• Title/Summary/Keyword: 매체론

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A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

취재일기 / 위기론에 휘말린 '닷컴'을 위한 변명

  • Baek, Seung-O
    • Digital Contents
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    • no.10 s.89
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    • pp.6-7
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    • 2000
  • 최근들어 각종 언론들을 통해 닷컴 위기론이 강하게 제기되고 있다. 그와 맞추어 모든 언론의 보도양상도 위기론을 말하지 않으면 안된다는 의무감까지 생기는 모양이다. 이와 관련해 최근의 언론매체의 보도양상을 살펴보면 크게 두가지로 나누어 볼수 있다. 첫째, 전문가의 입을 빌리는 것이 하나의 방법이고 다음으로 업계에서 떠도는 소문을 짜 맞추어 하나의 시나리오를 만드는 것이다. 물론 양자 모두 픽션을 그리고 있지는 않다. 그러나 가장 위험한 것은 일부 여론의 태도인데 미 보도된 기사에 덧붙여 닷컴위기라는 동어반복을 한다는 것이다. 즉 동어반복 이외에는 아무런 실체가 없다는 것 때문에 경제에 매우 부정적인 영향만 끼친다는 것이다.

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Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계)

  • Ahn, Seong-Hye;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.164-172
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    • 2009
  • When plan culture contents, the most important thing is storytelling that process to develop resource story and this by contents of various medium. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

Semantic Network Analysis of 2019 Gangwon-do Wild Fire News Reporting: Focusing on Media Agenda Analysis (2019년 강원도 화재 보도에 대한 언어망 분석: 미디어의제 분석을 중심으로)

  • Lee, Jeng Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.153-167
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    • 2019
  • This study aims to identify the media agenda and to compare each media agenda by media and by time period, analyzing the news about 2019 Gangwon-do's wild fire reported by 37 Korean news media. Using the topic modeling algorithm and semantic network analysis, this study inspected the configuration of the network media agenda and examined the intermedia agenda setting effect by using QAP correlation analysis. Results showed that the sensational media agenda with the attributes such as victim aid and political conflict and the similarity of each media agenda for this disaster reporting.

A Study on the Epic Expression of Multimedia and Contemporary Art (동시대 미술에서의 서사 표현 작품 분석 연구)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.553-563
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    • 2022
  • In the multimedia era and contemporary art, the expression of narrative is expanding in various ways based on formal theory. And the expression form is maximized according to the use of each medium. In terms of understanding artworks, an approach that combines various expressions and media using these narratives is also possible. Therefore, this study analyzed the works of the artists by selecting three artists, Sadic Guissi Alfrazi, Lindsay Sears, and Kara Walker, who fused the media using narrative structures. Through this, it was intended to present the artistic value and significance of the work and the possibility of expanding the narrative expression of contemporary art in the future. As a result of the analysis of previous artists' works, it was shown that the phase of convergence can be derived by using the medium of narrative concepts beyond the dichotomy of content and form, confirming that digital technology and media development are changing the form of art. In addition, it was confirmed that the use of narrative structure facilitates media conversion. It is expected that discussions on the new paradigm of contemporary art will progress in the future.

Analysis and Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계 및 분석)

  • Ahn, Seong-Hye;Hur, Young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.250-257
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    • 2009
  • The thing that is the most important at time to produce the culture contents is developing source story and storytelling which is work to process in the contents of various media. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

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A Study on The Evaluation for SNS Media by Using AHP (AHP 기법을 적용한 SNS 매체 평가에 관한 연구)

  • Li, Nan;Park, Deuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.127-130
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    • 2014
  • 본 연구에서는 SNS 매체 평가를 위해 적용 가능한 품질의 측정요인들을 문헌고찰하고, 평가방법론으로 AHP 기법을 적용하여 SNS 매체를 평가할 수 있는 방안을 제시하고자 하였다. 선행연구에 의거하여 SNS 품질요인을 시스템품질, 정보품질, 인터페이스품질, 서비스품질 등으로 분류하였고, AHP 기법을 적용하여 품질요인별 중요도를 실증 분석하였다. 측정결과로서 서비스품질이 상대적으로 가장 주요한 요인으로 도출되었으며, 정보품질, 시스템품질, 인터페이스품질 등의 순으로 중요도가 높은 것으로 나타났다.

