• 제목/요약/키워드: various media

검색결과 5,010건 처리시간 0.032초

Information Suppression and Projection Strategies Depending on Personality Traits: Using Social media for Impression Management (사용자의 성격에 따른 정보의 통제와 투사 전략: 인상관리를 위한 소셜미디어의 활용)

  • Yun, Haejung;Lee, Hanbyeol;Lee, Choong C.
    • Knowledge Management Research
    • /
    • 제18권3호
    • /
    • pp.147-162
    • /
    • 2017
  • As social media started to work as important communication tools, social media users have tried to manage their image, identity, and impression through social media. Social media service providers have been interested in providing various functions effectively disclosing users' emotion, such as posting, commenting, and sharing content; on the other hand, relatively few efforts have been made to provide social media functions for information suppression. In this study, therefore, we attempt to examine the relationship between Facebook users' personality and impression management behaviors. Personal traits of users including public self-consciousness, positive self-expression, and honest self-expression were considered as independent variables. Impression management behaviors are composed of two variables, which are suppression and projection. The survey was conducted, targeting 230 Facebook users. The research findings show that public self-consciousness and positive self-expression are positively associated with information suppression while both positive and honest self-expression is positively associated with information projection.

An Embedded Multifunctional Media System for Mobile Devices in Terrestrial DTV Relaying

  • Huang, Jun;Yin, Haibing
    • Journal of Information Processing Systems
    • /
    • 제14권5호
    • /
    • pp.1272-1285
    • /
    • 2018
  • The paper presents a novel embedded multifunctional media sever (EMMS) for mobile devices to receive various media programs. Being different from other contemporary system research, the paper mainly studies how to design a reception solution for terrestrial digital television (DTV) on mobile devices and how to enable mobile devices can receive DTV program, enjoy video-on-demand (VOD), achieve video surveillance and relay Internet video program via local Wi-Fi simultaneously. In the system design, we integrate broadcasting-terrestrial DTV tuner, streaming media re-transmission system, VOD disk, video camera and access interface to the Internet into EMMS, which can either receive terrestrial DTV radio signals and demodulate out digital transport stream (TS), or can read streaming media bit-stream from VOD disk, surveillance camera or access interface to the Internet. The experimental results show the proposed system is stable and quality-efficient. Comparing with the other systems, the proposed system has the least packet loss rate and response time.

A Deep Approach for Classifying Artistic Media from Artworks

  • Yang, Heekyung;Min, Kyungha
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제13권5호
    • /
    • pp.2558-2573
    • /
    • 2019
  • We present a deep CNN-based approach for classifying artistic media from artwork images. We aim to classify most frequently used artistic media including oilpaint brush, watercolor brush, pencil and pastel, etc. For this purpose, we extend VGGNet, one of the most widely used CNN structure, by substituting its last layer with a fully convolutional layer, which reveals class activation map (CAM), the region of classification. We build two artwork image datasets: YMSet that collects more than 4K artwork images for four most frequently used artistic media from various internet websites and WikiSet that collects almost 9K artwork images for ten most frequently used media from WikiArt. We execute a human baseline experiment to compare the classification performance. Through our experiments, we conclude that our classifier is superior in classifying artistic media to human.

Digital Outdoor Advertising Tecoration for the Metaverse Smart City

  • Yoo, Seung-Chul;Piscarac, Diana;Kang, Seungmi
    • International Journal of Advanced Culture Technology
    • /
    • 제10권1호
    • /
    • pp.196-203
    • /
    • 2022
  • Developing smart cities increasingly relies on metaverse technology. This has become much more apparent in the post-COVID-19 pandemic urban environment. The demand for fast processing of huge amounts of data and the convergence of various media types is essential for keeping city residents well-informed and safe. This paper builds on recent research on metaverse, smart cities, and digital outdoor advertising media. It proposes that "space culture media", which collectively functions by using physical or virtual spatial information, will play a key role in the smart city, functioning as an augmented city. Specifically, this paper deals with significant issues related to the smart city changes created by tecoration, a metaverse urban media space facilitated and enhanced through digital outdoor advertising.

The Effect of Various Concentration of Glucose and Corticosteroid on the Growth of Candida albicans (포도당(葡萄糖) 및 부신피질(副腎皮質)홀몬제(劑)가 Candida albicans의 발육(發育)에 미치는 영향(影響)에 관(關)한 연구(硏究))

  • Hahm, Jeong-Hee;Kim, Hong-Sik
    • The Korean Journal of Mycology
    • /
    • 제6권1호
    • /
    • pp.21-27
    • /
    • 1978
  • The growing behavior of Candida albicans in various concentration of glucose and corticosteroid media was studied with the method of modified hanging slide culture. The strains of Candida albicans used in this study were obtained from vaginal swab from outpatients and were isolated from cultured colonies on Sabouraud's glucose agar media. To detect the budding rate of blastospore, the diluted suspension of Candida albicans in normal saline were inoculated into various concentration of glucose (Gl, G2, G3, G4), corticosteroid (S1, S2, S3, S4) and corticosteroid with 10% pepton broth (D1, D2, D3, D4) respectively and cultured at room temperature $(22{\sim}25^{\circ}C)$. The number of budding of blastospore were counted under the high power field of light microscope (400X) at specific time interval, e.g, 1, 2, 3, 6, 9, 12, 18, and 24 hours after inoculation. The results are as following: 1. The most effective budding rate was seen in G4 media (1.25% glucose) in 18 hours aft inoculation (89%). 2. The budding rate in Sabouraud's glucose broth with various concentration of dexamethasone added, was not significantly different from that of simple Sabouraud's glucose broth within 18 hours after inoculation, but there was statistically. significant difference in two budding rate at 24 hours observation. 3. The budding rate in 10% pepton broth media with various concentration of dexamethasone was almost same budding rate in control group, which is normal saline and 10% pepton broth, except on 2 and 24 hours results.

