• Title/Summary/Keyword: media/communication industry

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Implicit Interpretation of Advertising Content Language and Possible Connection of Media Literacy Education (미디어콘텐츠 언어의 암묵적 의미 해석과 미디어 리터러시 교육의 연계 가능성)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.243-250
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    • 2021
  • The purpose of this study is to discuss the implicit meaning of advertising content with highly persuasive language formats from a communication perspective and its interpretation process in relation to communication education, while simultaneously developing interpretative codes for media literacy education in modern society. For a successful discussion, I assumed the narrative content of advertising content that implements a special purpose as a general conversational act, and raised the issue anew that regularity exists for implicit semantic expressions. It also said that in order for media literacy education in the present society to proceed correctly, linguistic interpretations of implicit meaning cannot be guided as a principle of communication in prior research. As a solution, we confirm that socio-cultural sharing knowledge and recognition are essential interpretation codes. For further discussion, the analysis of advertising media languages with special purposes in terms of language usage was conducted to verify the process of interpreting the implicit meaning shown in them. After analyzing the implicit advertising language that I arbitrarily typified, I found that the linguistic meaning implicit with the intention of persuading the speaker can be provided mostly as media literacy education as a framework for analysis by various information and cognitive effects. In other words, acceptors should not perform only literal interpretations in the process of interpreting the implicit meaning inherent in the media language. If guided by including native language materials and background knowledge, socio-cultural customs, and general common knowledge, efficient media literacy education can be expected.

Application of Social Media for Responding to a National Disaster (국가적 재난 대응에 있어서의 소셜 미디어 활용 방안 연구)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.4
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    • pp.147-153
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    • 2011
  • On 11 March 2011, earthquake occurred in Japan were left with the significant human and material damage. Among these, social media has emerged as a very useful communication channel by playing a important roles in the process of safety checking and disaster recovery. In fact, however, we have no specific response methods or systems to these occurrence of disaster in Korea. Therefore, we investigate the relevant literature in order to analyze the current status of foreign and domestic utilization of social media, and draw the ideal ways to use social media for responding to unpredictable disasters based on the relevant literature reviews. The results of this study are summarized as follows. First, Institutions such as Meteorological Administration or National Emergency Management Agency are able to utilize social media as the communication systems to public in emergency. Second, social media are able to used for building disaster information systems including location information such as emergency call for help or requests for dissemination materials. Lastly, online donation services via Facebook or Twitter are able to be provided. The findings have significant implications for official responsible for disaster response and academic researchers.

A Study on the Acting Application of CIP 4 Work Flow (CIP 4 Work Flow의 현장 적용에 관한 연구)

  • Kim, Se-Jin;Ha, Young-Baeck;Oh, Sung-Sang;Lee, Euy-Soo
    • Journal of the Korean Graphic Arts Communication Society
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    • v.24 no.2
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    • pp.1-10
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    • 2006
  • In the past few years, the printing industry has witness a trend that has become ever more defined: due to the advent of digital technology, the production of short print runs has continued to gain in importance. An important initiative for the support of digital work flow in the manufacturing of printed products is CIP4 consortium. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 work flow.

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A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

(ro)Bot as media An experimental discussion on news chatbot (미디어로서의 봇(bot) 뉴스 챗봇에 대한 시론적 논의)

  • Oh, Se Wook
    • Korean journal of communication and information
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    • v.79
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    • pp.70-103
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    • 2016
  • In the face of crisis in the news media industry, many people prospect that new technology can save it. But there is no discussion about how new technology works and what is its limitations and which direction of development is needed. In view of media, this article analyzed 'news chatbot' as new technology. Firstly, this article defined bot and discussed bot's agency based on actor network theory. Secondly, it analysed bots which are acting as media and discussed features of the messenger platform as a communication tool. Thirdly, it presents examples of news chatbot and analyzed how they work. Finally, it predicts the future of news chatbot and discussed the possibility of journalism.

