• 제목/요약/키워드: media

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중년 여성의 젊음추구와 미디어 외모정보관심, 미디어 접촉반응의 관계 -실제연령과 인지연령의 영향력 분석- (The Relation of Youth-pursuing, Media Appearance Information Interest, and Media Contact Response of Middle-aged Women -Influence of Chronological Age and Cognitive Age-)

  • 전지현;이영선
    • 한국의류학회지
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    • 제40권4호
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    • pp.631-640
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    • 2016
  • The youth-pursing syndrome is especially amplified through a variety of media due to medical technology development, increases in social activities, and influence. This study discusses the relationship of youth-pursuing, media appearance information interest, and media contact responses focused middle-aged women. Data were collected from 245 females aged 40-65 in Seoul, Daejeon and Chungbuk area residents. The SPSS WIN 21.0 program analyzed the data by descriptive statistics, factor analysis, and regression analysis. Youth-pursuing derived social, psychological, and outward factors. Only an outward factor of these three dimensions influenced a significant media appearance information interest, and media contact response. The regression analysis results for chronological age and cognitive age, cognitive age influenced all variables significantly (three factors of youth-pursuing, media appearance information interest, and media contact response). But chronological age influenced significantly only the media appearance information interest. This study verified the relationship of youth-pursuing and media variables (media appearance information interest and media contact response).

뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구 (A Study on the Process Change of Spatial Design in a New-Media Environment)

  • 강인경;윤재은
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

스마트 미디어 메타데이터 활용을 통한 미디어 빅데이터 플랫폼 구축 방안 (A Construction Plan of Media Big Data Platform Through the Smart Media Meta-data Utilization)

  • 홍진우
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.646-649
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    • 2022
  • 미디어는 인간사회에서 자신의 감정 또는 객관적 정보를 서로 주고받을 수 있도록 마련된 수단인데 디지털 미디어의 등장으로 인한 스마트 미디어의 보급으로 인해 현대사회에서의 미디어는 단순한 수단이 아니라 인간이 사는 사회 전체를 통괄하고 제어하는 기능까지도 떠맡게 되었다. 따라서, 스마트 미디어가 사용되는 서비스 플랫폼에 따른 미디어의 유형과 특성을 살펴보고, 이를 기반으로 미디어의 빅데이터 허브를 구축함으로써 디지털 미디어의 새로운 발전과 연구 방향을 모색할 수 있다. 본 논문에서는 스마트 미디어를 통하여 생성되는 다양한 메타데이터에 대해 분석하고, 이를 이용한 빅데이터 플랫폼 구축에 대한 방안을 제시하고자 한다.

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Focus Group Based Evaluation of Social Media Usage in Indonesia's Digital Government

  • Kartikawangi, Dorien
    • Asian Journal for Public Opinion Research
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    • 제8권1호
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    • pp.41-58
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    • 2020
  • This article attempts to explain social media use within the relationship between the public and government of Indonesia in the era of digital government, as well as to consider public opinion on this matter. This research is based on the application of social media logic and the theory of dialogic communication and action. A qualitative descriptive approach was used to observe the general behavior of social media use by 34 ministries in Indonesia, including interviews with the resource persons within the ministries and focus group discussions with members of the public and observers. The research shows that the relationship between the public and government is accommodative and in line with social media logic. The public sector implemented social media as its platform, which has been further adopted by all ministries. The public sector cannot avoid social media, as it has become part of basic connectivity, even though the use of social media by the government still tends to be in the form of presenting public information. There are advantages and disadvantages of the usage of social media by the government. The advantages include allowing the government to be more open via social media so that communication between the government as the ruling organization and its public can be more fluent. Social media provides space to the public sector in the practice of digital government. Some disadvantages arise as logical consequences that usage of social media cannot be separated from the implementation of digital government. The adaptive behavior of social media by the government can be found by following social media logic as part of digital government implementation. Social media logic causes the government to follow the rules of social media. In this context, the strength and power of the country seems to be regulated by social media. Therefore, more studies on how social media is managed in the context of its usage as digital government support is needed.

유아의 스마트미디어 이용이 인지와 언어 발달에 미치는 영향 : 스마트미디어 중독 경향성의 매개효과와 어머니의 스마트미디어 이용 지도의 조절된 매개효과 (Effect of the Use of Smart Media on the Cognitive and Language Development of the Preschooler: The Mediating Effect of Smart Media Addiction Tendency and the Moderated Mediating Effects of Maternal Guidance on Smart Media Usage)

