• Title/Summary/Keyword: 대인 커뮤니케이션

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A Study on Trust and Distrust on Science and Technology: Focusing on Geological Resource Technology (과학기술에 대한 신뢰 및 불신 연구: 지질자원기술을 중심으로)

  • Kim, Chan-Souk;Lee, Hyunseon
    • Economic and Environmental Geology
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    • v.52 no.6
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    • pp.605-616
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    • 2019
  • The purpose of this study is to measure the trust and distrust perception of our society about science and technology. In addition to examining trust and distrust in science and technology, we also looked at trust and distrust in geoscience technology. In addition, by comparing the levels of trust and distrust in science and technology and geological resource technology, the implications for improving the reliability of geological resource technology are drawn. This study surveyed male and female office workers over 20 years of age working in the Seoul metropolitan area on the trust and distrust of science and technology. The results of this study show that respondents showed above-average trust in science and technology and geological resource technology. According to the gender or age of respondents, there was no difference in trust and distrust of science and technology and geological resource technology. As a result of examining the difference between trust and distrust in science and technology and geological resource technology, respondents showed higher trust scores in science and technology than geological resource technology. These results suggest that current communications activities on geological resources should be more active and diversified.

Type in Motion as a Visual Storytelling (Visual Storytelling으로서의 Type in Motion에 관한 연구)

  • 박효신
    • Archives of design research
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    • v.13 no.3
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    • pp.235-244
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    • 2000
  • The form or interpretation of today's communication design lies in content development and storytelling to the designer. However, the understanding as well as exteriment of the mechanisms behind content creation remain an obscure concept. Particularly given the rapid development of digital technology, since the 1980s typography has been quickly transforming itself from its static state to the more dynamic'Type in Motion'. following this came the need for solid research in'Type in Motion'as the best means of presenting story content and form The previous passage has studied the effectiveness of'Type in Motion'in presenting this kind of content. Type in Motion has allowed vast developments in the methods of story presentation. It is Due that today's digital technology has given many benefits to the designer, but on the other hand, it has required a more diverse understanding of digital design. furthermore, even the designers in digital typography lack the understanding and research in'Type in Motion'not only as a mode of visual language but also of verbal language. Given this point· in hand, the entire interpretation and interrelation of story and'Type in Motion'can be considered essential, given their shaping of effective digital typography.

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A Study on the Triggering and Medicating Factor of Online Flaming (온라인 플레밍(flaming) 발생 요인과 해소 방안에 대한 연구)

  • Ku, Gyo-Tae
    • Korean journal of communication and information
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    • v.39
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    • pp.224-249
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    • 2007
  • This paper tried to examine a relationship between demographic factors(sex, age) and online flaming, and between personality trait(verbal aggression) and flaming. Further, the current study researched the impact of message credibility on significant explaining variables which increase hostile aggressive communication. The research data were collected by a reliable online research center and analysed through SPSS 12.1 software. According to the results, age, sex, and verbal aggression trait were statistically significantly related with flaming. Especially, man, teen age, and the people having high verbal aggression had more frequent flaming behavior than women, other aged people, people with low verbal aggression trait. On the other hand, the message credibility was partially associated with personality trait. The persons who had high verbal aggression trait showed fewer flaming when they met high credible message. This fact might imply that the quality of online contents could decrease online flaming.

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A Study on the Editorial Design of Web Magazine -Focused on the Web Magazine for Women in Korea- (웹(Web) 매거진(Magazine)의 편집디자인에 관한 연구 -국내 여성 Web Magazine을 중심으로-)

  • 원종열
    • Archives of design research
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    • v.15 no.1
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    • pp.203-211
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    • 2002
  • The appearance of Internet, the 5th medium which has succeeded newspaper, magazine, TV, radio, creates WEB MAGAZINE to overcome the restriction of space and time. This paper has conducted the contents and visual points of view in webmagazine. Through case study, the following and identify for the analysis of the webmagazine contents and visual format. Firstly, communication at webmagazine is carried out at the user-centered atmosphere. Secondly, Even through an aesthetic is emphasized in the webmagazine, when web designer compose of the web site, it is necessary to find the proper methodology under the basis of user's behavior. Thirdly, Although webmagazine required the visual form, we should know that the evaluation of webmagazine should be implemented by users. Therefore, webmagazine should be designed by the user-centered layout.

