• Title/Summary/Keyword: audience movement

Search Result 75, Processing Time 0.029 seconds

Audience's Boycott Movement to the Korean Press in the Early 1920s (1920년대 초반의 신문불매운동 연구)

  • Chae, Baek
    • Korean journal of communication and information
    • /
    • v.22
    • /
    • pp.249-272
    • /
    • 2003
  • This study discusses on the historical origin of audience's boycott movement to the Korean press. Two historical cases of audience's boycott movement in the early 1920s were analyzed in this study. The first boycott was resolved by the counterforce to the public funeral of Yunsik Kim in February of 1922. This case can be estimated as the historical origin of audience's boycott movement in the Korean media history. The second case was carried out by the National Convention of the Youth Parties in March of 1923. The target of these two cases were The Dong-A Ilbo. And these boycott movement were caused by the conflict and competition between nationalists and socialists in the national independence movement. These two parties were incompatible in the ideology and method of national independence struggle. In the course of their conflict and competition for the initiative socialist party resolved and carried out the boycott movement to The Dong-A Ilbo, because it was regarded as the advocate of the nationalist party.

  • PDF

Audience Movement in the Beginning Period of Modern Newspaper in Korea (개화기의 언론 수용자운동)

  • Chae, Baek
    • Korean journal of communication and information
    • /
    • v.18
    • /
    • pp.305-331
    • /
    • 2002
  • This study discusses on the historical origin of audience movement in Korea. Most relevant studies suggest that the audience movement in Korea originated from the struggle against the Press Ethics Committee in 1964. But, this paper attempts to trace some historical cases before that time. This study analyze two historical cases in the beginning period of modern newspaper in Korea. One is the setting fire of Bakmunguk(office building of Hansung-Sunbo, the first modern newspaper in Korea) in 1884. It was caused by the anti-Japan recognition of the public, who thought that the Hansung-Sunbo was influenced by Japan in many respects. The other is the donation campaign by readers to aid the newspapers which were in a financial predicament. It was carried for the Hwangsung-Shinmun in 1903 and for the Jeguk-Shinmun in 1907. This study suggests that we may regard these two historical cases as seminal forms of audience movement, and argues that the historical origin of audience movement in Korea can be traced to the beginning period of modern newspaper.

  • PDF

A Study of the Reactive Movement Synchronization for Analysis of Group Flow (그룹 몰입도 판단을 위한 움직임 동기화 연구)

  • Ryu, Joon Mo;Park, Seung-Bo;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.1
    • /
    • pp.79-94
    • /
    • 2013
  • Recently, the high value added business is steadily growing in the culture and art area. To generated high value from a performance, the satisfaction of audience is necessary. The flow in a critical factor for satisfaction, and it should be induced from audience and measures. To evaluate interest and emotion of audience on contents, producers or investors need a kind of index for the measurement of the flow. But it is neither easy to define the flow quantitatively, nor to collect audience's reaction immediately. The previous studies of the group flow were evaluated by the sum of the average value of each person's reaction. The flow or "good feeling" from each audience was extracted from his face, especially, the change of his (or her) expression and body movement. But it was not easy to handle the large amount of real-time data from each sensor signals. And also it was difficult to set experimental devices, in terms of economic and environmental problems. Because, all participants should have their own personal sensor to check their physical signal. Also each camera should be located in front of their head to catch their looks. Therefore we need more simple system to analyze group flow. This study provides the method for measurement of audiences flow with group synchronization at same time and place. To measure the synchronization, we made real-time processing system using the Differential Image and Group Emotion Analysis (GEA) system. Differential Image was obtained from camera and by the previous frame was subtracted from present frame. So the movement variation on audience's reaction was obtained. And then we developed a program, GEX(Group Emotion Analysis), for flow judgment model. After the measurement of the audience's reaction, the synchronization is divided as Dynamic State Synchronization and Static State Synchronization. The Dynamic State Synchronization accompanies audience's active reaction, while the Static State Synchronization means to movement of audience. The Dynamic State Synchronization can be caused by the audience's surprise action such as scary, creepy or reversal scene. And the Static State Synchronization was triggered by impressed or sad scene. Therefore we showed them several short movies containing various scenes mentioned previously. And these kind of scenes made them sad, clap, and creepy, etc. To check the movement of audience, we defined the critical point, ${\alpha}$and ${\beta}$. Dynamic State Synchronization was meaningful when the movement value was over critical point ${\beta}$, while Static State Synchronization was effective under critical point ${\alpha}$. ${\beta}$ is made by audience' clapping movement of 10 teams in stead of using average number of movement. After checking the reactive movement of audience, the percentage(%) ratio was calculated from the division of "people having reaction" by "total people". Total 37 teams were made in "2012 Seoul DMC Culture Open" and they involved the experiments. First, they followed induction to clap by staff. Second, basic scene for neutralize emotion of audience. Third, flow scene was displayed to audience. Forth, the reversal scene was introduced. And then 24 teams of them were provided with amuse and creepy scenes. And the other 10 teams were exposed with the sad scene. There were clapping and laughing action of audience on the amuse scene with shaking their head or hid with closing eyes. And also the sad or touching scene made them silent. If the results were over about 80%, the group could be judged as the synchronization and the flow were achieved. As a result, the audience showed similar reactions about similar stimulation at same time and place. Once we get an additional normalization and experiment, we can obtain find the flow factor through the synchronization on a much bigger group and this should be useful for planning contents.

