• Title/Summary/Keyword: convergence media

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The audience's reaction effect based on vicarious emotional experiences and creative rhetorical expressions of the networking media platforms (네트워킹 미디어 플랫폼의 대리적 감정 경험과 크리에이티브의 수사적 표현 방식에 따른 수용자 반응 효과)

  • Choi, Hyuck-Soo
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.113-123
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    • 2021
  • This study involves an experiment aimed to reveal the communicative effects by different types of visual expressions in SNS advertisements. This study analyzes consumers' dynamic responses to vicarious emotional experiences and the creative rhetorical expressions of networking media platforms through experiments that sample university students. The vicarious emotional experiences of networking media platforms have a significant effect on the consumers' subsequent reactions. The greater the vicarious emotional experiences are, the more positive this effect is. There is a significant interactive effect between consumers' vicarious emotional experiences and the rhetorical creative types of targeted media.

Educational Implications of Media Education in the Digital Era in France (디지털 시대 프랑스의 미디어 교육 분석을 통한 시사점 고찰)

  • Lee, Hee-Seung
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.140-145
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    • 2019
  • The purpose of this study is to suggest the implications for the domestic media education policy which is still in a state of pace by document research of the case in France which has a long history of media education. France has consistently maintained the tradition of the philosophical value of media education, such as 'the cultivation of consciousness and qualities as a democratic citizen' through legal, policy and educational improvement. At the same time, in the digital era, conceptual expansion was carried out that embraced the concept of 'information' rather than resting on classical media education. This was complemented by education legislation, enforcing information education programs in school, and the manage of CLEMI, the media and information education training organization. It will be necessary to construct software system for media education of Korea through the manage of governmental organization and the cooperation system with related institutes under the constant philosophic direction.

Content Analysis of Social Media Influencer Research in Korea (한국 소셜 미디어 인플루언서 연구의 내용분석)

  • Choi, Yun-Woo;Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.163-170
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    • 2022
  • The purpose of this study is to examine the research trend on social media influencers in Korea. To this end, a total of 178 papers on social media influencers were analyzed from 2009 to 2021 among the academic papers registered in the Korean Academic Citation Index. As a result, the early social media influencer research, which was limited to only a few fields such as fashion, beauty, and communication, has expanded to various ones as time passed and achieved quantitative growth. The proportion of empirical studies has been on the rise in recent years, and studies that applied qualitative research methodologies have shown a tendency to decrease. The proportion of research focusing on specific media platforms and influencer types gets lower, although both the characteristics of social media platforms and the attitudes of each influencer are very diverse. This study has academic significance in that it is the first empirical study to investigate the current status of the social media influencer research in Korea.

The Effect of Consumption Expression Behavior through Social Media on Sustainable Consumption: Mediating Effects of Social Connectedness (소셜미디어를 통한 소비 표현 행동이 지속가능소비에 미치는 영향: 사회적 연결감의 매개효과)

  • Yu Hyeon Park;Hyesun Hwang
    • Human Ecology Research
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    • v.61 no.2
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    • pp.247-261
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    • 2023
  • The purpose of this study was to examine the effect of consumer consumption behavior on sustainable consumption through social media and to verify the mediating effects of social connectedness on sustainable consumption. A survey comprising 222 men and women in their 20s and 30s was conducted in which their consumption expression behavior, sustainable consumption and social connectedness were measured. The results were analyzed using SPSS Process Macro Model 4 and it was found that consumers who shared a considerable amount of personal information on their lifestyle on social media as a means of self-expression exhibited a higher level of sustainable consumption. It also became apparent that the degree of consumption expression behavior had a positive effect on social connectedness and that social connectedness had a positive impact on sustainable consumption by mediating the degree of consumption-focused self-expression on social media. Based on these results, it was confirmed that social media can serve as a mechanism to lead consumers' consumption behavior beyond providing a basis for forming a human network. Implications for the impact of social media on consumption behavior were presented, and proposals for exploring the environment in which sustainable consumption can be activated were suggested, together with ways in which new media can be utilized. The findings from this study indicate that sharing consumption behavior and having a broad range of connections on social media can create an environment in which sustainable consumption is promoted.

Research on the impact of digital media art on tourism cultural communication

  • Sun, Xiangbo;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.70-78
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    • 2023
  • Culture is the soul of tourism, and communication is the key to the inheritance and development of tourism culture. Therefore, culture and communication are essential for the development of tourism. Digital media art is a new form of art that combines technical, artistic, and media-oriented elements. Its artistic expression and crossover communication capabilities drive its usage in cultural tourism communication. This paper examines the influence of digital media art on tourism culture communication and development by elucidating the concept and characteristics of tourism culture communication and digital media art, applying the theoretical knowledge of communication, and deriving the specific characteristics of digital media art on tourism culture in terms of the transmission-reception relationship, content, medium, and effect. The role and value of digital media art in disseminating and developing tourism culture are discussed. We aim to provide valuable insights for the dissemination of tourism culture.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Influences of Entertainment Programs on the Formation of Public Opinion in Twitter (예능프로그램이 트위터 여론형성에 미치는 영향: SBS '힐링캠프, 기쁘지 아니한가' 안철수 후보 편을 중심으로)

  • Lee, Seung-Hee;Kim, Kyun-Soo
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.329-340
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    • 2015
  • In the age of media convergence, this study intended to empirically examine the influences of entertainment programs on the formation of public opinion in Twitter using the case of the Healing Camp, an entertainment program of SBS, featured Cheol Soo Ahn, who was a presidential candidate. Through a content analysis this study was able to directly test how public opinion was developed in Twitter and also examine the dynamics in which the messages of traditional media influence the formation of public opinion in twitter by combining Twitter and actual contents of the TV program. The study is expected to contribute to expanding a scope of scholarly attention of social media.

A Study on the Information and Communication Policy in the era of Smart media and its Policy PR Direction (스마트미디어시대의 정보통신정책과 정책홍보방안)

  • Park, Sung-Ho
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.155-164
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    • 2012
  • Nowadays, Smart media services such as smartphone applications are proliferated through the convergence of social media and the information and communication technologies(ICT). In many countries, the ICT policy is strategically used to solve the economic recession and high unemployment rate caused by the global financial crisis. However, the Korean ICT policies have declined with the abolition of the Ministry of information and communication. This paper suggests the dynamic quality of life as a philosophical foundation of Korean ICT policy and the dynamic policy PR methods for the social consultation and people's approval(national consensus), because the component of dynamic quality of life are embodied in the elements of ICT policy that should be realized through the governance, in which both Korean government and people produce and consume the ICT policies together in the era of smart media.

Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.297-320
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    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

A Design and Development of Korean Traditional Board Game on Android Environment (안드로이드 환경에서 한국전통 보드게임 설계 및 개발)

  • Kim, Yang-Jib;Kang, Seung-Woo;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2294-2300
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    • 2013
  • As smartphones have become widely used, topics of smartphone become a hot research subject in IT technologies. Many applications have been developed for the smartphone and the application market has become more and more increasing. However here are few studies or application developments on Korea's traditional games. In this paper we developed Korea's traditional board game Gonu. People who are young or old can play the game. We expect that many applications which related with Korean culture are developed on the smartphone environment.