• Title/Summary/Keyword: Time using media

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Trend Analysis using Spatial-Temporal Visualization of Event Information based on Social Media (소셜 미디어에 기반한 이벤트 정보의 시공간적 시각화를 통한 추이 분석)

  • Oh, Hyo-Jung;Yun, Bo-Hyun;Yoo, Cheol-Jung;Kim, Yong
    • Journal of Internet Computing and Services
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    • v.15 no.6
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    • pp.65-75
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    • 2014
  • The main focus of this paper is to analyze trend of event informations in a variety of mass media by graphical visualization in axis of the time and location. Especially, continuity analysis based on user-generated social media can reflect the social impact of a certain event according to change time and location and their directional changes. To reveal the characteristics of continuous events, we survey the data set collected from news articles and tweets during two years. Based on case studies on 'disease' and 'leisure', we verify the effectiveness and usefulness of our proposed method. Even though some events occurred during same period, we showed directional changes which have high-impact in social media referred user interest's, compared with fact-based continuous visualization results.

Symbolic Interaction and Consumer products by mass media (미디어매체에 의한 제품과 상징의 상호작용에 관한 분석)

  • Song, Gyeong-Seok
    • 한국디지털정책학회:학술대회논문집
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    • 2005.06a
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    • pp.505-516
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    • 2005
  • According to Mead's (1934) symbolic interaction theory, social roles are learned through interaction and experiences in everyday life. Over time, these rules of behavior become internalized and serve to structure one's actions accordingly. Ultimately, these rules provide us with a powerful means of controlling our actions, and in time, they define our identity. Transforming the socialization process is one's conscious interpretation of stimuli through the use of symbols. Furthermore, society's perceptual processes can be shaped by the symbols we learn. The meaning of symbols can be learned from a variety of social influences, one of which may be mediated messages and advertising. This paper attempts to establish a link between media exposure and one's perception of social reality regarding character judgments made of unknown others based on the target's product or brand usage. Using magazine advertisements for fictitious products, the experiment herein seeks to establish two fundamental goals: 1) to determine if perceptions can be manipulated via association with companion symbolic elements: and 2) to detect whether television exposure is a moderating factor. Respondents were asked their perceptions of both product quality and of product users.

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Applying Interactive Media Art to VJing (V제잉에서 인터랙티브미디어아트 활용)

  • Kim, Yun-Tae
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.80-88
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    • 2007
  • Applying Visual Art to pop music performance is gradually increasing. A video editor which simply mixes a number of images was mainly used in the past, but now various computer software make it easy to control visual art by development of computer technology, and it became possible for you to express unique and inimitable idea as well. Compare that a complicated equipment which makes them spend much expense and time was only used in the big size of concert hall in early days, a small and simple one now helps you easily apply your idea to Visual art in Pop music performance even in the small club. The technic of Visual art is being developed gradually especially by using computer The point of this study is how to apply real-time interaction between sound and visual image to interactive media art.

Exploring Television Viewing Experience through OTT Service (OTT 서비스와 시청 경험에 대한 탐색적 연구 : 티빙(tving)을 중심으로)

  • Choi, Sun Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.591-594
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    • 2013
  • This study examines how OTT service changes the television viewing experience, what are the underlying dimensions that difference of viewing behavior and experiences between OTT service and old television media. The result showed the characteristic of viewing experiences through OTT service that social viewing, channel zapping by sharing information, multi viewing, de-contextualized viewing space. Specifically, television as a family media turned into a personalized media, social viewing generalized so called 'lean forward' with each other using texts and images at the same time. In particular, information on the content and appraisal shared with each other on SNS in real time.

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Comic-Book Style Rendering for Game (게임을 위한 코믹북 스타일 렌더링)

  • Kim, Tae-Gyu;Oh, Gyu-Hwan;Lee, Chang-Shin
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.81-92
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    • 2007
  • Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.

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Exposure of Middle School Students to Pornography (일 지역 중학생의 음란물 접촉 실태)

  • Yom, Young-Hee;Yun, Yang-So;Lee, Kyu-Eun
    • Research in Community and Public Health Nursing
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    • v.13 no.1
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    • pp.137-146
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    • 2002
  • Purpose: To analyze the exposure of middle school students to pornography. Method The Questionnaire. The data collected were from November 6 to November 12, 2000. The subjects of this study consisted of 664 middle school students in Kangwon Province. The data collected were analyzed using, percentage, mean, standard deviation, t-test and Pearson Correlation. The Result: The most frequently viewed program was computer pornography. Except no response about eighty-five percent (85%) of the subjects viewed the pornography prior to elementary school. Moreover, The subjects viewed pornography for the first time in a PC room. Lastly, this study found that there was a significant relationship between the frequency. consumed time and numbers of viewing media violence and the impulse to imitate and imitation acting after viewing the pornography. Conclusion: Realistic and future-directed strategies should be developed for middle school students to decrease their exposure to pornography.

