, location, people, and technology dimensions. Seven items belonging to "concentrate here" area are one process-related, three location-related, and three people-related items. This study is meaningful to be a basis for establishing the proper policies and strategies for ensuring participation right, as well as for minimizing the side effects.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

Survey of Recognition in Parturients for Vaginal Delivery Controlled by Epidural Block (경막외차단을 시행 받은 질식분만 산모들의 인식 조사)

  • Jang, Young-Ho;Park, Eun-Ji;Kim, Ae-Ra;Cheun, Jae-Kyu
    • The Korean Journal of Pain
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    • v.11 no.1
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    • pp.96-100
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    • 1998
  • Bakground: At our institution, We have controlled pain during vaginal delivery with epidural block since 1986. We designed a questionaire for parturients to analyze the degree of satisfaction of epidural block. Method: The self-questionaire were sent to parturients(N=200), who had epidural block to control labor pain during vaginal delivery. The questionaire covered topics dealing with motivation, fear, satisfaction and complications, of epidural block. Results: Motivation by an experienced person was 72.5%(145 parturients), fear of epidural block was 66%(132 parturients), and satisfactory response was 84%(168 parturients). Parturients who knew the role of anesthesiologist numbered 105(52.5%). Scarcely, 46 parturients displayed confidence for safety of fetus; 111 parturients experienced more than one complications. But special therapy for complications were not necessary. Conclusions: Publicity through mass-media and direct contact will improve the recognition and merit of epidural block by parturients as well as the role of the department of anesthesiology.

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Decision factors of Orthodontic Treatment by orthodontic patients (교정환자의 교정치료 결정요인)

  • Kim, Hong-Sik
    • Journal of Technologic Dentistry
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    • v.42 no.2
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    • pp.187-195
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    • 2020
  • Purpose: The purpose of this study is to examine decision factors to start orthodontic treatment with male and female undergraduates having experience in orthodontic treatment at a dental clinic or hospital because of malocclusion. Methods: A survey was carried out to investigate decision factors to begin orthodontic treatment with 330 male and female undergraduates attending universities located in Daegu Metropolitan City or Gyeongsangbuk-do who had experience in orthodontic treatment at a dental clinic or hospital because of malocclusion, and out of 330 questionnaire sheets, total 294 (89.1%) sheets were employed for analysis after excluding ones unreliably or erroneously answered. Results: According to the results of analyzing decision factors for orthodontic treatment, such factors as 'a dentistry-related person's suggestion', 'feeling necessity on one's own' are found to be significantly higher in students majoring in health units than those having non-dental health majors, and students residing in small and medium cities are influenced more significantly by this decision factor, 'an acquaintance's suggestion', than those living in farming and fishing villages or big cities, and students who started orthodontic treatment at elementary school were more significantly influenced by the factor, 'feeling necessity through the public media'. Conclusion: Among the factors influencing their decision on orthodontic treatment, no influence was found in sexual difference, and each of the decision factors influenced them considerably according to the difference of their residence, economic power, majors, or time to start orthodontic treatment.

A Study on Sob Nomad's Culture and Fashion Style (잡노마드(Job Nomad)의 문화와 패션스타일에 관한 연구)

  • 최지영;간호섭
    • Journal of the Korean Society of Costume
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    • v.53 no.1
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    • pp.129-141
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    • 2003
  • Much has been said in the 21st century about advanced information society following industrial society, so information appeared obviously. Based on the development of digital network due to such highly developed information, foresee a new phenomenon in anthropology. The new phenomenon is urban nomad such jobnomad who may change the culture of settlement with a long history into the culture of nomad. This study was to analyze the culture and fashion style of job nomad who may be a trend of fashion in the future. The results of this study are as follows Firstly, the features of job nomad are new communication technology and information technology called new media. And key words for job nomad are non-possession and professionalism and their feature in labor is one(1) person project. Secondly, job nomad to be a trend of future fashion is seeking wearable electric machine - wearable computer fashion. Thirdly, Zen style fashion reflecting Zen idea has such features as naturalism. indeterminism, equalitarianism, and moderation. Those features coincide with the tendency of job nomad who may lead the culture of fashion in the 21st century and do with human being's life style in the 21st century. Expect that job nomad appears newly in social and cultural phenomenon through this study can be developed toward a new and sensible fashion.

Alternative Measures for Improvement of Information Literacy as Cross Curricula under the National Curriculum in Korea (국가 수준 교육과정에서 범 교육과정으로서의 정보 활용 능력 위상 강화 방안)

  • Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.29-50
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    • 2011
  • An aim of this study is to analyze status of information literacy and propose some ways strengthening its role as a cross-curriculum. Analyses show that information literacy is a basic competency of creative person composing the educational human figure under the national curriculum in Korea. In the school knowledge, its position is a procedural knowledge to create new ideas, also it is a interdisciplinary thinking skill under the instructional method. Therefore, information literacy instruction covering media and ICT literacy should exist as a main cross-curriculum to be a selective subject in the national curriculum. And finally, one of learning skills, its definition should be cleary stated such as information research and access, information analyses and interpretation, information synthesize and presentation.