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Place of Digital Game Space (디지털 게임 공간의 장소성)

  • OOh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.171-172
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    • 2017
  • 본 연구는 기본적으로 현대 디지털 사회에서의 게임의 공간 문제를 장소론적으로 해석하려는 목적을 갖고 있다. 디지털 게임에서의 공간과 장소성은 인류학적으로 보는 관점과는 어떠한 공통점과 차이점이 있는지를 탐구하여 게임의 비장소의 공간들이 어떻게 구현되고 장소적 특성을 보이고 있는지를 살펴봄으로써 장소론적 입장에서 게임공간을 연구하였다. 디지털 게임공간의 장소성에 관한 연구는 디지털게임을 이해하는데 있어 기존의 '매체 지향적 논의'들과 '서사중심'의 파편적인 논의를 통합하는 계기를 제공하고 다양한 방향으로서의 연구 가능성을 제시할 수 있으리라 본다.

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A Study on The Evaluation for Quality Factors of SNS and SNS Media by Using AHP (AHP 기법을 적용한 SNS 품질요인 및 SNS 매체 평가에 관한 연구)

  • Li, Nan;Park, Deuk
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.299-307
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    • 2014
  • Nowadays, SNS media has become one of the most common and economic communication methods in the modern word. With the rapid development of communication technology, a variety of SNS media makes easier for us to reach other people everywhere and people are getting more and more reliant on them. The surge in SNS media users and SNS media diversity gets more important every day, but academic research on SNS media evaluation program is scanty. In order to present an evaluation program on the SNS media, this study selected some applicable measurement factors based on reference research, and then evaluate major SNS medias by using AHP analysis method. With these purposes, Kakaotalk, Twitter and Facebook, are the three major SNS medias that were chosen for the analysis. Through collections and analysis of usability evaluation factors about SNS quality from related literature, some factors were concluded: system quality, information quality, interface quality and service quality, to build an AHP frame. And to achieve these purposes, this study applied comprehend mutual questionnaire survey for experts and users to gather research date. Empirical studies about the results were performed using AHP method with Microsoft Office Excel 2010. In this study, the final SNS media evaluation result is that Kakaotalk ranks first of the three SNS media, Facebook is in the second place, and Twitter as least. When SNS media are evaluated, system quality, information quality, interface quality and service quality should be considered. Among all factors, service quality is the most important.

The stillness-motion interface designing of the Web, Based on the e-advertisement concept. (웹 인터페이스의 정.동디자인에 관한 연구 -e광고 컨셉트별 정.동디자인 분석-)

  • 전기순
    • Archives of design research
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    • v.15 no.4
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    • pp.317-326
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    • 2002
  • The Web has taken a strong post as one of the media for advertisement for long time. The Internet has an advantage of an easy access to each of customers; the fractioning of the potential customers; the transcending of the time and space; and the utilizing of the multimedia. As such, the Web as a communication tool has not only all characteristics of the existing media but also the factors such as the sound, motion, and interaction. Therefore the Web designing should be much more flexible and open than any other medias. Nevertheless, most of the Webs being created currently appear to be simply perfunctory and functional. This is because a methodological aspect has not been rooted firmly as the Web design industry has been developed too rapidly, driven by the explosive demand. Therefore, this study is designed to demonstrate the approaching method to the Web-interface designing as an alternative for such methodological aspect. In other words, it is the very stillness-motion interface designing of the Web, based on the e-advertisement concept. The Web as one of the media for advertisement gives the heaviest weight to the users emotional aspects than any other media do. Therefore, it is very important to get the differentiation and impact in the Web-interface designing through the users emotional aspects.

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