As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.
International Journal of Internet, Broadcasting and Communication
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v.14
no.4
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pp.36-40
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2022
Many parts of life have been changed due to the unprecedented coronavirus outbreak, and Noncontact has now become a general culture of society around the world. Also, many years later, after the Fourth Industrial Revolution, it is now deeply embedded in the human lifestyle. The purpose of this paper's research is to investigate the metaverse perception before and after Corona. It was confirmed that the number of metaverse, the central keyword, was 70971 before Corona, but 261767 after Corona, which was more than three times the frequency. In addition, it was confirmed that the number of COVID-19, the reference point of this study, increased significantly to 1,9236 during the pre-COVID-19 period. Through this, it can be inferred that the metaverse accelerated and developed significantly after the corona. Metaverse about Keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above. As such, it was confirmed that keywords for metaverse were changing before and after Corona, and as such, Consumers' perceptions were also changing.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.17
no.4
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pp.71-76
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2017
Visual perception is part of a field of study that examines the analysis and recognition of objects. There have been numerous studies on this topic, including research on the physiological and cognitive aspects of the visual system. Visual perception theory was established through such research efforts and the potential for its application in each field is being investigated. Mobile displays are a representative example of media in the new age. Therefore, this study is based on the understanding that research on visual perception must stress the importance of useful visual cognition. This study used displays to conduct legibility tests based on illumination intensity and contrast ratio. Two conditions relevant to legibility were tested 1) illumination intensity environment and 2) two luminance conditions proposed as measures to improve readability in existing mobile displays. The results of this study were analysed to determine the degree of legibility based on illumination intensity and contrast ratio, and measures for improving legibility were proposed.
Journal of the Korean Society of Clothing and Textiles
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v.40
no.4
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pp.716-732
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2016
Focusing on the communication effects of fast fashion visual merchandising (VM), this paper examines the effects of a fast fashion store's VM attributes on consumer's perceptions of store image towards newness and prestige that influence the time spent at stores as well as the frequency of visits. This study was conducted by collecting data online using males and females in their twenties to forties; subsequently, a total of 382 samples were analyzed. The VM communication effect model utilized in fast fashion stores was developed and tested on structural equation modeling. The findings of the study were as follows. First, the show window presentation and ancillary facilities of VM elements have a positive effect on the perception of newness, while merchandise display, layout, and signage have a positive influence on the perception of prestige. Therefore, the VM elements in the fast fashion stores that affect the perception of newness and prestige are unique. Second, the perceptions of newness and prestige have a positive impact on time spent in fast fashion stores; however, only the perception of store's newness has a significant effect on the frequency of visits. Third, show window presentation and facilities are VM elements that directly influence the time spent and frequency of visits. Finally, we confirm that store image partially mediate between VM elements and shopping behavior at a fast fashion store.
Kim, Joo Yeon;Youn, Dol Mi;Yoo, Ji Yup;Park, Tai Jin
Journal of Radiation Protection and Research
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v.41
no.2
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pp.161-165
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2016
Background: Radiation accidents having occurred in recent containing the accident in Fukushima nuclear power plants of Japan were resulted to the increase in some public concern, anxiety and confusion for radiation or nuclear safety. The public anxiety for radiation is not being decreased though the announcements done in radiation research institutes in Korea. Therefore, this study aims at providing an effective system for radiation publicity to the public members by the clipping analysis for the radiation articles reported in the media. And, the relation between those radiation issues and the radiation perception to the public members is analyzed. Materials and Methods: The radiation articles reported by them in 2013 and 2014 have been collected, and they are then classified with the article characteristic, field and tendency. Classified articles have been reviewed by dividing as two year. The 210 articles have been compared for their tendencies, characteristics and fields by year reported, and their characteristic comparison by reported year are then reviewed. Results and Discussion: Though the frequency that the radiological accidents have occurred in worldwide is far low compared to the accidental frequencies occurred in the general industrial fields, the radiation perception is being still deteriorated because of its special problem, which is defined as exposure, contamination or radioactivity, about radiation. The basic principles for radiation communication were suggested for preventing some unnecessary misunderstanding due to the variation of understanding for radiation issues. Conclusion: It is necessary to perform a variety of strategies for the publicity in improving the radiation perception, to build a relationship with the press or the media and then to consistently interact with them. Radiation communication must be performed by radiation experts or complete charge department, and must be consistently performed and be taken predictable patterns.
