• Title/Summary/Keyword: Participatory Media

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Research on Multiple Participatory Video System using Mira (미라(Mira)를 활용한 다중 참여형 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.531-539
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    • 2014
  • Recent studies of multiple participatory interactive media designs hows that the key element to this area is the participation of the audience. Due to this matter, this paper discusses the categories of the phase and looks into the characteristics of participatory matters to clarify the distinction. The categories that has been mentioned in this paper are multiple participatory types and active participatory types. Based on this matter, research practicing the Mira has been conducted in two separate groups - video and sound, and suggests the solution to the problems that has occurred during the process of implementing the final video system called 'The 360 Project'. The fact that the paper suggests a small range of participatory categories and hasn't come up with a certain analysis to the final outcome appears as a limit. The inadequacy will be supplemented throughout the following paper, hoping there will be improved versions of multiple participatory researches.

A Study on the User Participatory Communication Tools of National Archives Websites (국가 기록관 웹사이트에 나타난 이용자 참여 커뮤니케이션 도구에 관한 연구)

  • Park, Dukran;Sakong, Bok Hee
    • Journal of Korean Library and Information Science Society
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    • v.45 no.2
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    • pp.261-281
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    • 2014
  • In light of the recent advancement in networking and information technology, the direct information request through website has increasingly proven to be the preferred means over visiting physical archives. Thus, the proper utilization of a communication tool capable of sufficiently capturing user feedback and requests is an absolute necessity. This paper examines the availability and utilization of alternative user participatory communication tools in government websites with particular focus on the archives in South Korea, the United States, the United Kingdom, Canada, China, and Japan. In assessing the use of alternative user participatory communication tools in these archives, we examined the availability of communication mediums other than the online forums, email, and telephone with particular focus on social media tools that may offer a degree of familiarity for the user. Our research indicates that the most frequently utilized social media tool is Facebook while the archive offering the greatest variety of alternative user participatory communication tools was the United States archive.

A Case Study of The Participant Network of Community Media in Seoul: Mapo FM Community Media (공동체 미디어의 참여자 네트워크 특성과 의미 분석: 마포FM 사례를 중심으로)

  • Jang, Si-Yeon;Chae, Young-Gil
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.720-731
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    • 2016
  • This study aims to understand characteristics and roles of community media in Seoul to discuss the meanings of the media. Community media is constructed based upon the networks of relations of community participants, whose characteristic relations of participants within the network determines the roles and meanings of the media for the community. Research have shown that community media's unique open, participatory, and horizontal communicative structures enable to realize such objects. For this study, we chose Mapo FM to conduct case study based upon network analysis of 'participant network' of the media. In particular, we tried to measure the density and centrality of the network, which can explain the relational characteristics of the networks of the media. In addition, we also conducted in-depth interviews of participants to better understand the problems and meanings of the community media. The findings suggest that unlike the conceptual and theoretical assumptions, the community media under the study lacks of open, participatory, and horizontal ways of participation in the media.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

Development Communication Approaches to Community Development and Adult Education (지역사회개발과 사회교육을 위한 개발커뮤니케이션 접근)

  • Chun, Eun-Kyung;Kim, Sung-Soo
    • Journal of Agricultural Extension & Community Development
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    • v.7 no.2
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    • pp.359-376
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    • 2000
  • The purposes of this exploratory study were to interrelate the scholastic discipline of the ‘development communication’ into ‘community development’ and ‘adult education’ in terms of interests, views and theoretical backgrounds of these fields of social sciences; and to draw some implications for developing scholastic interactions among these fields to pursue common social changes of human society. Development communications provide opportunities to set goals, to decide contents, and to utilize communication media in developmental efforts. Contemporary trends of development communication, community development and adult education are concerned with indigenous, two-way, bottom-up and people-centered communication from exogenous, one-way, top-down and institution-centered communication of the past. Multidisciplinary approaches to communication concepts and methodology may increase the potentials of community development and adult education in terms of efficiency and effectiveness. Some of the development communication approaches such as traditional and folk media approach. new media or ICT(information & communication technology) approach, participatory communication for development approach, communication support development approach and mass media approach may be applicable for community development and adult education. Better understanding on development communication approaches will be needed for the adult educators as well as community development practitioners.

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Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

An Empirical Study on the Participatory Use of K-Pop Video Contents (케이팝 콘텐츠의 참여적 이용에 관한 연구 : 유튜브 콘텐츠 관계망분석(SNA)을 중심으로)

  • Kim, H. Jin;Ahn, Minho
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.28-37
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    • 2019
  • It is apparently clear that K-pop has been expanding its influence overseas, with its high growth rate. As a result, attempts have been made to analyze the characteristics of K-Pop in various academic fields. This research quantitatively used the participatory use process of K-Pop contents in voluntary participation and dissemination of the audience in the Trans-Media environment. The author examined the use of participatory K-Pop contents from the view point of reparability through big data content analysis. It has been revealed that K-Pop is spreading globally through social media, fans of various countries like to play K-Pop, and they make up their own content and form a participatory culture. In addition, we looked at when the moments of momentum in which participatory use is soaring were popular content and who was the publisher.

A Study on the Construction of a Children's Park as a Community Space (커뮤니티공간으로서의 어린이공원 조성에 관한 연구)

  • Kim, Yun-Geum;Kim, Seong-Joo;Park, Hwan-Ji;Yu, Da-Hee;Choi, Sung-Young;Hong, Seung-Mo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.6
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    • pp.21-28
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    • 2008
  • This study deals with the participatory design process of renovating a children's park. The process should proceed with two major elements. Firstly, the children's park should be designed from the perspective of children. Secondly, it should be designed in consideration of the context of the community. This study is divided into two parts. First is the review of theory concerning the meaning and roles of the children's park as a community space, the importance of children's participation in the design and the participatory method of the children. The second is the case study. The site for the case study is Ssial Park in Nowon-Gu, Seoul. The entire process of the case study is with community participation, from identifying the park's problems to the actual construction. At every step, through the participatory programs, the community participates in the decision making. In addition, mutual understanding among participants is pursued through diverse means of communication. The following results of the case study were found. Firstly, diverse participatory programs and the active trial to enable the community to communicate contribute to the sense of ownership and responsibility concerning the park Secondly, the community can negotiate the differences in opinions without needing the help of experts. Of course, there are limits in the case study, such as the fact that the community organization, which is the core of communication and maintenance concerning the park, is not organized through the process of a case study. Another is that more diverse methods, which inform all community members of the participatory process, should have been used.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.