• Title/Summary/Keyword: 매체 유형

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Natural Dyed Products Market Segmentation and Usage of Media and Information Sources among the Segments (천연염색 제품의 시장세분화 및 세분시장의 매체 이용 행동과 정보탐색 행동)

  • Hong, Hee-Sook;Nam, Mi-Woo
    • Journal of the Korean Home Economics Association
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    • v.48 no.8
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    • pp.113-128
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    • 2010
  • The purposes of this study were 1) to divide consumers into segments according to their consumption attitude and subjective knowledge about natural dyed products 2) to develop a profile for each segment with respect to the media types, the preferred media programs, the information sources, the lifestyle activities and the demographics. Data(n = 213) was collected using questionnaires via the internet. By cluster analysis of the consumers' attitude and their subjective knowledge about natural dyed products, four groups were identified 1) the loyal consumption group (20.1%), 2) the conditional/reluctant consumption group(36.6%), 3) the negative/reluctant consumption group(24.2%) and 4) the non purchasers(19.1%). Several characteristics of these four groups were then compared by ANOVA and chi-square statistics. The results indicated that the consumption attitude and subjective knowledge could be the criteria for segmenting the consumers and that the segmented groups had unique consumer characteristics. Implications of this study were discussed.

Study on their Presentation Types and Exhibition Methods in National History Museum - Focused on National History Museum In Korea - (자연사박물관의 전시매체유형 및 연출기법에 관한 고찰 - 국내자연사박물관사례를 중심으로 -)

  • Lee Jong-Sook;Kim Kyung-Mi;Yoo Dong-Lim
    • Korean Institute of Interior Design Journal
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    • v.15 no.1 s.54
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    • pp.131-138
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    • 2006
  • This paper compares presentation methods which are characteristic among museums of natural history in Korea. The different medium for exhibitions are divided into Specimen, Model or Panel Type Displays, Video Presentations, Sound, and Tactile Exhibits, and further classified as Fixed (A Type), Observable (B Type), or Performance Art (C Type) Displays. The museums we studied were the Seodaemun Museum of Natural History, Ewha Womans University Museum of Natural History, Seoul National Science Museum, Gyeryongsan Natural History Museum, the National Science Museum, Mokpo Natural History Museum, and the JejuDo Folklore and Natural History Museum. A study of these museums' approaches to display composition, and exhibition methods according to their exhibit types and contents, revealed the following results: The museums of natural history rely more on Fixed type displays to show information, with appropriate uses of the Observable and the Performance Art type exhibitions. Better utilization of appropriate medium is desired for display contents of Astronomy Space Earth, Minerals Rocks Geology, Animals, Plants, Insects, Prehistoric Organisms Environment, and Anthropology.

Influence of Personality Types on Ttelevision Contents Preference (개인성향과 텔레비전 프로그램 유형 선호도의 관계 연구)

  • Yang, Moon-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.230-240
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    • 2011
  • The personality types has been emphasized as one of the influential factors for the program selection by viewers in the multi-channel and multimedia era. However, there have been few empirical studies on this issue. The current study investigated how the audience personality influence the program preference. Specifically, this study focused on both need for cognition and sensation seeking which are related to the television viewing motivation. To examine the influence of personality on program preference, four types of drama and five types of entertainment programs were used. The results of the web survey showed that viewers personality type seem to have effect on their program preference. Indeed, it appeared that there was positive relationship between need for cognition and sensation seeking. The implications of this study's findings were discussed.

Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

A study on the Types of the Emotional Stimulation Factors of Digital Cartoons (디지털만화의 감성자극요인에 대한 유형 연구)

  • Kim, Bo Hyun;Hong, Nan Ji
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.271-281
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    • 2014
  • This study aimed to investigate the types that readers enjoying cartoons appreciated cartoons under the premise that cartoons enjoyed over the internet would expand their sensitivity through media such as monitors and mice. The sensitivity of readers enjoying digital cartoons can be stimulated through communication with carton writers or other readers as the interaction of the real-time response to the network. The choice and control are possible with a vertical scroll bar. Accordingly, readers can be absorbed in a work and focus on its story much more. As a result of extracting emotional stimulation factors to verify these assumptions, factors were able to classify the sensitivity that readers enjoying cartoons obtained from digital cartoons into two types, communication and story-focus type, based on the phases that emotional stimuli were strengthened. This study will be significant as a study to identify the relationship between media-technological factors and readers enjoying cartoons in relation to digital cartoons.