Objectives: The purpose of this study was to identify the factors which affect risk perception and attitude on government risk management over medications containing asbestos among parents of elementary school students. Methods: This research design was cross-sectional study using self-administered questionnaire. The survey subjects were parents of elementary school students in Seoul, total of 1,051 subjects. The survey period was from June through July of 2011. The collected data were analyzed using the SPSS 20.0. Results: The subjects perceived high risk regarding medications containing asbestos. About 83.6% of the subjects perceived that the result taking of medications containing asbestos was fatal, 82.8% felt that medications containing asbestos was a very serious social problem, 79.5% agreed that medications containing asbestos was a new type of threat. The risk perception for medications containing asbestos was related to political affiliation, attitudes of dealing medicines, main use of media, and personal communication credibility. Those who did not believe that the current government policy was correct and the government was working toward the public's benefit and not its own had the higher level of negative attitudes towards the government's risk management over the case of medications containing asbestos. Conclusion: In implementing government policy, all information should be efficiently and accurately communicated through a transparent implementation process. Also, the government must have plans for countermeasures in case of an emergency and respond efficiently in order to maintain their credibility. Moreover, this highlights the need for health authorities to exert more effort in increasing public education/awareness, especially those concerning drug and dug-taking behavior, in order to harness positive attitude and trust towards the government's policy. For a more effective risk communication, the media, health experts, government representatives, and related industries should work together.
Felemban, Bashayer Muhammed;Alqudah, Derar Mohammed
International Journal of Computer Science & Network Security
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v.22
no.10
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pp.322-332
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2022
The current research aimed to ascertain the effectiveness of the early intervention program based on electronic games in developing the visual perception of children with intellectual disabilities within the age group of (2-5) years, using the quasi-experimental approach with one group, and the study sample consisted of (11) children with disabilities. Simple and medium intellectuals enrolled in the early intervention program at the Successful Communication Center for Day Care in Makkah Al-Mukarramah and were deliberately selected. To achieve the research objectives, the researchers prepared and applied the visual perception scale after ensuring its validity and stability. Three electronic games were also designed and applied to the sample for (17) sessions. The results showed the effectiveness of the electronic games program in developing the visual perception of children with intellectual disabilities within the age group (2-5) years and maintaining this improvement over time. Where the results showed that there were statistically significant differences at the level (α = 0.05) between the grades of the group children in the pre and post-measurements on the visual perception skills scale for children with intellectual disabilities in the post-measurement after applying the program, in favor of the post measurement. The results also showed that there were no statistically significant differences at the level (α = 0.05) between the grades of the group children in the two post and follow-up measurements on the visual perception skills scale for children with intellectual disabilities in the follow-up measurement which indicates the long-term impact of the program. The researchers recommend the necessity of activating educational programs based on various electronic games to develop the visual perception of children with intellectual disabilities and employ them effectively in the educational process for children with intellectual disabilities.
The present study explored the agenda setting effects of replies called "Daet-Gul", and perception of the news replies. This study has established three research questions: 1) the recognition of the online communication 2) the degree of the reading and writing on online spare 3) the amount of the effects on the online communication. This study is performed using survey method. The survey results indicated in that the participants are very passive readers and writers on the online spare. In addition, the survey repliers evaluated that replies' mechanical device and antigravitational speed have high score, whereas they marked low store in the content and credibility of 'the replies. Therefore, they did not estimate the effects of the replies highly. All the results indicate that 'the replies' is not the fundamental factors of the deliberative democracy. It's because online communication with 'the replies' are thought to be fated the abuse and slander. Therefore, it's essential to improve the online communication with 'the replies', through the introduction of the 'trackback', which is a sort of the 'remote replies'
The purpose of this study is to explore the spacial boundary in Kazuyo Sejima's housing architecture, to give attention to contemporary housing architecture that we inhabit, and to escape from existing architectural concepts. This study seeks to the meaning and possibility of the spacial boundary on the basis of contemporary architecture. The spacial boundary can be studied in the aspect of architectural space that molds human experience and perception. As a result of this study, three properties in the spacial boundary are revealed. One property of the spacial boundary is soft that protect privacy from gaze of exterior. Another property is that communication that changes according to material of boundary and its experience of observer. The other property is to have uncertainty by compound of programs and material-mixing senses including its perception. This results means that the spacial boundary as interface which is represent our everyday life in the contemporary housing architecture.
The Purposes of this study ar (1) to identify types and levels of channel conflicts between an apparel manufacturer and a franchised agency, (2) to investigate the effect of economic dependence on conflicts, and (3) to examine the effect of conflicts on satisfaction in a franchised agency's perspective in distributive channel of Korean apparel industry. For this study, questionnaires were administered to the owner or manager of 300 franchised agencies. Employing a sample of 209, data were analyzed by using means, factor analysis, pearson correlation and multi-regression analysis. Major findings are as follows: 1) Types of conflicts between apparel manufacturers and franchised agencies are identified as goal divergence, difference in perception, ineffective communication and lack of role clarity. The highest level of conflicts are lack of role clarity, followed by goal divergence, difference in perception and ineffective communication. 2) Economic dependence leads to channel conflicts in part. Greater levels of economic dependence foster greater conflicts such as lack of role clarity and lower conflicts such as ineffective communication. 3) With respect to effect of conflict on satisfaction, the greater the levels of conflict, the lower the degree of satisfaction with ole performance and with business decision and overall satisfaction.
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