  • PDF

Contents Adaptation in Ubiquitous Environments (유비쿼터스 환경에서 콘텐츠 적응화)

  • Shin, Young-Ok
    • Journal of the Korea Society of Computer and Information
    • /
    • 제15권5호
    • /
    • pp.133-141
    • /
    • 2010
  • Contents adaptation is a technology which converts one content to another content used in various devices. Specially, synchronization of inter-media which are included in a document is needed. There are various proposals and solutions for synchronization of inter-media. In the paper, I present "TATS : Temporal Aggregate Tree Strategy" model, which is used for specifying the temporal relationship among media in series of time. In the TATS model, aggregate tree, a sort of a binary tree, is generated from the execution time of those media. Using this aggregate tree, I implemented the inter-media synchronizations.

A Design Proposal of a Lego-type UHD(Ultra High Definition) Media Platform for Cloud Services (클라우드 서비스를 위한 레고형 초고화질 영상 송수신 미디어 플랫폼 설계 제안)

  • Koo, Sung Wan;Jeong, Da Hee;Kim, Hyun Sik;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 한국정보통신학회 2014년도 춘계학술대회
    • /
    • pp.655-657
    • /
    • 2014
  • In this paper, a lego-type Ultra High Definition(UHD) media platform for cloud service have been proposed. The platform offers you a cloud service, which is freely able to share your UHD media in indoor and outdoor environment. Also, if various media products using the next-generation wireless communication(802.11ac and LTE Broadcast etc.) and proposed platform are utilized, everyone can develop easily because it is the lego-type. Therefore, the platform are expected to lead development of new market and invent industry since it can be applied to various businesses models.

  • PDF

The Effect of Inflow Into a Site Via Facebook on Customers' Revisit : Drawing on the Moderating Effects of the Average Site Visit-Depth (기업 페이스북을 통한 사이트 유입이 고객 재방문에 미치는 영향 : 사이트 평균 방문깊이의 조절효과를 중심으로)

  • Lee, Jung Won;Park, Cheol
    • Journal of Information Technology Services
    • /
    • 제18권2호
    • /
    • pp.1-16
    • /
    • 2019
  • Social media is one of the important marketing channels for companies, changing the way interacting with customers. Marketers attract participation from customers' in social media platforms by producing branded content, which helps them gain various marketing results such as brand awareness, web traffic, and sales. The number of the empirical studies on the effects of social media on marketing performance is still low although various success stories and studies have been published. In particular, IT companies are trying to attract users onto their websites with social media content and promotions; however, they regard the number of the visitors as a vanity metric, which has little effectiveness. The study examined the Effect of the site introduced via Facebook, a typical social medium, on customers' revisit. Precedent studies proved that revisit, one of forms of major visit for satisfactory results of a website, is suitable for analyzing the operational output on Facebook pages. The results of the study demonstrated that Facebook content has a positive impact on website inflows and revisits. Also, it turns out that the higher the average website visit depth reinforces the positive relationship between the rate of the inflow and that of the site revisit.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
    • /
    • 통권44호
    • /
    • pp.235-261
    • /
    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

Cognitive Development Effect of Mass Media: Revealing the Relationships among Mass Media Consumptions, Intelligence, and Academic Achievement (매스미디어의 인지개발효과: 매스미디어 이용과 다중지능, 그리고 학업성적과의 관계)

  • Chang, Ik-Chin
    • Korean journal of communication and information
    • /
    • 제37권
    • /
    • pp.377-417
    • /
    • 2007
  • This study examines some cognitive development effects of mass media while testing the relations between mass media consumption and academic achievement and intelligence. In this research, students' television, newspaper, and internet consumption behaviors are used as independent variables which include motivations and magnitude of various content categories' and total consumption of those media. Dependent variables are school courses' test scores and eight intelligence scores based on Howard Gardner's multiple intelligence theory. It was found that media consumption magnitudes of various content categories have the most strong effects on those dependent variables. Each of various media consumption behaviors are found to have different effects according to which variable is dependent. For example, total internet consumption have positive effects on logical-mathematical intelligence but negative effects school achievements. Internet game sight have positive effects on logical-mathematical intelligence but negative effects on musical intelligence. It may be concluded that cognitive development is dependent mainly on what media contents students consume. Media consumption behaviors may have positive effects on some kinds of cognitive development and negative effects on other kinds. In other words, television or internet may have positive effects on academic achievement or intelligence contrary to popular thinking.

  • PDF