• Title/Summary/Keyword: Participating Media

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Integrated Media Platform-based Virtual Office Hours Implementation for Online Teaching in Post-COVID-19 Pandemic Era

  • Chen, Mingzi;Wei, Xin;Zhou, Liang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.2732-2748
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    • 2021
  • In post-COVID-19 pandemic era, students' learning effects and experience may sharply decrease when teaching is transferred from offline to online. Several tools suitable for online teaching have been developed to guarantee and promote students' learning effects. However, they cannot fully consider teacher-student interaction in online teaching. To figure out this issue, this paper proposes integrated media platform-based virtual office hours implementation for online teaching. Specifically, an integrated media platform (IMP) is first constructed. Then, virtual office hours (VOH) is implemented based on the IMP, aiming at increasing student-teacher interactions. For evaluating the effectiveness of this scheme, 140 undergraduate students using IMP are divided into one control group and three experimental groups that respectively contain text, voice and video modes. The experiment results indicate that applying VOH in the IMP can improve students' online presence and test scores. Furthermore, students' participating modes during VOH implementation can largely affect their degree of presence, which can be well classified by using principal component analysis. The implication of this work is that IMP-based VOH is an effective and sustainable tool to be continuously implemented even when the COVID-19 pandemic period ends.

Fashion activism for sustainability on social media (지속가능성을 위한 패션 액티비즘 - 소셜 미디어를 중심으로 -)

  • Chung, Soojin;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.815-829
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    • 2020
  • The aim of this study is to investigate fashion activism that supports sustainability by pursuing social transformation through social media. This is achieved by publicizing the environmental and labor problems of the fashion industry. For this study, a literary survey and netnography were conducted from January 2017 to November 2020. We classified and analyzed environmental and labor issues that could be considered fashion activism on social media. The results are as follows. First, movements for conscious consumption appeared as #haulternative, #fashionourfuture, #SecondHandSeptember, and #wornwear projects. These movements are concerned with buying used goods, re-dressing clothes owned by individuals, and transforming and wearing them with new methods. Second, activism for environmental protection includes #fashionOnclimate by Global Fashion Agenda and Sustainable Fashion Matterz' #Watermatterz. These movements are directly involved in learning about the seriousness of environmental destruction caused by the fashion industry and participating in environmental protection with critical awareness. Third, the #whomademyclothes and the Clean Clothes Campaign are activism for improving the working environment, and are playing a role in publicizing labor issues by informing the general public about inadequate working conditions linked to the fashion industry. Thus, fashion activism on social media examined in this study can contribute to visualizing chronic problems that hinder sustainable development within the fashion industry.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

A Study on the Educational material Using Integrated Media (인터그레이티드 미디어 교육교재에 관한 연구)

  • 이영희
    • Archives of design research
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    • v.12 no.3
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    • pp.5-14
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    • 1999
  • In this competitive environment which changes rapidly na extensively we can perceive that the role of education is getting important more and more. The challenge that we face is how we can handle the information and convert it to the knowledge. A lot of schools have already tried to improve the effect of education by using the computers. Besides providing the content of education newly and interestingly the educational use of the integrated Media has a strong point in terms of efficiency and effectiveness that it is excellent in storage, communication, control and handling enormous information as well as in a peculiarity of reciprocity, the high usefulness of communicative education using the experience of vision, audition and simulation in the method of participating of students themselves in education that the previous media systems didn't have. This thesis brought up a substantial problem in producing the consequences of education for children by investigating the psychological and recognitional abilities of children and by understanding the essence of the Integrated Media. And this study provided the solution in terms of the content and the viewpoint in design to raise the educational efficiency and effectiveness of the Integrated Media even though it is just a partial solution.

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A Study on Preference according to Affordance Design Elements in Digital Media Exhibition Environment (디지털미디어 전시환경에서의 어포던스디자인 요소별 선호에 관한 연구)

  • Noh, Yi-Kyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.135-142
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    • 2017
  • Recently, as human-centered design and humanization of space accelerates, the concept of physical space is changing to user-centered space. In particular, in the case of exhibition space to utilize digital media, visitors' actively experiencing exhibits and participating exhibition are regarded as an important factor, thus affordance design serves as a crucial factor to afford satisfaction with exhibition space to the visitors. Accordingly, the study is to understand the concept of the affordance and the digital media exhibition environment and to analyze the preference for each affordance design factor in the digital exhibition environment. The survey is conducted to people in the twenties who inhabit Seoul and the metropolitan area, familiar with the digital media. The results of the survey show that the most important role of the digital media in the exhibition environment is to create the atmosphere for concentration and complexity is the most preferable among interactivity, network ability and complexity, the feature of the digital media. Additionally, the results reveal that cognitive affordance presenting the feature of design to help the user when he/she want to know something is the most preferable among sensory affordance, physical affordance, cognitive affordance and functional affordance and as the time exposed to the digital media increases the importance of the affordance design is high. As the digital environment is common now in many fields, it will be regarded as a crucial factor to the visitors of an exhibit hall from now on whether affordance design is used.