Relationship between Appearance Management Behavior and Information Search of Male Workers (남성의 외모관리 행동과 정보탐색과의 관계 고찰)

  • Kim, Hye-Kyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6484-6491
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    • 2014
  • The human's basic desire for aesthetics, which has existed along with human history, has been more individualized and diversified according to the progress of modern economic social change. In the case of men, who have a relatively higher connection and experience of mass media compared to women, there is a characteristic to apply and utilize information acquisition and share appearance management quickly on the media. This paper classified and arranged the image and characteristics of the modern male image analyzed the relationship between men's appearance management and information exploration. In addition, exploration relation per information medium was considered by dividing the men's appearance management behavior and characteristics into make-up, hair management, skin care, hands and feet care, and plastic surgery. This appears to be useful for the industrial group, e.g. beauty treatment, cosmetics, hospital, etc. as advertisement marketing information.

Effect of the Terrestrial TV's Channel Brand Equity in the Multi-Platforms Environment: Focusing on the Choice and Use of the Terrestrial TV Contents (멀티플랫폼 환경에서 지상파TV 채널브랜드자산의 효과: 지상파TV 콘텐츠 선택과 이용에 미치는 영향을 중심으로)

  • Oh, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.279-292
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    • 2020
  • The purpose of this study is to suggest what the effect of channel brand equity is in the environment of multi-platform and to raise how channel brand equity is important by investigating how terrestrial TV's channel brand equity influences viewers' choice and use of the terrestrial TV contents on the multi-platform. The findings showed that the terrestrial TV's channel brand equity partially had a significant effect on the degree of use of Terrestrial TV contents on multi-platforms, but it did not on the diversity of media for viewing the terrestrial TV contents. In addition, it partially had an influence on the use of platform and service for viewing terrestrial TV contents by type. Finally, it also partially had impacts on the diversity of genre and the genre use by type. The findings suggest that the channel brand equity can have effects on the viewers' choice and use of broadcasting contents on the multi-platforms, and thus this study provides significant insights on what strategies are required for the competitiveness of broadcasting channels.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

A Study on Types of Portal Sites Preferences among the Korea Elderly (노인의 포털사이트 선호 유형에 관한 연구)

  • Heo, Jun-Seon;Lee, Hong-Jik;Jeong, Chan-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.5
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    • pp.713-724
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    • 2013
  • The purpose of this study was to explore and classify the types of portal sites' preferences among korean elderly in Korea by using the Q-methodology. 35 q-samples were adopted based on literature reviews and interviews with elderly and staff in charge of information education for the elderly. As results, types of portal sites' preferences among Korean elderly were categorized into four: 1) universality and popularity, 2) personal interests, 3) social relationship, and 4) convenience. This study also explored attributes of each type of perception and delivered implication to prepare and improve better portal sites for the elderly and finally help them use portal site more effectively and enhance their quality of life.

Developing Subject Guides and Service Model in the Disabled Area (장애인 분야 주제가이드 및 서비스 모델 개발 연구)

  • Chang, Woo-Kwon;Park, Seong-Woo;Jeong, Dae-Keun
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.101-132
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    • 2016
  • This study aims at developing subject guides for the disabled to provide service effectively. Subject guide and service models are developed on the basis of reference, case study, and user requests analysis and information types in areas are determined. Information types for collecting and building information resources are classified into types are subordinate and also metadata by information types are developed. Subject guides based on customized services contain information, disability type, service target, life-cycle, media type, and organizations.