  • 김은지;전귀연
    • Human Ecology Research
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    • 제58권1호
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    • pp.13-29
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    • 2020
  • This study investigated the relationship between preschoolers' smart media usage in regards to cognitive and language development, especially the mediating effect of preschoolers' smart media addiction tendency and the moderated mediating effect of maternal guidance on smart media usage. The study surveyed 273 preschoolers' mothers who lived in Daegu City and Kyungpook Province. The findings of this study were as follows. First, preschoolers' smart media addiction tendency mediated the relationship between smart media usage time in regards to cognitive and language development. Second, maternal active mediation and monitoring moderated the relationship between preschoolers' smart media usage time and smart media addiction tendency. Third, there was a maternal co-use moderated the mediating effect of preschoolers' smart media addiction tendency on language development. In conclusion, preschoolers' smart media addition tendency mediated the effect of smart media usage time on cognitive and language development. Among the mediation pathways, the influence of preschoolers' smart media addiction tendency on language development was moderated by maternal co-use. The findings of this study suggest that maternal guidance should be applied differently depending on preschoolers' smart media addiction tendency. This study examined preschoolers' and maternal smart media-related variables on preschoolers' cognitive and language development in order to provide preliminary data that can be used to explore the maternal guidance on how to use smart media for their preschool children.

MPEG-I Immersive Audio 표준화 동향 (MPEG-I Immersive Audio Standardization Trend)

  • 강경옥;이미숙;이용주;유재현;장대영;이태진
    • 방송공학회논문지
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    • 제25권5호
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    • pp.723-733
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    • 2020
  • 본 고에서는 현재 탐색단계의 표준화가 진행 중인 MPEG-I Immersive Audio 표준화 동향을 소개한다. 이 표준은 5G/6G와 같은 초연결 환경에서 킬러 어플리케이션으로 기대되는 가상현실(Virtual Reality; VR) 및 증강현실(Augmemted Reality; AR)에서, 이용자가 가상환경과 상호작용을 통해 6 자유도(Degrees of freedom; DoF)로 소리를 실감나게 느끼고 실제 환경에서 경험하는 것과 같은 공간음향 체험을 제공하는 것을 목표로 한다. 이를 위하여, MPEG Audio Working Group에서는 가상현실 및 증강현실에서 공간음향 체험을 위한 시스템 구조 및 요구사항을 정의하였다. 이를 기반으로 요구사항에 대한 제안 기술 선정을 위한 오디오 평가 플랫폼(Audio evaluation platform; AEP), 인코더 입력 포맷(Encoder input format; EIF) 및 평가 절차 등에 대한 논의를 진행하고 있으며, 본 고에서는 그 주요 내용을 요약 기술한다.

미디어스킨 기반의 그래픽 조형 요소에 관한 연구 (Research about Graphic Modeling Element of Media Skin)

  • 김문석;오문석
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

올드미디어(Old media), 뉴미디어(New media)로부터 멀티미디어(Multi-media)로 변천하는 전기통신기술 (A Telecommunication Technologies Changing to Multi-media from old-media and New-media)

  • 조규심
    • 기술사
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    • 제30권4호
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    • pp.18-29
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    • 1997
  • The telecommunications industry pro-grossed as old media, but new media is going into a new era of multi-media in the 21st century. In the latter half of 1970s we saw a boom of new media as a post-telephone era began. As the machines grew to the world level(standard), facsimiles, minitels of France and word processors of Japan were developed. Today some 15 years since the advent of new media era, the progress of technology is astonishing. Advancement of technology is seen in V and U letters attached to semiconductor chips, astonishing capability advancement of light emitting lasers and photo-diodes, etc and additionally technology advancement in large capacitized light disks. Thus these technologies have made possible transmitting a broad band network and a mobile communication and digitalized broadcasting. Increased capacity of every terminal, e.g, "letters $.$ voice $.$ still and mov-ing pictures" are essential for new media simultaneous and two -way transmission.

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매체 경쟁구조 관점에서 본 인쇄산업의 지향점에 관한 고찰 (A Study on Intention of Printing Industry in Media Competition Circumstance : Publishing Industrial Point of View)

  • 김경일
    • 한국인쇄학회지
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    • 제21권1호
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    • pp.59-70
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    • 2003
  • Digital technology is recognised as a generalized technology in the media industry, therefore there is an opinion which shows that the markets for its old media will be replaced by new media. However, some researchers have confirmed that the printed media which has a long historical background will be continuously selected by the audiences. As going through the historical background of the printed media, it has been challenged by the freshly created media. And traditional printed media does not disappear as the challenge of new media. As the challenge of new media, the printed media will show the new future of the printed media itself and its market as well by the transformations through the acceptance and merging the new technologies.

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An Empirical Analysis of the Role of Social Media in Korean Media and Product Consumption

  • LEE, Hye Eun;GAO, Quan;YU, Sae Kyung;CHUNG, Yoon Kyung
    • International Journal of Advanced Culture Technology
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    • 제6권4호
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    • pp.179-189
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    • 2018
  • In the era of the Korean Wave 4.0, it is essential to investigate how social media usage influences Korean media consumption and then affects the future intention to consume K-Culture products. This study showed that the path of social media usage- Korea-related knowledge- Korean media consumption- the future intention to consume K-Culture products did not exist, and that the path of social media usage- Korea-related knowledge- the future intention to consume K-Culture products occurred. The implications and limitations were discussed.