Effect of drone's moving image on audience's flow, arousal of interest, emotional state (드론의 무빙 영상이 수용자의 몰입도, 흥미유발, 감정상태에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
    • /
    • v.16 no.4
    • /
    • pp.313-319
    • /
    • 2018
  • This experimental research explores the effect of drone's moving image on media audience's flow, arousal of interest and emotional state. Most previous researchers of media image effect insisted that camera movement should be abstained in order to give audience the feeling that movement of figures is in the contents story itself. and camera movement also can disturb natural viewing of audience. For the purpose of finding the effect of drone's moving image on media audience's flow, arousal of interest and emotional state, 2 groups of subjects composed of 56 university students were exposed to 2 different video clips, one with moving drone's image, the other with hovering drone's image. After this experiment, Questions which were designed to measure audience's flow, arousal of interest and emotional state were asked and analysed. This research found that subjects exposed to moving drone's image felt more interested and more positive emotional state than subjects exposed to hovering drone's image. However meaningful effect of drone's moving image on audience's flow was not found.

Audience's Boycott Movement to the Korean Newspapers in the mid-1920s (일제 강점기의 신문불매운동 연구 : 1920년대 중반을 중심으로)

  • Chae, Baek
    • Korean journal of communication and information
    • /
    • v.28
    • /
    • pp.219-249
    • /
    • 2005
  • This study analyzes the historical cases of audience's boycott movement to the Korean newspapers in the mid-1920s. five historical cases from 1924 till 1927 were analyzed in this study. These cases have a few differences in comparison with the cases of the early 1920s. Firstly, the boycott movement was activated considerably, and the target of movement was diversified. The number of cases in early 1920s was only two, and the target of both cases were The Dong-A Ilbo. But we could confirm at least 7 cases in mid 1920s through this study. In addition to The Dong-A Ilbo, the target included The Chosun Ilbo, and The Namsun Ilbo published in Masan. The location of the movement was not restricted to Seoul. It was also executed at the small cities and rural areas, such as Masan, Jinnampo, Bugang. Ihe analysis of the context of the boycott reveals that most cases wert caused mainly by the conflict of interest between parties. Some parties that dissatisfied with the coverage of a newspaper resolved and executed the boycott to that newspaper.

  • PDF

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.3
    • /
    • pp.45-58
    • /
    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

A Study on the Facility Design for People with Disabilities that Considers the Preservation Environment of Castle Heritage - Focused on the Castle Heritage in England - (성곽문화재 보존환경을 고려한 장애인 편의시설 디자인에 관한 연구 - 영국 성곽문화재를 중심으로 -)

  • Lee, Keon ha;Lee, Woong gu;Kim, Young eun
    • KIEAE Journal
    • /
    • v.12 no.5
    • /
    • pp.63-70
    • /
    • 2012
  • In order to set the direction of providing facility for the utilization of castle heritage, as well as to establish the method for securing access and determine installation criteria in consideration of preservation environment, an analysis was carried out on the cases of having secured access for people with disabilities in England for the advanced utilization of castle heritage. As the result of the analysis, the planning factors of the facility for people with disabilities in England for the utilization of castle heritage were deduced as follows: 1) The plan for facility was focused on the disabled using wheelchairs and visually impaired persons, rather than on services for hearing-impaired persons and people with learning disability. 2) As for audience movement line plan, regular route was used for audience movement line to lead them in a single direction. 3) As for the provision of prior access information, 3 stepwise access grades were established for the facility information plan of heritage. 4) As for information service by disability type, models were provided; and complementary explanation was provided by using text, drawing, picture, video and voice. 5) Rest spaces were secured where audience could look out upon castle heritage. For the utilization of castle heritage, it is necessary to develop planning factors of the facility design for people with disabilities according to its characteristics.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.12
    • /
    • pp.1765-1774
    • /
    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