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Analysis on the Calculation of Plasma Medium with Parallel SO-FDTD Method

  • Duan, Xule;Yang, Hong Wei;Kong, Xiangkun;Liu, Han
    • ETRI Journal
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    • v.31 no.4
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    • pp.387-392
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    • 2009
  • This paper introduces a novel parallel shift operator finite-difference time-domain (SO-FDTD) method for plasma in the dispersive media. We calculate the interaction between the electromagnetic wave of various frequencies and non-magnetized plasma by using the parallel SO-FDTD method. Then, we compare the results,which are calculated with serial and parallel SO-FDTD executions to obtain the speedup ratio and validate the parallel execution. We conclude that the parallel SO method has almost the same precision as the serial SO method, while the parallel approach expands the scope of memory and reduces the CPU time.

A Study on the Development of Industrial Dryer using the Superadiabatic Combustion Phenomena (초단열 연소현상을 이용한 산업용 건조기 개발에 관한 연구)

  • Chae, J.O.;Hwang, J.W.;Han, J.H.;Hwang, H.J.;Jun, J.K.;Han, J.O.;Lee, J.S.;You, H.S.;Lee, H.C.
    • Proceedings of the KSME Conference
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    • 2000.04b
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    • pp.168-174
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    • 2000
  • This paper illustrates the validity of reciprocating type superadiabatic combustor as a industrial applicable dryer. After the investigations of inner and surface temperature distributions of combustor various with air-fuel(methane) ratio, mixture flow rate and reciprocating time, this combustor can be applied in industrial dryer at certain operating conditions. The results are as follows. 1) Higher equilivalence ratio emits more radiation heat flux at the censer chamber 2) Higher mixture flow rate makes more uniform temperature distribution. however, due to the heat transfer from censer chamber to porous media, the radiation beat flux is worse. 3) Longer reciprocating time emit more radiation heat flux. however, this case also makes temperature distribution wide

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Pilot-Scale Evaluation of Granular Filters Using Particle Distribution Analysis (여재구성에 따른 탁질입자 제거특성 및 효율 비교)

  • Ahn, Jong-Ho;Yoon, Jae-Heung
    • Journal of Korean Society of Environmental Engineers
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    • v.22 no.5
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    • pp.919-926
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    • 2000
  • The experiment in this study was conducted as a part of an effort to evaluate filter performance with pilot-filters consisting of one mono-media and two dual-media columns. Particle distribution analysis using a particle counter is more sensitive and better than turbidity analysis in observing particle detachments and a breakthrough. In sand media filters having 1.5 m of available head, caution is needed in the head loss of the late stages of filtration, and for dual-media filters, appropriate media configuration and effluent Quality monitoring should be used for preventing the final breakthrough. Also the time of particle breakthrough in the dual media filter can be deferred by increasing bed depth, and it is necessary to use a filtration aid prior to filtration to prevent breakthrough of these intermediate sized particles in high filtration rate.

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Multimodal Media Content Classification using Keyword Weighting for Recommendation (추천을 위한 키워드 가중치를 이용한 멀티모달 미디어 콘텐츠 분류)

  • Kang, Ji-Soo;Baek, Ji-Won;Chung, Kyungyong
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.1-6
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    • 2019
  • As the mobile market expands, a variety of platforms are available to provide multimodal media content. Multimodal media content contains heterogeneous data, accordingly, user requires much time and effort to select preferred content. Therefore, in this paper we propose multimodal media content classification using keyword weighting for recommendation. The proposed method extracts keyword that best represent contents through keyword weighting in text data of multimodal media contents. Based on the extracted data, genre class with subclass are generated and classify appropriate multimodal media contents. In addition, the user's preference evaluation is performed for personalized recommendation, and multimodal content is recommended based on the result of the user's content preference analysis. The performance evaluation verifies that it is superiority of recommendation results through the accuracy and satisfaction. The recommendation accuracy is 74.62% and the satisfaction rate is 69.1%, because it is recommended considering the user's favorite the keyword as well as the genre.