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The Systematic Form Generation of Product Design (제품디자인의 체계적 형태발상 연구)

  • 이문기
    • Archives of design research
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    • v.15 no.1
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    • pp.279-288
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    • 2002
  • The appearance of Internet, the 5th medium which has succeeded newspaper, magazine, TV, radio, creates WEB MAGAZINE to overcome the restriction of space and time. This paper has conducted the contents and visual points of view in webmagazine. Through case study, the following and identify for the analysis of the webmagazine contents and visual format. Firstly, communiation at webmagazine is carried out at the user-centered atmosphere. Secondly, Even through an aesthetic is emphasized in the webmagazine, when web designer compose of the web site, it is necessary to find the proper methodology under the basis of users behavior Thirdly, Although webmagazine required the visual form, we should know that the evaluation of webmagazine should be implemented by users. Therefore, webmagazine should be designed by the user-centered layout.

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Precarity and Hope in Digital Labor: In-depth Interviews on the Off-campus Internship Experiences of College Students (디지털 노동의 불안과 희망: 대학생의 '대외활동'에 대한 심층 인터뷰)

  • Lee, Hee-Eun
    • Korean journal of communication and information
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    • v.66
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    • pp.211-241
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    • 2014
  • In the era of neoliberalism with high rate of youth unemployment, young college students are forced to believe that the only way to enter the job market is by accepting and participating temporary off-campus apprenticeship, which often disguised as an internship for the creative culture and knowledge. This article discusses that the mode of off-campus apprenticeship, which is supposed to voluntary and participatory, bears in fact a strong resemblance with digital labor. Based on a series of in-depth interviews with college students, this study argues that the apprentice-typed labor denotes a process by which immaterial labor or free labor coincides with self-directed job training. Throughout the digital labor processes young college students are in a constant oscillation between precarity and hope, negotiating their autonomy and social conditions in the neoliberal work environment. The digital labor accumulates students' knowledge and information as a form of commodity, which in turn supports communicative capitalism.

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Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.

The Difference between News Coverage and News Release of Political Parties During A Political Crisis (정치적 위기에 대한 정당들의 위기대응 메시지와 뉴스보도와의 차이)

  • Cho, SeungHo
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.47-54
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    • 2018
  • The purpose of this study is to explore a difference in crisis between media and parties. This research examined political crisis situation, crisis response, and media coverage using a case. Two main political parties in Korean faced the illegal fund raising case during the 16th presidential election. They used types of crisis response strategies for restoring or maintaining their reputation. This study found that a party's crisis response was consistent with news media, but another party's message was significantly different from news media. Such match or mismatch between a party and news media will influence on public evaluation toward a crisis response. This study has meaningful contribution in that the difference between an organizational crisis response message and news media coverage is significant.

The Effect of Youth (18-19 years old) Voters' Use of Political Information and Political Efficacy on Voting Intentions (청소년(만 18-19세) 유권자의 정치 정보 이용행태와 정치효능감이 투표 의도에 미치는 영향)

  • Lee, Sung-Jin;Kim, Peter Eung-Pyo
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.344-355
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    • 2021
  • As the voting age has been lowered to 18 from the 21st general election on April 15, 2020, the use of political news, motivation for political interest, and reliability of political media of first-time voters were examined. Accordingly, we analyzed how their political efficacy affects their voting intentions. As a result of the study through the survey of participants, the use of political news by voters was to acquire political information mainly through TV and portals. And the use of traditional media such as radio and newspaper was low. first voters became interested in politics through articles delivered by the media, and it was found that they trusted the political information provided through terrestrial TV reports and debates. This generation also confirmed that if they have higher political efficacy, they show higher willingness to participate in voting. Through this study, in order to increase the political participation of the younger generation who are evaluated as having relatively low interest in politics, the role of the media was reconfirmed as the most important factor.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.