• 제목/요약/키워드: Participating media

검색결과 119건 처리시간 0.028초

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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    • 제15권8호
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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.

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

  • 정수진;임은혁
    • 복식문화연구
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    • 제28권6호
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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.

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

  • 송준희;임찬
    • 문화기술의 융합
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    • 제5권1호
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    • pp.243-248
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    • 2019
  • 디지털 미디어 기술이 지속적으로 발전하면서 새로운 기술을 활용한 미디어 아트의 창출이 거듭되고 있다. 그 중 인터랙티브 미디어는 관객을 작품 안에 참여시킴으로써 비로소 완성된다는 점에서 관객에게 새로운 경험과 흥미를 제공한다. 이러한 특성을 마케팅 전략으로 활용하면서 매출 증가와 기업의 긍정적 이미지 제고를 유도하는 사례들이 증가하고 있다. 영화 산업의 마케팅의 요소로써 인터랙티브 미디어가 활용 될 수 있는 방안을 모색하고 전략적인 마케팅 요소로 사용될 수 있는 인터랙티브 미디어 콘텐츠의 프로토타입을 제안한다. 이로써 관객들에게 지속적이고 새로운 몰입감을 제공하는 인터랙티브 미디어의 발전 방향을 제시하고, 영화 마케팅뿐만 아니라 산업의 전반적인 효과적인 활용에 대한 후속 연구를 제안한다.

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

  • 이영희
    • 디자인학연구
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    • 제12권3호
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    • pp.5-14
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    • 1999
  • 급속하고 광범위하게 변화하는 경쟁적 환경 속에 있는 우리는 교육의 역할이 더욱 중대함을 인식하고 있다. 우리 사회가 처한 도전은 어떻게 정보를 다루고 그것을 어떻게 지식으로 전환하느냐이다. 이미 많은 학교에서 컴퓨터를 사용하여 학습효과를 향상하려고 노력하고 있다. 인터그레이티드 미디어(Integrated Media)의 교육활용은 학습내용을 새롭고 흥미롭게 제시하는 것 이외에도 종전의 미디어 시스템들이 가지지 못했던 학생이 직접 참여하는 방법으로 배우는 과정에 있어 시각, 청각, 그리고 시뮬레이션의 경험을 사용한 대화형 교육의 높은 유용성 즉, 상호작용적 특성을 가질 뿐만 아니라 대량의 정보를 저장, 통신, 관리, 처리하는 능력이 탁월하다는 효율성과 효과성을 든다. 본 연구는 인터그레이티드 미디어(Integrated Media)의 본질을 파악하고 아동들의 심리 및 인지능력을 검토하여 아동을 위한 교육결과물을 제작하는 데 있어 실질적인 문제제기를 하였으며, 그 해결방안으로써 부분적이기는 하나 그것의 교육효과와 효율성을 높이기 위한 디자인적인 관점과 내용면의 해결책을 제시하였다.

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

  • 노이경;남경숙
    • 한국실내디자인학회논문집
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    • 제26권5호
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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.

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

  • 김효정
    • 한국문헌정보학회지
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    • 제28권
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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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    • 제14권4호
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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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    • 제7권1호
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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.

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

  • 강재희;고은희
    • 한국식생활문화학회지
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    • 제29권4호
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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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    • 제10권3호
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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.