  • PDF

A Study on the Elements of Moving Poster Design (무빙 포스터 디자인을 구성하는 요소 연구)

  • Chun, Christine Hyeyeon
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.2
    • /
    • pp.361-367
    • /
    • 2020
  • This study analyzed the factors consisting moving poster design. In order to analyze the elements of moving poster, the researcher reorganized the elements of moving posters by referring to the previous studies on printed posters, motion graphics and works of moving posters. In this study, moving poster components were classified into 'communication', 'visual and form', and 'sound'. In 'communication' section, moving posters had narrative elements, including scenes, because of the time and movement added by the poster's original function. The 'visual and form' section was classified into graphics, layouts, movement, and time. Graphics refered to various graphic objects constituting the screen such as photo, illustration, typography, color, diagram. Layout means screen layout, size, and orientation of the screen. Movement section was divided into 'subject of movement' and 'attributes of movement'. Time was classified physical time such as playing time and subjective time felt by the audience. Also, the researcher categorized 'sound' as an additional section, since most moving posters did not include sound.

The Design of Smart-phone Application Design for Intelligent Personalized Service in Exhibition Space (전시 공간에서 지능형 개인화 서비스를 위한 스마트 폰 어플리케이션 설계)

  • Cho, Young-Hee;Choi, Ae-Kwon
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.2
    • /
    • pp.109-117
    • /
    • 2011
  • The exhibition industry, as technology-intensive, eco-friendly industry, contributes to regional and national development and enhancement of its image as well, if it joins cultural and tourist industry. Therefore, We need to revitalize the exhibition industry, as actively holding an exhibition event. However, to attract a number of exhibition audience, the work of enhancing audience satisfaction and awareness of value for participation should be prioritized after improving quality of service within exhibition hall. As one way to enhance the quality of service, it is thought that the way providing personalized service geared toward each audience is needed. that is, if audience avoids the complexity in exhibition space and it affords them service to enable effective time and space management, it will improve the satisfaction. All such personalized service affordable lets the audience's preference on the basis of each audience profile registered in advance online grasp. and Based on this information, it is provided with exhibition-related information suited their purpose that is the booth for the interesting audience, the shortest path to go to the booth and event via audience's smart phone. and it collects audience's reaction information, such as visiting the booth, participating the event through offered the information in this way and location information for the flow of movement, the present position so that it makes revision of existing each audience profile. After correcting the information, it extracts the individual's preference. hereunder, it provides recommend booth and event information. in other words, it provides optimal information for individual by amendment based on reaction information about recommending information built on basic profile. It provides personalized service dynamic and interactive with audience. This paper will be able to provide the most suitable information for each audience through circular and interactive structure and designed smart-phone application supportable for updating dynamic and interactive personalized service that is able to afford surrounding information in real time, as locating movement position through sensing. The proposed application collects user‘s context information and carrys information gathering function collecting the reaction about searched or provided information via sensing. and it also carrys information gathering function providing needed data for user in exhibition hall. In other words, it offers information about recommend booth of position foundation for user, location-based services of recommend booth and involves service providing detailed information for inside exhibition by using service of augmented reality, the map of whole exhibition as well. and it is also provided with SNS service that is able to keep information exchange besides intimacy. To provide this service, application is consisted of several module. first of all, it includes UNS identity module for sensing, and contain sensor information gathering module handling and collecting the perceived information through this module. Sensor information gathered like this transmits the information gathering server. and there is exhibition information interfacing with user and this module transmits to interesting information collection module through user's reaction besides interface. Interesting information collection module transmits collected information and If valid information out of the information gathering server that brings together sensing information and interesting information is sent to recommend server, the recommend server makes recommend information through inference with gathered valid information. If this server transmit by exhibition information process, exhibition information process module is provided with user by interface. Through this system it raises the dynamic, intelligent personalized service for user.