The Historical Shift of American School Library Standards (미국 학교도서관 기준의 변천)

  • Kim Hyo-Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.28
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    • pp.167-191
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    • 1995
  • The school library standards. a guideline encouraging the reasonable library administration for school education that began with early quantity in 1920, has been changed as an information power in 1988 after 7th revision. The school library is highlighted as a gear of education process and the center of education change. The major summary is as follows: First. the name of librarian has been changed from teacher's librarian to school library media specialist that executes as a leader for participating in plan. performance and development of instruction. Second. the type of material has been changed from book to electronic media. Also, the number of book per capital has been increased from 6-8(1920) to 23-28(1988) Finally, the function of school library has been changed from space service into proactive service which is playing the role of the heart of school education process based on information skill.

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Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

A Proposal of Interactive Contents for Prevention of Smartphone Overdependence

  • Kim, Jae Sun;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.70-76
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    • 2019
  • IoT technology application has been part of modern people's everyday life. This technology makes people to depend on smart devices. 'Smartphone' is the most typical example. Despite the advantages given by this device, the bad side effects are also notable. This paper presents interactive content on the dependence of smartphone device. The research objective is to make individuals to reduce the use of smartphones by realizing their own problems of smartphone dependency. Research was progressed by analyzing aspects obtained from users participating in the self-developed interactive game contents. As a result of the analysis, approximately 68% of people were aware of the problem through this content. This indicates the potential of using convergence research in interactive contents with other fields furthermore.

Study on Recognition and Attitudes towards Korean Food in Korean Food Culture Publicity Event - Hayabusa Station targeting Festival participants - (한국식문화홍보행사 참가자의 한식에 대한 인식과 태도에 관한 연구 - 하야부사역 축제 참가자를 대상으로 -)

  • Kang, Jae Hee;Ko, Eun Hee
    • Journal of the Korean Society of Food Culture
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    • v.29 no.4
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    • pp.314-325
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    • 2014
  • To contribute to the globalization of Korean food, a Korean food culture publicity event was conducted at Hayabusa Station, Tottori Province, Japan. This study investigated and analyzed recognition and preferences towards Korean food in participants at the event. The method of information acquisition was also analyzed. Most participants had prior experience eating Korean food. As for information, participants responded that they were affected by public media such as dramas, and the most effective way of getting information was participating in lectures. This study also investigated intake of 20 kinds of Korean food and found highest preferences for bibimbap, kimchi, naengmyeon, and galbigui, in that order. The main motive for participating in the Korean food culture publicity event was a desire to experience a new culture. Further, satisfaction, intention to participate, and intention to recommend Korean food were high. These attitudes had significant effects on the intention to visit Korea. In the future, Korean food culture publicity events held in foreign lands can contribute to Korean tourism.

The relationship between Consumption Behavior Characteristics and Golf Consumption Behavior According to the influence of Important Hitters of Golf Participants

  • Bae, Changhee;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.253-262
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    • 2022
  • The purpose of this study is to investigate the influence of golf participants' major hitting factors on their consumption behavior characteristics and golf consumption behavior. To achieve this objective, the study subjects were set as the population aged 20 years or older who use golf courses and driving ranges in Gwangju Metropolitan City and Jeollanam-do, and then 158 males and 172 females using cluster random sampling. A total of 300 persons were selected as the study subjects. The survey tool was the questionnaire method, and among the tools that had already been used to verify the reliability and validity of the questionnaire in domestic and foreign previous studies, it was reused or modified or supplemented according to the variables of this study. The collected data were winter-processed according to the purpose of analysis using the SPSS statistical program as follows. The results obtained through this process are as follows. First, it was found that the major players participating in golf had partial differences in the characteristics of golf consumption behavior. Second, it was found that the major hitters participating in golf had a partial difference in their golf consumption behavior. Third, it was found that the golf consumption behavior characteristics of golf participants partially affected the golf consumption behavior.