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Theory and Practice in Media Education (언론학 교육에서 이론과 실제)

  • Song, Woo-Chun
    • Korean journal of communication and information
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    • v.17
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    • pp.61-84
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    • 2001
  • Discussions and debates over media education abound in Korra as the number of both institutions that provide media related education and students enrollment for these programs increases rapidly in recent years. In spite of this rather impressive expansion, however, many have raised serious questions about media education of Korea for its not being able to meet the need of the Industry and students, and, moreover, inability to face the challenges brought by new communication related technologies. Who teaches What for what purposes are some of the fundamental questions underlying these heated debates and discussions. To understand these rather complex and interrelated issues more clearly, it is attempted to delineate the nature of these debates by exploring the evolutionary process of media education. The issues related to debates over purposes of media education, curriculum, and faculty qualification have changed through the history of media education, but the nature of the debates, that is the struggle between professionalism and academism, or the tension between practice and theory, has not. Upon this understanding, some argue that what distinguishes opposing sets of dichotomies, such as skills vs. knowledge, training vs. education, now-how vs. know-why. professional vs. academic, practice vs. theory, is more a reflection of social class division and group interests which have privileged theory over practice than a rational scholastic distinction. In addition, it has been often pointed out that the media studies have failed to establish ties with specific industries, and furthermore academic studies seriously lack solid theoretical and practical bases. In the case of the United States, leaders of the industry had contributed much for the Initiation of journalism education in a college setting. However, once inaugurated,, the process of its evolution has depended heavily on academicians. In a country like Korea, where academic and theoretical orientation is much stronger, these problems of media studies and education are even more acute. In this study, it is suggested that academicians and educators be more open-hearted to the realities of changing world, practices of the industries, and recruitment of professionals and practitioners to fill the gap between practice and theory, for the sake of the future of media studies and education.

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New Media-Informatization Policy and Problems of Developmentalism in Korea (뉴미디어-정보화 정책과 개발주의 패러다임의 문제)

  • Kim, Pyung-Ho
    • Korean journal of communication and information
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    • v.36
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    • pp.231-253
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    • 2006
  • Based on the development of IT(information technology), the explosive diffusion and growth of the new media and services in Korea has attracted keen international attention. The construction of IT infrastructure driven by the proactive social informatization policy of the government has also been spectacular. Korea has persistently pursued strong 'new media-informatization policy' with three main objectives in mind: 1)Industrial-economic value creation; 2)socio-cultural value creation; and 3)building of the knowledge society-knowledge state. But its consequence is rather paradoxical. While its performance is excellent in terms of quantity growth of industry and technology, quality development of society, culture and knowledge creation is lagging far behind. This paradoxical outcome originates, not from any simple policy error, but from a structural problem inherent in new media-informatization policy in Korea which has long been captured by developmentalism. In order for Korea to harvest the reward of strong new media-informatization infrastructure, it needs to institute a policy structure based on a knowledge IT strategy such as research and development of core and patent technologies, design and production of quality contents, networking knowledge bases of society, etc.

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Netflix in Indonesia: Influential Factors on Customer Engagement among Millennials' Subscribers

  • AUDITYA, Annisa;HIDAYAT, Z.
    • Journal of Distribution Science
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    • v.19 no.1
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    • pp.89-103
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    • 2021
  • Purpose: This study is to explore how Netflix Customers' Engagement was influenced by Instagram Content, Perceived Price, Exclusivity, and Motivation in the context of Media Streaming and the role of Willingness to Subscribe as the mediating variable. This study underlines millennial's willingness to engage and the form of engagement. Research design, data, and methodology: The data for this research were collected from 100 Netflix's Millennials subscribers who follow @netflixid Instagram. All the results were analyzed and verified using SEM-PLS. Results: Research findings indicated that Willingness to Subscribe, Exclusivity, Motivation, and Instagram Content positively influenced Customer Engagement among Netflix millennials' subscribers. In contrast, Perceived Price had a negative effect on Customer Engagement. Conclusions: As a consequence, the exclusivity that Netflix offers to its audience by a recommendation algorithm has been proven to increase the engagement. This study also disclosed that the most definite form of positive engagement shown by Netflix millennials' subscribers is a behavioral aspect, where they positively recommend Netflix (word of mouth). The study findings can be a reference for the media streaming industry in their efforts to strengthen the engagement with their customers, especially the millennials, and provide knowledge about consumer behavior in digital technology.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.