• Title/Summary/Keyword: Participatory Media

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Characteristics of contemporary fashion shows affected by intermedia (인터미디어 특성이 나타난 현대 패션쇼 연출 특성)

  • Lee, Seulah;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.27 no.6
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    • pp.582-598
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    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.

The Study on Methodology and Flow of Discourses of Community Media Focusing on the Meta-analysis of Topics, Methods, and Issues of Academic Journals (공동체 미디어의 담론 흐름과 연구경향 학술논문의 주제, 방법, 쟁점에 대한 메타분석을 중심으로)

  • Kang, Jin Suk
    • Korean journal of communication and information
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    • v.81
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    • pp.9-39
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    • 2017
  • Online communities have become playgrounds for enjoyment and political public spheres as well as have been vitalized by participation of diverse users, which shows that users of online communities experience participatory democracy and new subjects who project the politic of everyday life eventually. The purpose of the study is to examine that how phenomenon from above have been revealed in the academic discourses and seek the ways for development of the theory and methodology of community media research. To do this, I analyze that features and tendencies of academic discourses which have historically been accumulated through applying method of meta-analysis into topics, methods, and issues in the precedence studies. Data is centered on Journals of the Korean Society for Journalism and communication Studies, Korean Association for Broadcasting and Telecommunication studies, Korean Association for Communication and Information studies, and the Cybercommunication Academic Society. The reason why I choose these journals is that they have a long history of the publication compared to other journals, thus, I can collect various related articles. Total of 53 Samples are selected after input keywords '공동체' and 'Community'. This study makes a contribution by offering the preliminary data in order to seek the ways for revitalization of local communities and for the future theories and methodologies of community media through researching on precedence studies having piled from 2001 when the first article about community media was published to November 2016.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Community Radio's Interaction with Local Community Residents A Field Report on Mapo FM's Case (공동체 라디오와 지역 공동체 구성원의 상호작용에 대한 현장연구 마포 FM 사례를 중심으로)

  • Ban, Myeong Jin;Kim, Young Chan
    • Korean journal of communication and information
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    • v.78
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    • pp.79-115
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    • 2016
  • This study, by proposing a case study of community radio, attempts to expand the horizon of academic and social discussion on the medium that has been disproportionately skewed towards discourses on alternative media, technology, and programming content. As residents of local community actively participate in the production process, they reconstruct their cultural identities. In that sense, community radio is a medium that makes it possible the re-negotiation and reconfiguration of cultural identities of local residents. That is to say, a case study on the specific ways in which community residents appropriate community radio in reconstructing their identities offers us some entry points where we may come up with a new perspective on the identity of community radio. The results of fieldwork show that community radio, as it is closely intertwined with the residents' participatory cultural practices, is a medium of 'lived culture' -i.e., a medium that contributes to the making of civility, communitarianism, and social network. Community radio, then, may be redefined as an interactive medium that contributes to the formation of social rapport and solidarity.

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Aesthetic's Influence on Ad Text for Hyper Connection Media and Consumers' Thinking Tendency (하이퍼 커넥션 미디어의 광고 텍스트유형과 사고방식에 따른 심미적 영향)

  • Park, Jinpyo;Kim, Jeayoung
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.171-179
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    • 2020
  • Media technologies that have made the hyper-connected age change the way people use communication text. Ads texts actively used by companies are storytelling and storydoing. These two advertising texts are very effective in inducing people's emotions and forming participatory behavior. People's thinking tendency also influence persuasion. The results of this study are as follows according to the type of ads text and the thinking tendency of consumers. Consumers' attitudes toward ads turned out to be more positive in synthetic thinking. In analytical thinking, the storytelling ads texts induced more favorable responses. On the other hand, in comprehensive thinking, the story doing text was effective. The same result was found in the perception of premium value, willingness to pay premium price, and repurchase intention.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

Study on Gamer Participation 2.0- Focus on Gamers' Communication Mediation (O-S-O-R) Model and Gamers' Communicative Ecology (게이머 참여 2.0 메커니즘 연구-게이머 커뮤니케이션 매개 O-S-O-R 모델과 게이머 커뮤니케이션 생태를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.95-103
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    • 2022
  • This study aims to understand a gamer participatory mechanism by comparing Gamer Participation 1.0(Bartz Liberation War) and Gamer Participation 2.0(Truck Demonstration). The process of gamers' political participation is analyzed by applying the communication-mediated O-S-O-R model with the case of gamers' truck protests caused by probability items' issue. This study found out that changes in the social, technological, and discursive layers that constitute the gamer's communication ecology led to diversification of communication channels and changes in the perception of games. Gamers utilized the technological layer of the media environment that presupposes immediate mutual communication, expressed opinions on issues in the mobilization process, and shared the necessity of participation to derive collective mobilization. Through communication, gamers were able to participate in socio-political issues with high participation thresholds. This study is significant in that it discussed the gamers' democratic citizenship and role as issue publics. The study suggests that the need for theoretical and methodological expansion to analyze various participatory cases.

The Exploratory Research Concerning the Application of Educational Programs Connecting ESG with Entrepreneurship: Focusing on the Education Operation Cases of Elementary and Junior·Senior High School (ESG와 기업가정신을 접목한 교육프로그램 적용에 관한 탐색적 연구: 초·중·고 교육 프로그램 운영 사례를 중심(中心)으로)

  • Nam, Seungwan;Lee, chonghyun;Lee, Changsoo;Kim, Kyongmin;Lee, Sunyoung;Kim, Seungchul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.5
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    • pp.117-132
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    • 2022
  • Human Human species run into a blind alley due to abnormal weather and climates everywhere in global village. Human beings are helpless against the nature and might begin to learn humbleness just now. However, humans cannot attribute current abnormal weather and climates to only natural phenomenon because we have never been affectionate to global environments sufficiently up to now that results in running into this blind alley. At this point, the only thing that humans can do is to love and care for the earth more. ESG is an emerging topic to cope with this issue and practice of ESG will be the pending mission for the next generation. In this research, 'active participatory learning program for ESG practice' is designed by 'connecting ESG with Entrepreneurship' through over 20 years of experienced current teachers in elementary and junior·senior high school, professors in university and field experts in education. Analysis of learning effectiveness before and after the implementation of education program showed meaningful result in elementary and junior·senior high school. Thus, I would like to suggest a proposal based on concerns about 'What should we do to overcome the global crisis?" by paying attention to ESG from elementary school.

A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.